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Guess Who
Guess Who
Chris McGeorge | 2018 | Fiction & Poetry, Thriller
6
6.0 (1 Ratings)
Book Rating
Book Review by Cari Mayhew.

One murder; one room; 5 suspects. Now there’s a promising description for an intense read!

The story begins when central character, Morgan Shephard wakes up handcuffed in what appears to be a hotel room in London. Morgan is a resident detective for a daytime reality TV programme. With him there’s a lawyer, an actress, a teenager, a coffee shop worker, and a hotel cleaner. They find a dead body in the bath - the body of Morgan’s therapist. A message from a masked man appears on the TV screen explaining that Morgan has 3 hours to identify the murderer or the hotel will be blown up.

The characters find that they cannot escape the room. Morgan runs quick interviews with the suspects and finds that they all have links to the victim, but not as strong as his own. Before the 3 hours is up, while Morgan is searching the air ducts, the one suspect accuses another and proceeds to stab him to death. Morgan becomes fairly sure that he knows who murdered his therapist and calls the name out moments before the 3 hours are up. Then nothing happens so he calls out the names of all the suspects. An explosion is then heard by all, but everything remains as it was – there was no explosion. They then discover that they are not at all where they thought they were.

The chapters on Morgan’s current settings are spliced with chapters from other points in Morgan’s life with special emphasis on his solving of a murder which made him famous at age 11, and the reader discovers who has had the longest vendetta against Morgan, and the chapters slowly spell out why.

But this does little to address the reasoning behind the presence of the others in the room, until a further 2 vendettas are revealed.

I enjoyed the book and the story behind the masked man’s murderous hatred, but what I didn’t like was that the general premise of the book wasn’t lived up to. The 3 hours before the “explosion” was up at the 50% mark of the book, and the 5 suspects in the room all have incredibly weak links to the murder victim. I also think that more story could have been made around the lawyer whose big case Morgan was somehow embroiled in which was to take to trial that very day.

I found elements of the book too unrealistic, with extensive effort to bring the plotting to fruition, 1 completely needless and unnecessary victim, and an actual willing murder victim. Also Morgan’s drink and drug dependency did nothing to aid the story telling.

Although I was hoping for more from the book, the plot was indeed intense and I did have a good read.
  
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The Princess Diarist
The Princess Diarist
Carrie Fisher | 2017 | Biography
4
7.5 (22 Ratings)
Book Rating
Carrie Fisher's latest memoir details a behind the scenes look of the first <i>Star Wars</i> film. Motivated by the recent discovery of the journals she wrote while filming <i>Star Wars</i> in the late 1970s, Fisher discusses her naive nineteen-year-old self: not yet famous (though with famous parents) and unprepared for the juggernaut that would become the <i>Star Wars</i> franchise. She also covers her now famous co-star, Harrison Ford, and their relationship during the three months of filming. Fisher presents excerpts from her discovered journals and ponders on her life and the fame and notoriety that playing Princess Leia has brought her.

I am new to the <i>Star Wars</i> fandom, having only recently discovered the films myself in the past two years or so. My four-year-old daughters love them (and Leia), so I was intrigued by the idea of Fisher's memoir. While I like the films, I don't consider myself a fanatic by any stretch of the imagination. Still, I was interested in hearing some behind the scenes tidbits about filming. And Fisher starts out with such facts, explaining how an early scene was re-written due to the physical limitations of Peter Mayhew, who played Chewbacca. It's that sort of information that I find fascinating--and imagine other <i>Star Wars</i> fans would as well.

And, I won't lie, I was also fascinated by Fisher's reported relationship with Harrison Ford, who is about 15 years her senior (and was married while they were filming). Her portrayal of Harrison in the book seems spot on and is actually quite humorous at times. Unfortunately, her actual detail of the relationship is scant at best, and we really don't get much insight into their romance. What we do get is a lot of particulars about Fisher's own insecurities about herself, her body, her acting, etc.

She includes actual excerpts of the journals she found in the middle of the book, and I confess, I eventually started skimming them, because they were just agony to read. I can understand how they resonate from the perspective of a lovestruck teenager (because, truly, she was just that at the time), but so many years later, they just seem like a lot of bad poetry and ramblings that make no sense out of context. And beyond a few stories about Harrison, we really get nothing in the book that explains them, which is unfortunate, as Fisher seems witty and interesting (albeit insecure, but hey, so am I). I understand her angst from the journals, I really do, but I'm not honestly sure I wanted to read it in such form.

Plus, after that section of the book, we move on to Fisher discussing her fans and how "being Leia" has affected her life. And, again, I get it: we all forget how no one expected <i>Star Wars</i> to be so big. You wouldn't at nineteen realize what you were getting into, and I'm sure this character has absorbed much of her identity. And maybe it was reading this on the heel of Anna Kendrick's memoir, but I can only take so much of celebrities complaining about their fame and lives. The second half of Fisher's book, basically, is her capturing "conversations" with awestruck fans explaining how much Leia and <i>Star Wars</i> meant to them. But, really, it's mocking them and illustrating how tiresome the "lap dance" (her words) of signing autographs and appearing at various conventions can be. But, you know, as she states, it's worth it for the money. You can't help but feel a little offended on the part of these devoted, crazy fans, and a little less sorry for Fisher, even if she was not included on merchandising shares for <i>Star Wars</i>.

