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Century Golem: Eastern Mountains
Century Golem: Eastern Mountains
2019 | Fantasy
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?

The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.

Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L

Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!

Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.

To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.


Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.

The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.


Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
  
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Clare Parrott (294 KP) created a post

Jul 24, 2017  
Road To Ruin (New Orleans Nights #1)
by Callie Hart

Malicious Destruction of Property.
Two counts of breaking and entering.
Two counts of possession of a controlled dangerous substance.
Four counts of assault.
Three counts of illegal gambling.
Three years served in Orleans Parish Prison.

Tommy ‘Havoc’ Kendrick’s rap sheet reads like a recipe for disaster: one part mayhem to three parts chaos. There’s no arguing the matter; he’s a bad guy, or at least he used to be. For the past five years, Tommy’s been on the straight and narrow, keeping his head down and staying out of trouble. He left the French Quarter behind, along with the New Orleans crime syndicates and underground fights that used to pay his bills. Trading in the high-octane thrill of earning money with his fists to work in an auto mechanic’s was hard, and yet somehow, despite everything, he’s made it work.

Until now.

Tommy hadn’t planned on seeing his brother again. When David Kendrick turns up on his doorstep with a bag full of money and four broken ribs, Tommy finds himself heading back to the place he swore he’d never return. Back to the fights. Back to the drinking, the drugs, and the women.

Back to a life he thought he’d left behind for good.

Nikita Moreau has lived in New Orleans all her life. She learned to drive there, lost her virginity there, bought her first house there, and she’s damned if she isn’t going to die there, too. As a prison psychologist at one of the country’s most dangerous facilities, she runs the risk of dying in the state of Louisiana on a daily basis, and yet she wouldn’t give it up for the world. There’s nothing more satisfying than helping those everyone else has given up on. Nothing more rewarding than fixing something everyone said was broken.

The day she meets Tommy Kendrick, however, she learns a painful lesson: sometimes a person is too broken to be fixed. Sometimes a person is beyond reach and cannot be saved. The tall, dark and handsome, tattoo-covered devil is danger personified. She knows this. She knows he’s bad news. So then why can’t she stop thinking about him? Why can’t she stay away from him?

And, most importantly, why won’t she save herself?

*** Road To Ruin is part one in a two-part story. Part two will be coming out soon! Be advised: Road To Ruin is a dark romance novel that contains graphic scenes. As such, this book is only suitable for readers 17+ ***
     
Frankenstein (1931)
Frankenstein (1931)
1931 | Horror
Everyone remembers the story of Frankenstein, or at least the first part. We all know Dr. Frankenstein assembles his "creation" from the bodies of the deceased and his assistant henchman brings him the brain from a criminal instead of a "normal" brain. His creation is then elevated to the heavens during a lightning storm and given the 1.21 Gigawatts of electricity he needs to regain life and drive the DeLorean back to the future! (Come to think of it, that might be a different film!) 😋

What you may not remember is the 2nd half of the film where the monster, presumed dead, wanders the countryside searching for the meaning of life and meets a young girl. The two sit by the shore trading flowers and tossing them into the water. The monster thinks it would be a good idea t toss the girl as well accidentally killing her.

After hearing about the atrocity, the townspeople form a lynch mob determined to hunt down and destroy the monster once and for all. The creature ends up at a lighthouse where his final fate is carried out.



Some other facts I may not have remember or never knew at all:

-Dr. Frankenstein's first name is Henry (I thought it was Viktor)
-Henchman' name Fritz (not Igor)
-Mary Shelley's opening writing credit is listed as Mrs. Percy B. Shelley (lame)
- The Monster's acting credit at the beginning is listed as "?" (not until the end credits is Boris Karloff given his due)
-No soundtrack during the film at all other than the opening and closing credits (I found out from the film historian DVD audio commentary in film music wasn't begun as a normal practice until sometime after this film's release in 1931)

Some other facts you may not remember is how excellent Boris Karloff really is as the monster. He takes you from hating him, to loving him, to feeling pity for him in the course of his limited screen time.

Also, for the time period, the set design and cinematography are breathtaking in glorious black and white. You really feel you are there with Frankenstein as he creates his masterpiece and watches quickly while he decidedly begins to regret his decision.

This time of year is fun to watch the spooky and scary. In this case, this classic is both and is not that long so you can watch more than one Frankenfilm tonight!

  
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