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Sophia (Bookwyrming Thoughts) (530 KP) rated The Ambrose Beacon (The Solas Prophecy, #1) in Books
Jan 23, 2020
Original Review posted at <a title="The Ambrose Beacon by Alena Gouveia" href="http://bookwyrming-thoughts.blogspot.com/2013/11/review-the-ambrose-beacon-by-alena-gouveia.html">Bookwyrming Thoughts<a/>
Note: Formatting is lost due to copy and paste, along with pictures and captions
<i><b>Disclaimer:</b> Review copy provided by author for review</i>
Let me blunt about The Ambrose Beacon: it was boring. It also became the third unfortunate book that lands into my DNF list and the first fantasy book oh wait. Not exactly the first... does the Caster Chronicles count as Fantasy, or does it count as Paranormal? If it counts as paranormal, then The Ambrose Beacon became the unfortunate first fantasy book I didn't finish.
So essentially, I give fair warning: I rated and reviewed it based on what I could manage to read so far. Which, I think I was being a bit lenient about, but I didn't throw the book against the wall, so it certainly didn't deserve a lower rating.
Now allow me to tell why I found it boring, and my general thoughts on it:
Larry and Jerry. They sound so similar (they rhyme as well), that I was befuddled and mistakenly read Jerry as Larry and vice-versa when it was really the other way around. They're best friends and one of them is the main character. How confusing can that get?
The characters don't seem to be in depth. While I get the why for Harper and Arianna, the other characters simply seem virtually pancake-like (no offense). Add to the fact that it suddenly switches POVs without some sort of sign. One minute it's Cole, the next? Dinah, Jerry, Harper, Vaughn, etc. >_<
Fairies. Probably one of my favorite things to read about, and it's not because they're sparkly and pretty and whatnot. But I was actually interested in Gouveia's take on fairies when the word was
mentioned in the earliest parts of the book.
Unfortunately, it doesn't seem to be well written, nor realistic. I mean, doing magic in public. In front of human eyewitnesses. That doesn't sound like the typical faery to me that tries to not let the human world find out about them because then it's all, "IT'S THE APOCALYPSE. I must be seeing things," or maybe, "HOLY MONKEYS. FAIRIES EXIST" *rubs eyes to make sure it's not an illusion.* But the fairies here seem like a bounce off of Fantastic Four (even though I haven't watched the movie). More like superheroes than the sidhe.
The same thing is repeated, but in different variations. Oh hooray. Demons, demons and more demons. Same kind of demon, which isn't a problem for me, but the very fact that they tend to be doing the same thing over and over and over again throughout the entire book, which is the main reason why I stopped (I really did stop at exactly 50%). There's not a lot going on, although maybe if I had the time and gave the book further chances, there might be other things going on rather than "OMG, THERE'S A DEMON THAT WANTS MY HEAD ON A PLATTER. RUN." (or in the case here, it's fight to the death.)
Generally I like fantasy. I love the creative worlds and character and creatures made up that gives me a free ticket to travel okay, that applies to any book really without having to move a single inch, and the very fact that you can't exactly buy a plane ticket to the area in the first place. Someone tell me if we can really buy a plane ticket to the Faery Realms if you so disagree on that fact. Of course... I wouldn't exactly try and mess with fairies in the first place.
I tried liking the story. I thought first thought it was because of reading The Jungle, which is dreadfully boring, and it may have influenced my thoughts on this one. Then I read Allegiant for awhile and came back to it. It didn't work out well either (and Allegiant didn't bore me).
So simply put, The Ambrose Beacon is not really my cup of tea.
*eats a biscuit and avoids unsweetened tea*
I really hate giving bad reviews. Especially DNFs.
Note: Formatting is lost due to copy and paste, along with pictures and captions
<i><b>Disclaimer:</b> Review copy provided by author for review</i>
Let me blunt about The Ambrose Beacon: it was boring. It also became the third unfortunate book that lands into my DNF list and the first fantasy book oh wait. Not exactly the first... does the Caster Chronicles count as Fantasy, or does it count as Paranormal? If it counts as paranormal, then The Ambrose Beacon became the unfortunate first fantasy book I didn't finish.
So essentially, I give fair warning: I rated and reviewed it based on what I could manage to read so far. Which, I think I was being a bit lenient about, but I didn't throw the book against the wall, so it certainly didn't deserve a lower rating.
