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Tropico 6
Tropico 6
2018 | Simulation
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.

Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.

For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.

There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.

Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.

Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.

Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.

Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.

Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!

What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals

What I liked less: Road tool seems a bit finicky, some items are difficult to locate
  
Where Creatures Hide
Where Creatures Hide
PJ Sheperd | 2017 | Science Fiction/Fantasy, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Mysterious and tons of twists that will make you want more of this story!
My rating: ☆☆☆☆☆

Review:
I was sent Where Rogues Hide to read and review for my honest opinion but I only got about 20 pages in when I realized that I needed to read Where Creatures Hide (which is book 1 of the series) and Where Puppets Hide (book 2 of the series). So I rented them off of Amazon so I can give them a quick read through and review. Here is everything that I have felt throughout my read through of Where Creatures Hide.

The story starts by introducing the "Chant of Creatures." This then leads to the opening of the story where there are a bunch of lab technicians doing tests on a girl that is frozen in a tomb of ice. They decide to melt the ice so they can carry out other tests that would lead to the girl's puppet soul being released.

A note on puppet souls:
Puppet souls are the darkest part of a creature's mind. The part of the mind that tells you you're not good enough. That voice that can break you down until you're nothing. They are extremely dangerous because they are numb beings that enjoy killing for pleasure, even if it costs them their own life. "Now what I mean here is that when you give into your dark thoughts, you forget about everything around you. Your family, your friends, the people who love you, the people who matter most. You don't see them, all you see is a shadowy haze of darkness, nothing else. The sun doesn't shine, rain pours thicker than it ever has before but you don't care because you're falling. Falling into that endless bottomless pit of ebony nights. You're not scared because everything you see means nothing. Everything you hear means nothing. The people who call your name, mean nothing... Falling into your puppet soul is like ecstasy. You crave for silence, bliss, happiness and you think the only way you're going to get it is if you truly allow it to overcome you. Even if it means hurting the people around you, and yourself."

The girl's puppet soul ends up releasing for only a short moment before she passes out. This is where Alex comes into the story as he was the only one to survive the release of the girl's puppet soul. Where Creatures Hide follows that girl's story. Her name is Dawn, she is a creature with a puppet soul and has no recollection of who she really is but she's determined to figure that out, even if it means hurting others around her.

"Because love thrives so much more than fear and darkness. Loyalty lies so much deeper with family than it does an army."

Characters:
Alex - the leader of Europha and one of Titan's sons. He is light in a dark and cruel world.
Dawn - the main character with a puppet soul. There is a twist that I can't reveal about her because it's a spoiler, but it was amazing!
Xavior - my baby, my smol cinnamonroll, my love. Xavior is by far my favorite character. He's just so innocent and loves to eat - I can get down with that!
Aziel - a god sent from higher up gods to find and protect the princess, eventually he must... wait, I can't tell you that cause it's a spoiler!
Luna - this little girl right here has my heart wrenched into a million pieces. I want to smother her into my arms and protect her from the world but at the same time, she's strong and independent and doesn't need any protection as long as she has her violin.
Titan - Alex's father. A gruesome man who wants to control all
Inaya - the princess that is to save her people from Titan's grasp
Tremayne - a phoenix lady who is cursed with not being able to touch anybody. Raised Alex after he lost his mother.
Ava - a vampire who doesn't come in until roughly the halfway mark of the book. She ends up standing close with Uma and Susi to protect them.
Uma - a bad ass little cat girl who I just wanted to cuddle in my arms!
Susi - wolf sidekick and protective of Uma

Reasons why I rated it 5 stars:
1. The plot:
I've never read anything by PJ Sheperd and I honestly have no idea why. PJ is an amazing human being with great storytelling skills. Where Creatures Hide packed a punch that I was not ready at all for. I bawled my eyes out, I fell in love, my heart raced at the twists and turns that littered throughout this breathtaking novel. There was an aura of mystery across the entirety of the novel and it honestly added such an appeal to the plot that left me craving more.

2. My enjoyment:
I absolutely 100% enjoyed reading Where Creatures Hide. The execution of the writing was amazing and the amount of background, development, and story that was packed into this little novel was a whirlwind of a roller coaster ride that I will gladly take over and over again.

