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The Seals of Cthulhu
The Seals of Cthulhu
2020 | Bluff, Card Game, Fantasy, Horror
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?

The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!

On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.


Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?

And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.


Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
  
Nine Perfect Strangers
Nine Perfect Strangers
Liane Moriarty | 2018 | Contemporary, Fiction & Poetry
7
6.9 (10 Ratings)
Book Rating
Funny & heart-wrenching, but marred by an unbelievable plot!
Nine disparate strangers are gathering at Tranquillum House, a gated health resort. Each is seeking a form of peace and change: through meditation, losing weight, counseling, and more. For Frances Welty, a famous romance novelist, she needs a way to start over. Her back is in intense pain, and she's hurting from both a romantic misstep and a harsh review of her work. But once at Tranquillum House, Frances isn't exactly sure what to think. The owner, Masha, is both dynamic and odd. What exactly does she have in store for Frances and her fellow resort-goers?

Well, this was an interesting one, to say the least, and not really what I was expecting! So, at first, it drew me in immediately, with a quick introduction to Masha and her associate Yao, in the past, and then fast forwarding to Tranquillum House. You then meet all the various "strangers" at the resort. It's a pretty easy read; each character has their own unique voice, though it did take me some time to sort them all out and keep track of some of them.

However, once they are at the House, things sort of slow down (which you'll find especially ironic, as the book is filled with little insider jokes about books and writing, including a particularly apropos mention of pace from Frances). Everyone is there, they have to take a vow of silence (umm, ok?), they can't read (what?! I'd be out of there!), and you're wondering what on earth is happening as your characters just sort of sit around and ponder to themselves. Oh, but don't worry, dear Reader, it's going to get much weirder.

Because the thing with this book is that so many of the characters are great--I really liked Frances, for instance, and Zoe, and Tony, and well--a lot of them--but the plot they are dropped into becomes almost too preposterous. It felt as if Moriarty was trying to see how crazy she was allowed to go, but no one was brave enough to stop her, so she just kept going. It was odd, and hard to believe, and I just couldn't rationalize that everything that went on would really occur, could really occur, etc.

And, as I said, it's a shame, because so much of the book is funny, with these great characters, and some of it is gut-wrenching, and so well-done. There's a family whose son has committed suicide, and oh my goodness; their passages are just devastating. It's been nearly 15 years since I lost my loved one to suicide, and yet these parts of the story were so real and so well-done, they were almost too hard to read: they hit me right in the gut.

Also, as mentioned, Moriarty fits in a lot of fun little asides about reading and writing books--some about romances, due to Frances' occupation, but some just writing in general, and it's very meta and very cool. Big portions of the book are really humorous, real, and fun. So it's sad that I wasn't really sure of the overall point of the book and its insane plot.

The end of the book picks up too, which complicates my rating even more. Let's recap, shall we: oft funny and heart-wrenching story with realistic characters marred by an unbelievable plot that carries over for most of the book. What to do, what to do? It's quite a book, that's for sure!
  
Dragon Quest Builders Day One Edition
Dragon Quest Builders Day One Edition
Role-Playing
I know. How could I have never played Dragon Quest Builders before? There are so many games out there to play that I miss quite a few so I play them when I can. I was intrigued by Dragon Quest Builders because it was clearly not a traditional Dragon Quest game. The plot takes from the original Dragon Quest as a parallel world where the hero accepts the Dragonlord's suggestion of each one ruling half the world which turned out to be a trap. The hero is defeated and the world goes dark and is overrun by monsters. This is where the legendary builder comes in. You can play as a male or female builder. The first chapter introduces you to the game mechanics. Basically this is Dragon Quest meets Minecraft. Your job as the builder is to gather materials and rebuild the land of Alefguard from the ground up and revive it and bring the light back to the world.




The builder starts her journey.

The tutorial is fairly straightforward showing you how to gather materials. Once you have the materials needed, you need to build and craft items. There are various NPC's that give you quests which are things they want you to build ranging from a crafting forge to a kitchen. This is also how you find crafting recipes for things. When you have the right materials you can build all these things and as you do this, your base levels up.



Use recipes to build things and rebuild the world.

When you go out to the world, the game doesn't really show you where to go. This can be good and bad. It's good because it encourages a lot of exploration and finding things on your own, but it is bad because sometimes it can be a bit frustrating trying to find the location of a quest and it can feel like a lot of time is wasted trying to figure out where you are going. You can switch the map to an eagle eye's view with a white flag that shows where your base is and a Q for the quest marker. You have to do your best to follow your compass, but it's not perfect. You just have to try to be patient and do your best to navigate until you get where you need to be.



