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LeftSideCut (3776 KP) rated Midnight Mass in TV
Nov 11, 2021
It's a rare thing indeed that I'm left in stunned silence when the credits start to to roll. Midnight Mass was one of those occasions (actually, due to its episodic format, this happened more than once)
This limited series is pretty much perfect in every way. For starters, every single piece of dialogue feels important. There are plenty of lengthy moments of talking, and most of these scenes are completely engaging, dripping with character development. In fact, every character we see throughout the show is given just the right amount of backstory, and I found myself profusely invested in all of them. The way these characters are crafted lead to a plethora of emotional moments. By the time the final scene rolls around, I was exhausted, but in a good and wholly fulfilling way.
The narrative in wonderfully paced. The horror element is present from the start, but is subtle to begin with, focusing on the island setting and the people that live there. The mysteries of the plot are drip fed and intriguing. When the twist and turns start to hit, it gives way to an unsettling horror-thriller with religion right at the centre. I'm a sucker for religious horror, and Midnight Mass is surely the new reigning champion of this particular sub genre. The way that this small island town finds themselves in the grip of a "full blown religious revival" as one of the characters puts it, manages to feel miraculous, warming, and eventually terrifying, all at once. Spearheading said revival is Father Paul, one of the most charismatic bastards ever commited to screen, and portrayed with aplomb by Hamish Linklater. He chews up every scene he is in and delivers some staggering monologues. His right hand, Bev Keane, is another highlight. Samantha Sloyan gives us hugely contemptible antagonist. The whole cast is nothing short of excellent, but these two in particular steal the whole show.
On top of all of this, every episode is shot beautifully. It's stunning to look at from start to finish. The music score is fantastic as well, especially the hymns. The use of them leads to some overwhelmingly powerful moments (especially in the final episode), and all of these positives combined result in a bonafide masterpiece.
It's clear that this was a passion project for Mike Flanagan in the way that it's so lovingly put together. He just keeps proving himself over and over again, and I can't give enough praise to both him, and Midnight Mass, and he's one of a fair few modern directors that ensure that the future of horror is bright indeed.
This limited series is pretty much perfect in every way. For starters, every single piece of dialogue feels important. There are plenty of lengthy moments of talking, and most of these scenes are completely engaging, dripping with character development. In fact, every character we see throughout the show is given just the right amount of backstory, and I found myself profusely invested in all of them. The way these characters are crafted lead to a plethora of emotional moments. By the time the final scene rolls around, I was exhausted, but in a good and wholly fulfilling way.
The narrative in wonderfully paced. The horror element is present from the start, but is subtle to begin with, focusing on the island setting and the people that live there. The mysteries of the plot are drip fed and intriguing. When the twist and turns start to hit, it gives way to an unsettling horror-thriller with religion right at the centre. I'm a sucker for religious horror, and Midnight Mass is surely the new reigning champion of this particular sub genre. The way that this small island town finds themselves in the grip of a "full blown religious revival" as one of the characters puts it, manages to feel miraculous, warming, and eventually terrifying, all at once. Spearheading said revival is Father Paul, one of the most charismatic bastards ever commited to screen, and portrayed with aplomb by Hamish Linklater. He chews up every scene he is in and delivers some staggering monologues. His right hand, Bev Keane, is another highlight. Samantha Sloyan gives us hugely contemptible antagonist. The whole cast is nothing short of excellent, but these two in particular steal the whole show.
On top of all of this, every episode is shot beautifully. It's stunning to look at from start to finish. The music score is fantastic as well, especially the hymns. The use of them leads to some overwhelmingly powerful moments (especially in the final episode), and all of these positives combined result in a bonafide masterpiece.
It's clear that this was a passion project for Mike Flanagan in the way that it's so lovingly put together. He just keeps proving himself over and over again, and I can't give enough praise to both him, and Midnight Mass, and he's one of a fair few modern directors that ensure that the future of horror is bright indeed.