3. Character and story development:
Guys! The character development within Where Creatures Hide is some of the best I've seen. PJ Sheperd does an amazing job and it was honestly a lot better than quite a few popular authors that have great editors. The story development was a little slow at first but with how the story ended up laying out, it made total sense the way that it was written.

4. Grammar and spelling:
PJ Sheperd has had a lot of hardships finding a good editor as each one has screwed her over. So I am not rating her on grammar and spelling as she is a new-ish indie author. There weren't many grammatical and spelling errors, just a few that could be overlooked but I happened to notice. She knows all about them already.

5. The overall story:
I absolutely am in love. I cannot express how much I've come to love this story-line just know that it's a lot. I can't wait to get my hands on some physical copies so I can reread the story. I'm already ready to do it!

"When you have strength, you fear nothing, and when you fear nothing you overcome the darkness with a blazing beacon of light."

There are three (3) different covers for each book in the Where Creatures Hide series. Each cover has a bit of extra stuff added to either the story or at the end of the book.

OG paperback cover - original PG-13 storyline
Special Edition paperback cover - smut filled storyline
Hardback cover - smut filled storyline + artwork
  
13 Monsters
13 Monsters
2020 | Dice Game, Fantasy, Fighting, Memory, Party Game
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…

As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T

To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!

Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.

Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.

Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.

There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.

Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!

Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.

Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
  
Gnomes & Wizards
Gnomes & Wizards
2020 | Fantasy
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.

Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.

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

As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.

To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.

Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.

Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.

Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.

The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.

Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.

I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
  
1917 (2020)
1917 (2020)
2020 | Drama, War
It has felt like a long wait to get to this film, there was a lot of talk when Midway was coming out so I was very glad it finally arrived.

Lance Corporal Blake has been told to report with another soldier, the respite from war was short but something important must be afoot. It's more than just important, it's life and death for Blake's older brother. His company have sent word that they're going to advance on the retreating German troops but communications are down and they don't know they're going headfirst into a trap.

Blake and Schofield are tasked with finding a way to their position to stop the advance before they lead 1,600 men into the ambush. Between them and their objective? No man's land, abandoned German trenches and large expanses of open land. One another and vigilance are all they have to get them to their objective.

I ended up seeing this twice on its opening weekend, mainly for technical reasons. When I completed my first watch I saw a lot of tweets about its "one-shot" filming and details of an interview about the filming techniques used, that all made me want to go back and watch for more detail.

If I'm honest with you I didn't notice the "one-shot" filming during my first trip to the cinema. In the interview I saw it said that there were no takes longer than 9 minutes, with its running time that meant that at the very least there were 14 cuts... of course I wanted to go and try to spot them. There were only a few "obvious" ones, but even then some of those felt so seamless that you wouldn't question if they said it was done in one (two) shot(s).

The effects in the film are fantastic, but also one of my only quibbles. There are several video clips with and without effects on floating around the internet and you'll see the massive effort that went into these effects. The major scene that comes to mind is in the trailer, Schofield is running across the field as the regiment is advancing around him. I had just assumed that the shot was aerial, but no, it was filmed from the back of a truck. That doesn't sound all that strange until you see in this video that the truck has a road to drive down that is then CGId out for the final cut. That was incredible to see. But this scene is also the only scene that made me doubt the effects too. When I watched it on the big screen it felt clear that some of the explosions were generated, and watching the clips proved that feeling to be right.

I could ramble on about the effects in this for ages but I need to remember there are other things to talk about... but well, I want to rave a little.

The nighttime scene is truly incredible to watch. It makes you paranoid and scared, you watch the shadows for soldiers and survivors, ugh, gripping and terrifying all at the same time.

Right, come one... move along, Emma!

Not much of a switch but I want to mention what I believe are mainly physical effects. One of the first scenes shows Blake and Schofield going through the trenches and over no man's land, walking through the trenches takes a long time, the fact they dug all of that and decked out the entire length for what is sometimes just a fleeting view. The soldiers as they sleep against the walls blending in like they're not there, the claustrophobic feeling as they walls creep higher and closer around them, and just the sheer volume of people down there. Both fast-paced and drawn out at the same time this whole sequence is complex and important.

After the trenches we see them go over the top into no man's land. The pair of them make an amazing job of playing in the mud. It's another part of the film that makes you look around. What's floating in the water? What's hidden in the mud? Truly spectacular additions and I imagine that on every viewing you'd see something different and horrific appear.

Come on, Emma... acting.