Now allow me to tell why I found it boring, and my general thoughts on it:
Larry and Jerry. They sound so similar (they rhyme as well), that I was befuddled and mistakenly read Jerry as Larry and vice-versa when it was really the other way around. They're best friends and one of them is the main character. How confusing can that get?
The characters don't seem to be in depth. While I get the why for Harper and Arianna, the other characters simply seem virtually pancake-like (no offense). Add to the fact that it suddenly switches POVs without some sort of sign. One minute it's Cole, the next? Dinah, Jerry, Harper, Vaughn, etc. >_<
Fairies. Probably one of my favorite things to read about, and it's not because they're sparkly and pretty and whatnot. But I was actually interested in Gouveia's take on fairies when the word was
mentioned in the earliest parts of the book.
Unfortunately, it doesn't seem to be well written, nor realistic. I mean, doing magic in public. In front of human eyewitnesses. That doesn't sound like the typical faery to me that tries to not let the human world find out about them because then it's all, "IT'S THE APOCALYPSE. I must be seeing things," or maybe, "HOLY MONKEYS. FAIRIES EXIST" *rubs eyes to make sure it's not an illusion.* But the fairies here seem like a bounce off of Fantastic Four (even though I haven't watched the movie). More like superheroes than the sidhe.
The same thing is repeated, but in different variations. Oh hooray. Demons, demons and more demons. Same kind of demon, which isn't a problem for me, but the very fact that they tend to be doing the same thing over and over and over again throughout the entire book, which is the main reason why I stopped (I really did stop at exactly 50%). There's not a lot going on, although maybe if I had the time and gave the book further chances, there might be other things going on rather than "OMG, THERE'S A DEMON THAT WANTS MY HEAD ON A PLATTER. RUN." (or in the case here, it's fight to the death.)
Generally I like fantasy. I love the creative worlds and character and creatures made up that gives me a free ticket to travel okay, that applies to any book really without having to move a single inch, and the very fact that you can't exactly buy a plane ticket to the area in the first place. Someone tell me if we can really buy a plane ticket to the Faery Realms if you so disagree on that fact. Of course... I wouldn't exactly try and mess with fairies in the first place.
I tried liking the story. I thought first thought it was because of reading The Jungle, which is dreadfully boring, and it may have influenced my thoughts on this one. Then I read Allegiant for awhile and came back to it. It didn't work out well either (and Allegiant didn't bore me).
So simply put, The Ambrose Beacon is not really my cup of tea.
*eats a biscuit and avoids unsweetened tea*
I really hate giving bad reviews. Especially DNFs.
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Toca Life: Stable
Education and Entertainment
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Welcome to a world of horses and adventure! Groom horses, care for them and show them! Engage in...
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Diners & Drive-Ins TV Unofficial Guide
Food & Drink and Travel
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Welcome to the best-selling guide to the hit TV show Diners, Drive-Ins, and Dives. 980 Diners...
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Have you ever wanted to buy a vowel? Spin the Wheel with Pat Sajak? Guess letters and watch them...
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Bob Mann (459 KP) rated Last Night in Soho (2021) in Movies
Nov 11, 2021
Edgar Wright’s Haunting Love Letter to the Swinging Sixties.
A young 21st-century teen walks in her nightclothes down a darkened alley emerging into a bustling 60’s Soho street across from a theatre showing “Thunderball”. She enters the Cafe de Paris with a reflection mimicking her actions but showing a very different girl. So it was that the trailer for Edgar Wright’s “Last Night in Soho” hit earlier this year.
The trailer grabbed me by the gut and firmly cemented it as a “must see” in my movie-watching schedule. Frustratingly, Covid got in my way. But now free of the wretched virus, this had just HAD be my first outing.
Plot Summary:
Eloise (Thomasin McKenzie) is a Cornish teen whose fashion and music tastes are firmly rooted in the ’60s. She is also blessed (or plagued) with having visions of people who’ve passed, including her dead mother.
Travelling to a London fashion school, Eloise is a lost soul in a raucous world. But at night, she is mystically transported back to the swinging 60’s into the body of aspiring singer Sandie (Anya Taylor-Joy). Sandie is under the thrall of ‘manager’ Jack (Matt Smith), and Eloise witnesses events that she needs to tell people about. But who would possibly believe such a tale?