You can use this view to see where your base is.


There are moments in the game where the monsters will show up and wreck your base. You have to fight the monsters in order to defend your base. Sometimes the fights are intense with four to five waves of monsters with a boss monster at the last wave. Once the battle is won, you can rebuild everything that got destroyed. The game isn't too punishing when this happens making rebuilding pretty easy.



Fighting monsters is rough, but you can rebuild easily.


While I did have fun playing Dragon Quest Builders, there are things I found to be mildly irritating. Sometimes the difficulty spikes in battles could be incredibly frustrating. The solution to this of course is to constantly build and upgrade your base. The other thing is having to constantly watch the hunger meter. This is represented as loaves of bread next to your health meter. If it gets to zero, your health starts dropping. You have to constantly forage for food or fish and use the kitchen to cook meals. Honestly, this broke the game immersion for me. Having to constantly worry about not starving and having to stop building just to go hunting for food was not fun for me at all. It was an annoyance and I wished I didn't have to constantly do that when I wanted to focus on gathering materials and building spiffy things.



Hunger meter is low, time to go fishing!


There are four chapters in Dragon Quest Builders each in a different region. I did find it odd that when you went to each new world you lose everything and have to start over again from scratch with your weapons, tools, and materials. Getting food and healing items first is a priority so you can explore and build without too much hassle. You can re-learn the recipes in each new region and you also get new materials to build with. If you need a break from the main story, there is a free build mode which allows you to build to your heart's content with no monsters anywhere. You have at your disposal all the recipes you learned in the chapters, you can build whatever you like, and you can share it with your friends. Free build is a nice break from the main game and the only limits are your imagination.

Dragon Quest Builders is a fun game, but there are points of frustration in it with the unbalanced level spikes which is why I took breaks from it often. However, the story is interesting and there are some great nods to the Dragon Quest lore itself as well as some reveals about the builder and various characters that add more depth to the story. To me, free build is where the game shines because it was so much fun just running around and creating whatever I wanted. It is a fun game that encourages creativity while enjoying a good story. See you at the next adventure!
  
Call of Duty: Black Ops II - Uprising
Call of Duty: Black Ops II - Uprising
2013 | Shooter
With the recent announcement of Call of Duty: Ghosts speculation has run rampant as to what the series has in store especially with the promise of the new gaming engine and new consoles on the horizon. However Call of Duty: Black Ops II shows that there’s still plenty of life left in the game with the release of Uprising, the second of four planned map packs for the game. Uprising is available for the Xbox 360, PlayStation 3, and PC versions of the game and does require the original game in order to play. Players can purchase the map pack individually or as part of a season pass that allows all past and future content for the game to be acquired at a discounted price.

The pack offers for new maps as well as a new zombie mode called Mob of the Dead, which casts players as inmates at Alcatraz which is being overrun by the undead. Gameplay wise it is similar to pass on the modes in net weapons, power ups, ammunition, and access to other areas of the maps can be obtained through purchase using the in game currency accrued from dispatching the undead.

There is also a nice surprise to this that in addition to trying to locate and assemble parts to make your escape, the voice talents of Michael Madsen, Joe Pantoliano, Chazz Palminteri, and Ray Liotta, provide a very nice depth to the game as they helped bring an infusion of personality to the characters which really makes you care about their outcome.

There is an afterlife mode as well which is necessary for accessing certain areas and gathering components needed for survival. It is also very satisfying to shock some of the undead minions while in this gameplay mode. Players were one and make sure to avoid the new boss Brutus who gives out a solid amount of damage every time he appears.

The four maps are available for play in various modes such as Team Death Match and Mosh Pit but do not offer the number of online modes that are available for the standard version of the game.

 Vertigo is set in a futuristic high-rise in India and requires gamers to be very careful about where they step if they wish to avoid plummeting several stories to their doom. With a circular outside platform and limited indoor areas the emphasis is on using cover as much as possible especially from the abundant cargo and air-conditioning units that litter the map. I found this to be the least satisfying for my style of play as not being able to run, and constantly being at the mercy of snipers did make it very frustrating for me.

 Encore is set in London at a music festival and offers a nice mix of options for players of all gaming styles. From the backstage area which is ideal for setting mines and other traps, to the grandstand boxes which offer numerous opportunities for snipers to ply their craft. Since neither these are my style of play, I was content to work my way under the stage, and through the clubs, restrooms, and park areas as well as on stage to catch enemy units transitioning from one point of the map to the other. The key is not stay in one place too long as I start to the run and gun mode and had solid success.