There are a lot of cameos from recognisable talented actors but the nature of the story means they're only the briefest of scenes. Mark Strong was probably my favourite of those, his tone at that critical part of the film was perfect.

To our main duo... Blake is played by Dean-Charles Chapman, a face I recognised but had to look up. I'd seen him most recently in The King and Blinded By The Light but clearly neither of those roles stuck with me. Schofield is played by George MacKay who I haven't seen in anything before. The pair had an interesting dynamic, there was certainly a camaraderie there but I swung between thinking they were good friends and just acquaintances because of their behaviour towards each other. Their characters felt very much at two ends of the scale, Blake optimistic and almost a little green, Schofield, battle-worn and sceptical.

Between the two I can easily say that George MacKay was the better performer. He does get some of the headier scenes to deal with but Chapman felt like he wasn't in a warzone. There were still good moments there but I wasn't as convinced by his performance. MacKay was acting even when he wasn't acting, his moments of silence were just as impressive as his scripted parts.

There is just so much in 1917 to look at, the background is so well thought out that you're drawn to it just as much as the action that's in the foreground. You're scanning everything as they move with them like you're a member of their regiment. It feels like it needs to be watched a couple of times. I watched it to see it, I watched it to watch the techniques and I feel like I want to see it again just to watch that background. None of these watches are for anything other than the technical side of things though. Even though I felt emotional connections with parts of the story it's still a basic quest with obstacles and while it's an interesting look at soldiers and their dedication it's not all that extraordinary.

This truly deserves to win a lot of technical awards. I'm not sure that the acting or script hit the same heights, but as a whole 1917 is definitely something special to see.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/1917-movie-review.html
  
Where Creatures Hide
Where Creatures Hide
10
10.0 (1 Ratings)
Book Rating
<a href="https://bookingwayreads.wordpress.com">Blog</a>; | <a href="https://https://www.instagram.com/ernest.bookingway/">Bookstagram</a>; | <a href="https://https://twitter.com/bookingwayreads">Twitter</a>;

My rating: ?????

Review:
I was sent Where Rogues Hide to read and review for my honest opinion but I only got about 20 pages in when I realized that I needed to read Where Creatures Hide (which is book 1 of the series) and Where Puppets Hide (book 2 of the series). So I rented them off of Amazon so I can give them a quick read through and review. Here is everything that I have felt throughout my read through of Where Creatures Hide.

The story starts by introducing the "Chant of Creatures." This then leads to the opening of the story where there are a bunch of lab technicians doing tests on a girl that is frozen in a tomb of ice. They decide to melt the ice so they can carry out other tests that would lead to the girl's puppet soul being released.

A note on puppet souls:
Puppet souls are the darkest part of a creature's mind. The part of the mind that tells you you're not good enough. That voice that can break you down until you're nothing. They are extremely dangerous because they are numb beings that enjoy killing for pleasure, even if it costs them their own life. <i>"Now what I mean here is that when you give into your dark thoughts, you forget about everything around you. Your family, your friends, the people who love you, the people who matter most. You don't see them, all you see is a shadowy haze of darkness, nothing else. The sun doesn't shine, rain pours thicker than it ever has before but you don't care because you're falling. Falling into that endless bottomless pit of ebony nights. You're not scared because everything you see means nothing. Everything you hear means nothing. The people who call your name, mean nothing... Falling into your puppet soul is like ecstasy. You crave for silence, bliss, happiness and you think the only way you're going to get it is if you truly allow it to overcome you. Even if it means hurting the people around you, and yourself."</i>

The girl's puppet soul ends up releasing for only a short moment before she passes out. This is where Alex comes into the story as he was the only one to survive the release of the girl's puppet soul. Where Creatures Hide follows that girl's story. Her name is Dawn, she is a creature with a puppet soul and has no recollection of who she really is but she's determined to figure that out, even if it means hurting others around her.

"Because love thrives so much more than fear and darkness. Loyalty lies so much deeper with family than it does an army."