Certification:
US: R. UK: 18.
Talent:
Starring: Thomasin McKenzie, Anya Taylor-Joy, Matt Smith, Terence Stamp, Diana Rigg.
Directed by: Edgar Wright.
Written by: Krysty Wilson-Cairns (based on a story by Edgar Wright).
“Last Night in Soho” Review: Positives:
This is SUCH a tour de force of filmmaking. Honestly, there were moments in here, particularly in the first half of the movie, where I was beaming from ear to ear at the audacity of it all. That ‘time travel’ reveal is even better in ‘the flesh’ than it was in the trailer, enhanced by the vibrant cinematography of Chung-hoon Chung.
Thomasin McKensie again impressed me immensely. She was of course the ‘girl in the attic’ from “Jojo Rabbit” and the best thing in the lacklustre M. Night Shyamalan feature “Old“. Anya Taylor-Joy is as spectacular as you would expect and Matt Smith also delivers, although I wasn’t completely convinced by Smith’s cockney accent. And what a wonderful thing to watch veteran actors Terence Stamp and Diana RIgg strut their stuff on the big screen. (This was Rigg’s final screen performance, and the film is dedicated to her: “For Diana”. RIP Ms Rigg.)
The combination of ‘in camera’ and special effects here are gob-smackingly effective. Some of the ‘mirror’ effects involving Eloise, Sandie and Jack in the club are gleeful. And I’m not sure how they were all done. And a dance sequence where Eloise switches to Sandie and back again is just so clever.
The Production Design is just brilliant. It oozes a combination of 60’s style and sleaze. Surely an Oscar nomination is due here.
As with other Edgar Wright movies (like “Baby Driver“) the choice of music is superb. The score is by Oscar winning composer Steven Price, but you can be sure that Wright was heavily involved in the track selections. These prominently feature a Cilla Black track – heralded by 15 string beats of total perfection – that is in my top 5 songs from the 60’s. And Anya Taylor-Joy’s haunting version of “Downtown” is just superb.
Acting Royalty…. Diana Rigg in her last role, and….
Negatives:
The second half of the film just doesn’t *quite* live up to the promise of the first half (which was running as a clear 5*s).
While the inevitable twist in the tale is clever (and unexpected), I thought it was rather clumsily introduced. (I can’t go into details without introducing spoilers, but an envelope is involved). Something more subliminal would have been my preference; something that you would have had to watch the film again to catch.
A stunning starring role for Thomasin McKenzie. Just wonderful.
Summary Thoughts on “Last Night in Soho”
I loved this one. It lived up to my expectations, and came close to “classic status”. I need to give this careful consideration as to where this sits in my “Top 10 Films of the Year”, but it is undoubtedly up there in the list.
Highly recommended, if you are content to stomach some violent (and quite disturbing) horror imagery.
The trailer grabbed me by the gut and firmly cemented it as a “must see” in my movie-watching schedule. Frustratingly, Covid got in my way. But now free of the wretched virus, this had just HAD be my first outing.
Plot Summary:
Eloise (Thomasin McKenzie) is a Cornish teen whose fashion and music tastes are firmly rooted in the ’60s. She is also blessed (or plagued) with having visions of people who’ve passed, including her dead mother.
Travelling to a London fashion school, Eloise is a lost soul in a raucous world. But at night, she is mystically transported back to the swinging 60’s into the body of aspiring singer Sandie (Anya Taylor-Joy). Sandie is under the thrall of ‘manager’ Jack (Matt Smith), and Eloise witnesses events that she needs to tell people about. But who would possibly believe such a tale?
Certification:
US: R. UK: 18.
Talent:
Starring: Thomasin McKenzie, Anya Taylor-Joy, Matt Smith, Terence Stamp, Diana Rigg.
Directed by: Edgar Wright.
Written by: Krysty Wilson-Cairns (based on a story by Edgar Wright).
“Last Night in Soho” Review: Positives:
This is SUCH a tour de force of filmmaking. Honestly, there were moments in here, particularly in the first half of the movie, where I was beaming from ear to ear at the audacity of it all. That ‘time travel’ reveal is even better in ‘the flesh’ than it was in the trailer, enhanced by the vibrant cinematography of Chung-hoon Chung.