 Magma is set in Japan following a volcanic eruption. Having to avoid lava and make your way over cooling areas through the village is definitely a nice visual touch. Everything from fish markets to subway stations and trains are on hand, but players have to be quick on the trigger as there are numerous areas for enemies to hide and blend into the shadows. Once I learned some of the nuances of the map, I did find myself having better luck and have racked up scores closer to my average on this one.

 Studio is a reworking of the classic Firing Line map and is set at a Hollywood film studio. From the long areas of the lot which are ideal for snipers as well as the ample rooftop spaces, players must be on their toes because death can come from anywhere at any time. From a T Rex to a crashed alien ship this map has plenty of variety. One moment you are moving through a medieval castle, the next moment you are walking through a saloon and then stomping a miniaturized city like Godzilla. There are also plenty of other great locales and it would be fun just to run through and sightsee if there was not so much mayhem going on around you.

I find it best to avoid snipers zones and make your way through the areas that offer plenty of cover and make great use of the trailers as they certainly provide cover and great areas of transition as well as ambush.

While uprising does not offer anything new in terms of weaponry, equipment, or rewards, what it does offer is several hours of new gameplay enjoyment for friends of the series who are in need of effects while they wait for the next release in the series. With two more map scheduled between now and November, you’ll want to check this out and as long as you are moderate in your expectations understanding these are simply new maps to enhance your gameplay, then you might find yourself really enjoying what is being offered with this diverse yet enjoyable collection.

http://sknr.net/2013/05/19/call-of-duty-black-ops-2-uprising/
  
Motherless Brooklyn (2019)
Motherless Brooklyn (2019)
2019 | Drama, Mystery
With all the recent big action blockbuster movie releases recently, there is a genre that has been overlooked for some time, a good detective story. Most movies that take place in the 50’s tend to focus more on mob related backdrops and ruthless hits to draw in audiences. Motherless Brooklyn written, directed and starring Edward Norton looks to tell a story that harkens back to the day where gumshoes spoke to key individuals and followed the clues to get to the bottom of the case. This is long before forensics was a thing, and there were no fancy computer databases or DNA matching to utilize to narrow down the suspect pool. This was when it took the skills and abilities of the individual themselves to follow the clues and piece them together like a puzzle to solve each and every case.

Lionel Essrog (Edward Norton) is a private detective who works at a small P.I. firm trying to eek out a living in the streets of New York back in the late 50’s. Lionel along with his fellow gumshoes grew up in a Catholic orphanage that cemented the bond between them all as both friends and family. Lionel suffers from Tourette’s syndrome causing him to tick and burst out in unusual statements which only gets worse as he gets nervous or excited, however he also possesses a photographic memory, able to recall specific conversations and repeat them verbatim when asked.

On what begins as a seemingly routine job, things quickly turn deadly when Frank Minna (Bruce Willis) the lead private investigator (and owner) of the firm is gunned down in an alley. With very little information to go on and forced to confront each suspect while attempting to maintain his composure, Lionel must use his smarts and the help of his friends to piece together what Frank was involved in and unravel the mystery before anyone else gets hurt. His investigation will take him throughout the streets of New York at a time where racial tensions were bubbling over, and the lure of power and money was more than folks could ignore.

Edward Norton does an outstanding job with his portrayal of an average Joe who must overcome a debilitating mental condition to find those who killed his friend. He does such a believable job with his portrayal of Tourette’s that at times it’s hard to believe that he doesn’t suffer from it in his real life. Much the same way Jack Nicholson brought Obsessive-Compulsive Disorder into the public conscious in As Good as it Gets, Norton portrays his Tourette’s in a somewhat comical, but still respectable manner. In a way, his condition disappears into the background allowing his skills and smarts to come across first.

Norton is joined by a star-studded cast featuring Bruce Willis as his best friend Frank Minna, a seemingly well-intentioned man who has stood up and protected Lionel since child-hood. Alec Baldwin portrays a powerful and ruthless city official, looking to extend his power in the city while making a small fortune in the process. Willem DaFoe, fresh off of another Oscar worthy performance in The Lighthouse, once again brings his acting pedigree to the mix and last, but certainly not least Gugu Mbatha-Raw brings a smart and extremely strong female character with what should be an Oscar winning performance.