Characters:
Alex - the leader of Europha and one of Titan's sons. He is light in a dark and cruel world.
Dawn - the main character with a puppet soul. There is a twist that I can't reveal about her because it's a spoiler, but it was amazing!
Xavior - my baby, my smol cinnamonroll, my love. Xavior is by far my favorite character. He's just so innocent and loves to eat - I can get down with that!
Aziel - a god sent from higher up gods to find and protect the princess, eventually he must... wait, I can't tell you that cause it's a spoiler!
Luna - this little girl right here has my heart wrenched into a million pieces. I want to smother her into my arms and protect her from the world but at the same time, she's strong and independent and doesn't need any protection as long as she has her violin.
Titan - Alex's father. A gruesome man who wants to control all
Inaya - the princess that is to save her people from Titan's grasp
Tremayne - a phoenix lady who is cursed with not being able to touch anybody. Raised Alex after he lost his mother.
Ava - a vampire who doesn't come in until roughly the halfway mark of the book. She ends up standing close with Uma and Susi to protect them.
Uma - a bad ass little cat girl who I just wanted to cuddle in my arms!
Susi - wolf sidekick and protective of Uma

Reasons why I rated it 5 stars:
1. The plot:
I've never read anything by PJ Sheperd and I honestly have no idea why. PJ is an amazing human being with great storytelling skills. Where Creatures Hide packed a punch that I was not ready at all for. I bawled my eyes out, I fell in love, my heart raced at the twists and turns that littered throughout this breathtaking novel. There was an aura of mystery across the entirety of the novel and it honestly added such an appeal to the plot that left me craving more.

2. My enjoyment:
I absolutely 100% enjoyed reading Where Creatures Hide. The execution of the writing was amazing and the amount of background, development, and story that was packed into this little novel was a whirlwind of a roller coaster ride that I will gladly take over and over again.

3. Character and story development:
Guys! The character development within Where Creatures Hide is some of the best I've seen. PJ Sheperd does an amazing job and it was honestly a lot better than quite a few popular authors that have great editors. The story development was a little slow at first but with how the story ended up laying out, it made total sense the way that it was written.

4. Grammar and spelling:
PJ Sheperd has had a lot of hardships finding a good editor as each one has screwed her over. So I am not rating her on grammar and spelling as she is a new-ish indie author. There weren't many grammatical and spelling errors, just a few that could be overlooked but I happened to notice. She knows all about them already.

5. The overall story:
I absolutely am in love. I cannot express how much I've come to love this story-line just know that it's a lot. I can't wait to get my hands on some physical copies so I can reread the story. I'm already ready to do it!

"When you have strength, you fear nothing, and when you fear nothing you overcome the darkness with a blazing beacon of light."

There are three (3) different covers for each book in the Where Creatures Hide series. Each cover has a bit of extra stuff added to either the story or at the end of the book.

OG paperback cover - original PG-13 storyline
Special Edition paperback cover - smut filled storyline
Hardback cover - smut filled storyline + artwork
  
Disney Villainous
Disney Villainous
2018 | Entertainment
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.

Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.

DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, 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

To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.

Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.

Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.

Play continues in this manner until one player has achieved their victory condition.

Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…

So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
  
Edison Jones and The ANTI-GRAV Elevator
Edison Jones and The ANTI-GRAV Elevator
Michael Scott Clifton | 2020 | Science Fiction/Fantasy, Young Adult (YA)
9
9.0 (1 Ratings)
Book Rating
If you've followed my blog for awhile, you know I have a thing for middle grade fiction. There's something so refreshing that I just love. When the chance to read Edison Jones and The ANTI-GRAV Elevator arose, I couldn't say no. The synopsis sucked me right in, and I figured I'd be in for a great adventure. I wasn't wrong.

Edison Jones is a 12 year old seventh grader. After a car accident (that really wasn't an accident) left him paralyzed from the waist down and killed his parents, he's been living a very sheltered life with his grandpa. Edison isn't like most 12 year olds though. He's highly intelligent and has come up with a way to invent a anti-gravity space elevator. He's just go to prove to NASA that it works. Oh, and he's also being enrolled into the local public junior high school for the first time which also presents problems of its own. Edison will have to prove his space elevator has what it takes while also navigating the new realm of school and friendship if he's going to make his dreams come true.