Thomasin McKensie again impressed me immensely. She was of course the ‘girl in the attic’ from “Jojo Rabbit” and the best thing in the lacklustre M. Night Shyamalan feature “Old“. Anya Taylor-Joy is as spectacular as you would expect and Matt Smith also delivers, although I wasn’t completely convinced by Smith’s cockney accent. And what a wonderful thing to watch veteran actors Terence Stamp and Diana RIgg strut their stuff on the big screen. (This was Rigg’s final screen performance, and the film is dedicated to her: “For Diana”. RIP Ms Rigg.)
The combination of ‘in camera’ and special effects here are gob-smackingly effective. Some of the ‘mirror’ effects involving Eloise, Sandie and Jack in the club are gleeful. And I’m not sure how they were all done. And a dance sequence where Eloise switches to Sandie and back again is just so clever.
The Production Design is just brilliant. It oozes a combination of 60’s style and sleaze. Surely an Oscar nomination is due here.
As with other Edgar Wright movies (like “Baby Driver“) the choice of music is superb. The score is by Oscar winning composer Steven Price, but you can be sure that Wright was heavily involved in the track selections. These prominently feature a Cilla Black track – heralded by 15 string beats of total perfection – that is in my top 5 songs from the 60’s. And Anya Taylor-Joy’s haunting version of “Downtown” is just superb.
Acting Royalty…. Diana Rigg in her last role, and….
Negatives:
The second half of the film just doesn’t *quite* live up to the promise of the first half (which was running as a clear 5*s).
While the inevitable twist in the tale is clever (and unexpected), I thought it was rather clumsily introduced. (I can’t go into details without introducing spoilers, but an envelope is involved). Something more subliminal would have been my preference; something that you would have had to watch the film again to catch.
A stunning starring role for Thomasin McKenzie. Just wonderful.
Summary Thoughts on “Last Night in Soho”
I loved this one. It lived up to my expectations, and came close to “classic status”. I need to give this careful consideration as to where this sits in my “Top 10 Films of the Year”, but it is undoubtedly up there in the list.
Highly recommended, if you are content to stomach some violent (and quite disturbing) horror imagery.
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Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Onslaught in Video Games
Jun 19, 2019
Call of Duty: Ghosts gets a much needed update with the release of Onslaught, the first of four planned DLC packs for the game.
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
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Purple Phoenix Games (2266 KP) rated The Quest Kids in Tabletop Games
Mar 26, 2021
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
![40x40](/uploads/profile_image/f7f/d15697b9-5ccf-45a6-8874-f05104f9bf7f.jpg?m=1602780240)
Kirk Bage (1775 KP) rated Knives Out (2019) in Movies
Jan 22, 2021
Murder mystery films tend to be more fun in theory and anticipation than they are to watch. It’s a genre that I very much enjoy and have indulged in over the years. Yet, if I look back in detail at it, I find that it is the books, especially those of Agatha Christie, that I like much more than anything lasting a couple of hours on the screen. There’s something about the mystery being rushed and squeezed into the cinema artform that is usually anti-climactic or even a full on let down.
Perhaps my favourite of the entire genre is a film that refuses to take itself seriously and is at once a pastiche of the multiple cliches that have accumulated over the years. And that film is, of course, the wonderfully camp, funny and charming 1985 romp Clue, starring Tim Curry and a slough of 80s B stars having the time of their lives. It isn’t a “good” film, it is a cult film, it’s joy being in its absolute lack of pretension or moral judgement. Like the board game that inspired it, it isn’t overly complicated or long, but has just enough cleverness, mirth and ambiance about it to always be a winner.
Rian Johnson’s take on the genre, Knives Out, is aware of these elements at all times, being above all things colourful, playful, arch and glib, but never convoluted or cerebral in an alienating way. He is something of a master at subverting a genre and wringing new life into it; take the invention of the teen noir in Brick, or the blend of assassin time travel sci-fi in Looper. He even gave an entire franchise a new breath of life by re-examining the use of humour and self referencing in Star Wars: The Last Jedi.
All of those previous films have as many detractors as mega fans, proving his style is devisive, for its audacity and its irreverence towards any idea of purism within an established model. And Knives Out is no exception to that. However, it may be the film of his that most people can agree on that they enjoyed, for one reason or another. I think it’s as interesting to ask why that is as it is to talk about the film itself… so, I will. At least, I’ll try to do both without losing my train of thought.