Motherless Brooklyn is a long movie (chalking in a bit over two and a half hours) and does take some time to gather its footing. This is a detective movie after all, and much of the action takes place speaking with suspects and researching in the library. It certainly brings an authentic feel to detective work in the 50’s and is a surprisingly refreshing detour from the onslaught of action and superhero movies which have dominated the screens in 2019. New York in the 50’s comes to life with the incredible costumes, vehicles and just overall feel of what the city must have been like back in the day. It’s a testament to how much wardrobe and attention to detail can take the viewers back in time. For those who lack the sort of patience that this movie will certainly require, it may seem a bit overwhelming to consider, however once the viewers settle in, they are in for a treat as they join Lionel in piecing the puzzle together, to sort out what led to the death of his friend.

Motherless Brooklyn was exactly the type of movie I was hoping for, a gritty detective movie that isn’t overly concerned with outrageous plots or frantic gun play. It’s a movie about gathering the clues, investigating the leads, and seeing where it takes you. The star-studded cast is outstanding, and I certainly cannot over emphasize the pivotal role that Norton brings to the screen. If old crime novels and private investigator stories are your cup of tea, you’ll find that Motherless Brooklyn checks off all the boxes. In a sea of superhero movies and high action thrillers, it’s refreshing to come across a film that brings some realism back to the cinema.
  
Castle Dice
Castle Dice
2013 | Dice Game, Medieval
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?


Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!

Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.


Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.

I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.

Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
  
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Tiny Epic Galaxies
Tiny Epic Galaxies
2015 | Dice Game, Science Fiction, Space
When it comes to game themes, I’ve got them all – modern mystery, fantasy, superhero, abstract puzzle, pirates, zombies, and more. But the one theme I never had was space. Which, thinking back on it now, is kind of weird because there are so many space-themed games out there. In my exploration of the Tiny Epic series, I eventually came to the third installment, Tiny Epic Galaxies. And thus, the space-game void I didn’t even know I had was filled. Since then, I’ve played a handful of other space-themed games, but Tiny Epic Galaxies is by far my favorite.

In Tiny Epic Galaxies, you are the leader of a galactic empire looking to expand its borders and influence across space. Unfortunately, you are not the only one vying for power – competing galactic leaders are also gathering resources and sending out scouts to planets in hopes of bringing them into the folds of their own empires. Can you outwit your opponents and stake your claim on these new planets before your rivals do? Or are you doomed to live under someone else’s rule forever?

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Tiny Epic Galaxies is a game of dice rolling and area control/influence in which players take turns rolling dice and activating powers in order to gather resources and increase their influence on newly-discovered planets. On your turn, you will roll a specified number of dice, and activate them in any order you choose to perform any of the available actions: move a ship, advance your colonization of a planet, acquire resources, or utilize the special power of a planet you control. Gaining control of a planet earns victory points, and the game ends once a player has reached 21 VPs. Sounds simple enough, right? But here’s a twist – when you activate a die on your turn, any other player can spend a resource to follow your action and perform the same action you just did. Make sure you keep an eye on your opponents’ ships and resources – a beneficial action for you could also earn your opponents a planet!

My absolute favorite part of all the Tiny Epic games is that they have so much more to offer than meets the eye, and Tiny Epic Galaxies is no exception. The premise of the game is simple and easy to learn, yet mastering the strategy is what keeps me coming back for more. There is no single strategy for guaranteed success, and the necessity to adapt strategy based upon your dice rolls keeps the game engaging and exciting. You may have a plan in mind, but unless the dice cooperate, you’ll have to adjust that plan on the fly. And you’ve also got to pay attention to your resources and your opponents’ turns, because you might be able to capitalize on their dice if you can afford the cost. It could potentially always be your turn, even if it’s not your official turn, since you have the ability to follow an opponent’s action. You’re coming up with your own strategy, while also trying to decipher your opponents’ strategies so you can outwit them and earn the most VPs the fastest.

Another great part of this game is that there is a good amount of player interaction, but not in a way that feels confrontational. In some situations it may feel like a bit of ‘take that,’ but remember – you’re the one who gave them the opportunity to take that action! Without you taking the action in the first place, your opponent would not have had the chance to follow you! Your strategy must transcend your individual galaxy and also take into account every other galaxy in play. In Tiny Epic Galaxies, you’re constantly interacting – some interactions are just more subtle than others.