The plot for Edison Jones and The ANTI-GRAV Elevator definitely was an interesting one for sure. While there are similar books out there, Michael Scott Clifton really made his book stand out. I liked how the main character had a disability which made it harder for him when it came to everything. It's refreshing to see a main character that's different from the mainstream. There is a bunch of science speak and terminology which can be a little overwhelming for the average person, but eventually, you get used to it. Plus, you don't need to know all of the terminology to enjoy this book. Context clues are also available to help make the terminology a bit more understandable. Descriptive scenes abound throughout this novel which makes it very easy to get lost in this book. In fact, many times I forgot where I was because I was so focused on this novel. The anticipation that Clifton sets up for major events throughout Edison Jones and The ANTI-GRAV Elevator is done brilliantly. I was definitely holding my breath and turning the page quickly to find out what would happen next especially when it came to scenes with the Breakstone twins, the robotics competition, the last junior high football game, and the launching of Edison's space elevator! The build up in those scenes was amazing! The ending does leave the possibility of another Edison Jones story being released in the future.

One thing that did irk me quite a bit was the stereotype that all of those who live in mobile homes are trashy. I felt like the author played into that a bit too much during one chapter. Here's one example which can be found at the end of chapter 26 when discussing Markie Franks who is a bully and Hondo's house (Hondo, Edison's friend, comes from a home where his mom chooses her boyfriend over him, and the boyfriend and Hondo don't get along.): "Markie's house surprised Edison. Although more modest than Bree's, it was also a brick home with an immaculate yard and appearance. He wasn't sure what he expected--maybe a mobile home with rusting cars on blocks in the yard--not the tidy home the bully lived in. Hondo...did live in a mobile home complete with a yard full of foot-high weeds. The only light came from the blue flicker of a TV through a grimy window next to the front door. With a grimace, Hondo got out and waved, his shoes pushing a path through the brown weeds and grass." It's stereotypes like this that make those who live in mobile homes easy targets for bullying as well as making those that live in mobile homes feel horrible about their life. It really shouldn't have been discussed like this at all. Not everyone who lives in a mobile home is trailer trash which is what I felt this book was implying.

I did feel like all the characters in Edison Jones and The ANTI-GRAV Elevator where very fleshed out and realistic. Edison is extremely intelligent when it comes to science, but he struggles with fitting in as he's been sheltered his whole life. Even though Edison isn't your average 12 year old when it comes to smarts, it was refreshing to see just how average he was when it came to navigating friendships and romance. I loved reading about Edison's thought process when it came to his crush on Carly as well as his friendship between Bree, Hondo, and Carly. I liked how Edison, for the most part, wouldn't give that bully, Markie Franks, the satisfaction of knowing that he bothered him. I admired Hondo after all he had been through. Throughout most of the book, I was trying to figure out if Hondo was a genuine person or if he would end up double crossing Edison. Bree and Carly were great friends to Edison, and it was obvious how much they admired Edison. I liked how they would stand up for him. The Breakstone Twins were also very interesting. I can't wait to see more of them in future books (if the author chooses to make this a series). I liked how cunning and calculated they both were.

Trigger warnings for Edison Jones and The ANTI-GRAV Elevator include some profanity, name calling including using the word pussy which I didn't like, some stereotyping, some violence, bullying, attempted murder, murder, a mention of drugs (being stoned), some underage smoking, and a mention of beer.

All in all, Edison Jones and The Anti-GRAV Elevator is a fantastic story that straps you in for a very exciting adventure throughout its pages. The plot is fantastic, the characters are diverse, and the action abounds. I would definitely recommend Edison Jones and The ANTI-GRAV Elevator by Michael Scott Clifton to those aged 13+ who seek adventure in their life. This would appeal mostly to those interested in science, but I think everyone who enjoys a solid story would like it.
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(A special thank you to Lone Star Literary Life for the tour and to Michael Scott Clifton for sending me a paperback of Edison Jones and The ANTI-GRAV Elevator in exchange for an honest and unbiased review.)
  
Game of HAM: Adult Set
Game of HAM: Adult Set
2019 | Card Game, Humor, Party Game, Word Game
We recently invested in a really great pork loin and were able to get like three excellent meals out of it (if you want recipes, that’s a different blog). I know pork loin and ham aren’t the same, but I do enjoy them immensely. That’s why when I heard about a Game of HAM I was all set and ready to begin! But what I played wasn’t a game about ham at all, but rather a game of “Hating All Mankind.” What???

Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.

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


To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.

So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.

At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.


Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!

Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.

If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
  
You Said You Could Draw
You Said You Could Draw
2021 | Humor, Party Game
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.

In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T


To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.

The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!


Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.

The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.

I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.

All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.