Firstly, it looks stunning; the palate of rich colours used in the poster and all marketing just make it look like something you want to immerse yourself in – every jacket, tie, dress, or piece of furniture is designed to precision, and it works like a dream of the genre you may have once had, as if it had been plucked directly from your subconscious. As in all good murder mysteries, the location, props and costumes should hold as much character as the actors, and the stately home of the Thrombey family certainly provides plenty of atmosphere in every texture and material on display.
Of course, the cast of characters is wonderfully put together with some inspired casting of familiar faces and actors you trust, such as Toni Collette and Michael Shannon, together with a few we don’t see enough of these days, such as Jamie Lee Curtis and Don Johnson, who both manage to create something as memorable as anything they did in their golden days. Add to the mix two bone fide action film superstars in Daniel Craig and Chris Evans, who leave the baggage of their most famous characters far behind and manage to convince you they are real actors again, the former with the aide of a jarring but hilarious Southern drawl, that grates at first but is a perfect choice on reflection.
Then there are the two lynchpins of this film’s ultimate success and joy: the exceptional legendary gravitas of 90 year old Christopher Plummer as the patriarch and victim at the centre of the intrigue, and the quite glorious revelation of Ana de Armas, whose charisma, beauty and skill in this delicately balanced role was the most impressive thing for me about the whole production. It may be Craig who is the ever present focus, as the detective tasked with solving the “crime”, but it is de Armas that you will remember most long after the credits roll.
As for the plot, well… I obviously can’t talk about it without ruining the whole thing. But, I can say that it isn’t far into the intricate web of motives, alibis and secrets before you start to sense this is going somewhere different, even unique. The examination of the relationships and personalities, and the extent to which they each demonstrate greed and selfishness is fascinating, superceding the crime that exists on the surface with a swamp of far seedier and unpleasant goings-on. Craig’s suave Benoit Blanc isn’t so much a detective here as a family therapist, or perhaps a supernatural presence in the style of the old classic, An Inspector Calls. Perhaps, it is suggested, no one completely escapes guilt and shame here… or do they? Are we looking for a murderer, or the only morally good person amidst a pack of dogs?
Another key element is how modern and unstuffy it feels, despite the country house and riches this is no play of manners, quite the opposite – no one here is on their best behaviour for the sake of decorum, and being upper class is an idea played with rather than enforced. The tea and cakes of the classic Christie, such as Murder on the Orient Express is replaced by smartphones and similar trappings, that identify it as definitely 2019 and no period piece. The concerns and themes are very much rooted in our present problems, and for that it engages and resonates in ways a costume drama just can’t do.
Upon finishing it for the first time, you may be thinking “sure, OK, I enjoyed that… but I’m not blown away here”. Then, as it sinks in over coming weeks, you find yourself recommending it to people, and thinking about how good it is in ways you didn’t initially think about. And that is surely why it was so embraced by the critics and paying public alike; it is a likeable, fun film, that can also stand some artistic scrutiny. It isn’t the smartest, or prettiest, or most meaningful film ever made, but it is enough of all three to make it an instant mini-classic, in my opinion.
I feel like there is maybe more to say about it, which is always a good sign, but that will do for now. I’d be happy to discuss it with anyone that feels the need. Or hear from anyone that didn’t like it! It would be interesting to hear that side of it, because I haven’t heard many negative comments on it at all. I don’t think I would defend it as a masterpiece to the end of the Earth, ‘cos it ain’t that good. I’m just hard pressed to find a serious fault. And it’s great when one of those sneaks up on you!
Perhaps my favourite of the entire genre is a film that refuses to take itself seriously and is at once a pastiche of the multiple cliches that have accumulated over the years. And that film is, of course, the wonderfully camp, funny and charming 1985 romp Clue, starring Tim Curry and a slough of 80s B stars having the time of their lives. It isn’t a “good” film, it is a cult film, it’s joy being in its absolute lack of pretension or moral judgement. Like the board game that inspired it, it isn’t overly complicated or long, but has just enough cleverness, mirth and ambiance about it to always be a winner.