Tiny Epic Galaxies is perhaps my favorite Tiny Epic game to date. It’s quick, simple, and yet deceptively strategic. Plus the little spaceships are so cute! If I had to pick one Tiny Epic game to use to introduce someone to the series, I would pick this one. Purple Phoenix Games gives Tiny Epic Galaxies an out-of-this-world 17 / 18.
  
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The Woman in Black
The Woman in Black
Susan Hill | 1998 | Fiction & Poetry
8
6.9 (10 Ratings)
Book Rating
Great paranormal aspect (1 more)
Good narrative
Overuse of some words (1 more)
Some scenes that could have been written better
In Susan Hill's novel, "The Woman in Black," she puts a small twist on an urban legend that is widely known to most - - - 'the lady in white,' which if you haven't heard of it, it's a spectral woman that is seen throughout the world, dressed all in white, only to show up in places of tragic events. This novel only has one main character, Arthur Kipps, a 23-year-old young man who is a lawyer in late 1800's England. He usually takes care of the conveyance of property leases, but one day, when his boss, Mr. Bentley, hands over a case and responsibility of finding a newly deceased's Last Will and Testament for their lawfirm, Kipp graciously accepts the new adventure without knowing that what is ahead will haunt him the rest of his life.

As Kipp soon finds out after traveling to the town just outside of the deceased's home, there is more to this woman, Alice Drablow, than just an old hermit- - - anytime her name is mentioned, people fall silent; the same goes for her home: Eel Marsh House. Kipp doesn't allow this to put him off from doing his job, but when he finds out about the marshes the house lives on, he is told that there are only certain times of the day that he can cross before the marshes become too flooded to cross. 'The Woman in Black' has spine-chilling moments and great descriptive details to make this a quick ghost story to be enjoyed.

Before Kipp heads off to the Eel Marsh House, he must attend Mrs. Drablow's funeral; he is accompanied by a man named Mr. Jerome, an agent that had dealt with Mrs. Drablow's property and land business while she was alive. While at the church, only one other person turns up for the funeral: a woman dressed all in black. Kipp takes note that this woman does not look well and, being the gentleman that he is, tells himself that he will offer his arm to her for stability after the funeral, but when they are leaving the church yard, the woman is suddenly gone. Kipp brings this up to Mr. Jerome, but he merely states that they were the only ones at the funeral.

The best scene to come is Kipp's first night at Eel Marsh House, where he experiences his first real scare in the ruins close by the house that is a dilapidated cemetery. " Suddenly conscious of the cold and the extreme bleakness and eeriness of the spot and of the gathering dusk of the November afternoon, and not wanting my spirits to become so depressed that I might begin to be affected by all sorts of morbid fancies, I was about to leave, and walk briskly back to the house, where I intended to switch on a good many lights and even light a small fire if it were possible, before beginning my preliminary work on Mrs. Drablow's papers. But, as I turned away, I glanced once again round the burial ground and then I saw again the woman with the wasted face, who had been at Mrs. Drablow's funeral. She was at the far end of the plot, close to one of the few upright headstones, and she wore the same clothing and bonnet, but it seemed to have slipped back so that I could make out her face a little more clearly. "

Over the entire course of the book, Kipp only visits the house one more time after this incident. The book has a good story, but it isn't flawless; first, there is the overuse of the word 'estuary,' which is practically used on every page whenever Kipp is at the Eel Marsh House or discussing it. It gets very tiresome. There is also instances of bad writing, where I feel that Hill could have delivered the scenes better than she did: Kipp changing his mind the very next sentence (if you read my reviews pretty regularly, you will realize that I can't stand it when a character contradicts themselves within a page or two), and then Kipp saying he can't do something, than directly after, does it. When you read this book, you will realize that Kipp is not the type of character that would change his mind on a whim.

Kipp is also an interesting character for a male set in this era. Most men in the late 1800's were stoic and refused to show an ounce of emotion in public, but Kipp is not afraid to have other men see him fall apart, and he is also very considerate of other people. There isn't much of a backstory on where Kipp came from or how his parents raised him, but it wasn't really needed for this story. Yet, we meet Kipp's step-children and his first and second wife, without too much of a story about them, so when certain things happen (to not give a spoiler), it doesn't really leave an impression.

There isn't much I can say that wouldn't give away what makes this story enjoyable to read. Overall, this is a good and quick ghost story that may cause shivers for some, but even if it doesn't, the Woman in Black is a must-read for lovers of the paranormal. To me, this seems like a good book to read while traveling because it's easy to pick up and set down without getting lost as to what was going on.