Sigh. Overall, I'm a bit conflicted on this one. Bits and pieces were very interesting. But I would have enjoyed hearing more about the actual set and her interactions with the other actors beyond Harrison Ford. While I also didn't mind hearing about Fisher's impressions of how Leia impacted her life, the fandom sections just rubbed me the wrong way. 2.5 stars.
  
Tales &amp; Games: The Hare &amp; the Tortoise
Tales & Games: The Hare & the Tortoise
2011 | Animals, Book, Card Game, Kids Game, Racing
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.

We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. – T

The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.

To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.

On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.

Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.

I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
  
The Quest Kids
The Quest Kids
2021 | Fantasy, Kids Game
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!

The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!

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 from the publisher online or from your FLGS. -T


To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.

Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).

Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.


Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.

Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.

The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.

Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
  
Flightless Falcon
Flightless Falcon
Mickey Zucker Reichert | 2000 | Science Fiction/Fantasy
7
7.0 (1 Ratings)
Book Rating
Shelf Life – Flightless Falcon Still Glides Pretty Well
Flightless Falcon is a light DAW fantasy by Mickey Zucker Reichert that first came out in paperback in July of 2001. Set in your typical fantasy land – lightly coated in magic but sans any fantastical creatures such as dragons, elves, dwarves, and the like – it follows the sad, luckless exploits of an ex-miner named Tamison made useless after a cave in kills his father and brother and leaves him trapped deep in the mine for a few days.

Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.

When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.

The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.

The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.

But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.

The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.

Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.

But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.

It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
  
Solo: A Star Wars Story (2018)
Solo: A Star Wars Story (2018)
2018 | Action, Sci-Fi
Back in 1977 I remember going into the original Cine Capri to see “Star Wars” with some friends. I was very young but little did I know that movie would change my life and put me on the path that I am now. Over the decades that have followed I have read the books and comics, played with the toys, played the video games, and eagerly watched any new film or television show related to the franchise.

The fact that Disney has put out a new film every years since “Star Wars: The Force Awakens” is great for fans like me as those three year waits; to say nothing of the 17+ years between the Original and Prequel Trilogies were tough.

Through it all my favorite character has always been Han Solo. I do not know what it is but the brash, cocky, money loving; scoundrel who gets in and out of trouble yet does the right thing in the end has always connected with me.

So when news came that there would be a new movie based on the early years of the title characters I was excited but concerned as Harrison Ford is so iconic in that role I could not see how anyone could measure up.

Combine that with original Directors Phil Lord and Christopher Miller being removed from the film after shooting a significant number of weeks, there was ample concern to go around.

Fortunately for fans, Director Ron Howard has crafted a very enjoyable film as “Han Solo: A Star Wars Story” deftly combines the action, visuals, and humor that made the films cinematic legends and in doing so introduces new characters and expands the lore of the Star Wars Universe.

The film follows a young Han (Alden Ehrenreich), who hustles to survive and get off the world of Corrilia.

Han like many kids on the street pull all sorts of scams under the control of various criminals and he plots to escape with his friend Qi’ra (Emilia Clarke).

When an opportunity arises, Han takes it, but finds himself in the Imperial Navy which does not bode well for a person with strong opinions and a mind of his own.

Fate steps in once again and introduces Han to Chewbacca (Joonas Suotamo), and a mentor figure in the form of a man named Beckett (Woody Harrelson). Han attempts to prove himself to his new crew as he sees this as his way out to a better life. However with things take a turn for the worse, he must work with his new associates to clear the slate with a deadly crime boss named Dry’den Vos (Paul Bettany).

As anyone who follows the series knows Han has a way of escalating a situation and this leads the crew to recruiting Lando Calrissian (Donald Glover), into the crew as they set off to pull off a risky and dangerous mission to get the much needed resources to save their lives.

What follows is a very enjoyable film that has an appropriate amount of humor and character building as well as plenty of good action and effects which should keep fans of the series happy. The new characters were very enjoyable and added a new depth to Han as well as the Star Wars mythos but what really impressed me was that at no time did I find myself comparing Ehrenreich to Harrison Ford. He was charismatic and enjoyable in the role and I easily believed that this was Han before life, the universe, and circumstances turned him into the man we would know years later.

Glover is uncanny with his version of Lando and he at times almost sounded like Billy Dee Williams and had many of the mannerisms of the character down His back and forth with Han was great to see and we got a much deeper understand of both the characters and their complicated history with one another.

Clark and Harrelson round things out well as they provide a great balance to Han. One is a mentor and one is the link to the life he had and the dreams he wants to achieve. Ron Howard moves things along well without rushing things as while it does take a bit of time getting up to speed, it happens at a natural pace without seeming rushed. Howard also does not rely on an abundance of effects to carry the film. There are plenty of practical FX and makeup creations to make you well aware that this is a vast and diverse galaxy but he uses them and the CGI to enhance the story rather than carry it.

There are numerous nods throughout to past films as well both visual and verbal and a few great surprises along the way. It is believed that more adventures of the younger Han will be coming in the future and I cannot wait for them to arrive as this was a very fun film. Now the only hard part will be the 19 month wait for Episode IX as the five month wait from the last film already seems like ages ago and I cannot wait for more.

http://sknr.net/2018/05/15/solo-a-star-wars-story/
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!