Rian Johnson’s take on the genre, Knives Out, is aware of these elements at all times, being above all things colourful, playful, arch and glib, but never convoluted or cerebral in an alienating way. He is something of a master at subverting a genre and wringing new life into it; take the invention of the teen noir in Brick, or the blend of assassin time travel sci-fi in Looper. He even gave an entire franchise a new breath of life by re-examining the use of humour and self referencing in Star Wars: The Last Jedi.
All of those previous films have as many detractors as mega fans, proving his style is devisive, for its audacity and its irreverence towards any idea of purism within an established model. And Knives Out is no exception to that. However, it may be the film of his that most people can agree on that they enjoyed, for one reason or another. I think it’s as interesting to ask why that is as it is to talk about the film itself… so, I will. At least, I’ll try to do both without losing my train of thought.
Firstly, it looks stunning; the palate of rich colours used in the poster and all marketing just make it look like something you want to immerse yourself in – every jacket, tie, dress, or piece of furniture is designed to precision, and it works like a dream of the genre you may have once had, as if it had been plucked directly from your subconscious. As in all good murder mysteries, the location, props and costumes should hold as much character as the actors, and the stately home of the Thrombey family certainly provides plenty of atmosphere in every texture and material on display.
Of course, the cast of characters is wonderfully put together with some inspired casting of familiar faces and actors you trust, such as Toni Collette and Michael Shannon, together with a few we don’t see enough of these days, such as Jamie Lee Curtis and Don Johnson, who both manage to create something as memorable as anything they did in their golden days. Add to the mix two bone fide action film superstars in Daniel Craig and Chris Evans, who leave the baggage of their most famous characters far behind and manage to convince you they are real actors again, the former with the aide of a jarring but hilarious Southern drawl, that grates at first but is a perfect choice on reflection.
Then there are the two lynchpins of this film’s ultimate success and joy: the exceptional legendary gravitas of 90 year old Christopher Plummer as the patriarch and victim at the centre of the intrigue, and the quite glorious revelation of Ana de Armas, whose charisma, beauty and skill in this delicately balanced role was the most impressive thing for me about the whole production. It may be Craig who is the ever present focus, as the detective tasked with solving the “crime”, but it is de Armas that you will remember most long after the credits roll.
As for the plot, well… I obviously can’t talk about it without ruining the whole thing. But, I can say that it isn’t far into the intricate web of motives, alibis and secrets before you start to sense this is going somewhere different, even unique. The examination of the relationships and personalities, and the extent to which they each demonstrate greed and selfishness is fascinating, superceding the crime that exists on the surface with a swamp of far seedier and unpleasant goings-on. Craig’s suave Benoit Blanc isn’t so much a detective here as a family therapist, or perhaps a supernatural presence in the style of the old classic, An Inspector Calls. Perhaps, it is suggested, no one completely escapes guilt and shame here… or do they? Are we looking for a murderer, or the only morally good person amidst a pack of dogs?
Another key element is how modern and unstuffy it feels, despite the country house and riches this is no play of manners, quite the opposite – no one here is on their best behaviour for the sake of decorum, and being upper class is an idea played with rather than enforced. The tea and cakes of the classic Christie, such as Murder on the Orient Express is replaced by smartphones and similar trappings, that identify it as definitely 2019 and no period piece. The concerns and themes are very much rooted in our present problems, and for that it engages and resonates in ways a costume drama just can’t do.
Upon finishing it for the first time, you may be thinking “sure, OK, I enjoyed that… but I’m not blown away here”. Then, as it sinks in over coming weeks, you find yourself recommending it to people, and thinking about how good it is in ways you didn’t initially think about. And that is surely why it was so embraced by the critics and paying public alike; it is a likeable, fun film, that can also stand some artistic scrutiny. It isn’t the smartest, or prettiest, or most meaningful film ever made, but it is enough of all three to make it an instant mini-classic, in my opinion.
I feel like there is maybe more to say about it, which is always a good sign, but that will do for now. I’d be happy to discuss it with anyone that feels the need. Or hear from anyone that didn’t like it! It would be interesting to hear that side of it, because I haven’t heard many negative comments on it at all. I don’t think I would defend it as a masterpiece to the end of the Earth, ‘cos it ain’t that good. I’m just hard pressed to find a serious fault. And it’s great when one of those sneaks up on you!
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Zoom in Barcelona in Tabletop Games
Jan 5, 2022
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.