Heather Cranmer (2721 KP) created a post
Nov 3, 2021

Necole (36 KP) rated The Patient in Books
Nov 24, 2021
Asylum Fright
November 20, 2021
I just got done reading The Patient by Jasper Dewitt and was not expecting to get sucked into a one morning read-a-thon. I think I read it in maybe 2 ½ hours. With that being said, I gave this book a 3-star review, although it should be a 3 ½-star review. I will start with the good and end with the bad.
A young, overconfident psychiatrist gets a new job at a mental asylum and chronicles his attempts to treat a profoundly disturbed patient who has been in the hospital since early childhood through a series of online posts. Each chapter is a new day and a new post that Parker has shared with the readers. This manuscript writing style was a unique way to give us Parker’s perspective and account of what occurred with patient “Joe”. I also enjoyed the transcripts and the audio tapes added into the chapters. These few thing added more layers to the story, sucked you in deeper, and gave an unexpecting twist to the book. It was like you were really reading a true account from whom it occurred to.
After reading all the hype and the synopsis of the book, I was hooked and reeled in. A psychiatrist, a mental patient, an asylum set in my home state of Connecticut, strange occurrences to those who have treated patient “Joe”, misdiagnosis’, undiagnosis’, a 30 plus year mystery … The Patient seemed to have it all!!! Even dark, creepy, supernatural horror!!! A perfectly blended cocktail of psychological thriller and supernatural horror.
Unfortunately, it fell flat for me. I kept anticipating more twists, turns, gore and scare. I wanted this book to haunt me well after I finished. The ending felt rushed and not well thought out, I felt like I was cheated out of being scared out of my mind. There was enough horror, suspense, thrills and mystery to keep me reading but after completing The Patient, I just felt let down. I feel like even as the story unfolds, Jasper could have gotten more in depth with the creepy and horror factor but instead it was almost basic. I tried to let my imagination scare with the images the author tries to put in your mind but again I was disappointed.
If you want a quick read that will scare you a little but will keep the suspense up, then pick this up because one person’s opinion is not another’s and who knows, you might scare more easily than me.
I just got done reading The Patient by Jasper Dewitt and was not expecting to get sucked into a one morning read-a-thon. I think I read it in maybe 2 ½ hours. With that being said, I gave this book a 3-star review, although it should be a 3 ½-star review. I will start with the good and end with the bad.
A young, overconfident psychiatrist gets a new job at a mental asylum and chronicles his attempts to treat a profoundly disturbed patient who has been in the hospital since early childhood through a series of online posts. Each chapter is a new day and a new post that Parker has shared with the readers. This manuscript writing style was a unique way to give us Parker’s perspective and account of what occurred with patient “Joe”. I also enjoyed the transcripts and the audio tapes added into the chapters. These few thing added more layers to the story, sucked you in deeper, and gave an unexpecting twist to the book. It was like you were really reading a true account from whom it occurred to.
After reading all the hype and the synopsis of the book, I was hooked and reeled in. A psychiatrist, a mental patient, an asylum set in my home state of Connecticut, strange occurrences to those who have treated patient “Joe”, misdiagnosis’, undiagnosis’, a 30 plus year mystery … The Patient seemed to have it all!!! Even dark, creepy, supernatural horror!!! A perfectly blended cocktail of psychological thriller and supernatural horror.
Unfortunately, it fell flat for me. I kept anticipating more twists, turns, gore and scare. I wanted this book to haunt me well after I finished. The ending felt rushed and not well thought out, I felt like I was cheated out of being scared out of my mind. There was enough horror, suspense, thrills and mystery to keep me reading but after completing The Patient, I just felt let down. I feel like even as the story unfolds, Jasper could have gotten more in depth with the creepy and horror factor but instead it was almost basic. I tried to let my imagination scare with the images the author tries to put in your mind but again I was disappointed.
If you want a quick read that will scare you a little but will keep the suspense up, then pick this up because one person’s opinion is not another’s and who knows, you might scare more easily than me.

Debbiereadsbook (1487 KP) rated The Seer (The Secret Tales #3) in Books
Jul 24, 2025
Theo was very much attracted first to Claire's mind but he soon became besotted with her!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 3 in the Secret Tales series, but it can be read as a stand alone. The couple from the first two books do take part here, but you don't need to have read their stories to follow this one. I did, however, LOVE those first two books, so as a personal recommendation, read them.
But this one?? I don't know what it is about this one, but I couldn/t love it, and it did take some reading. I might be able to wiggle it out my book brain as I type, but we shall see.
Claire has a theory about the white on the Greek marbles and statues: they are not meant to be white. But as a woman, no one will listen. Theseus finds Claire's mind attractive but he is well aware of the constraints on women of his time. A trip to Greece is just what they both need: Claire to prove her theory and Theseus to return some Greek marbles to their rightful home. But someone is out to stop him, and it might just get them both killed.
I liked that this faded to black and it was a very slow burn. Theo was very much attracted first to Claire's mind but he soon became besotted with her. Especially after she befriended his sister and managed to shoot some bandits! But apart from some kissing, he waits until they are married to do anything else, and I did like that.
I did like the twist with the bad guy! I did not see that one coming at me.
Theo's sister, Penny plays a part here. She does get a say too, but I think I would have liked Spyros as well as Penny, given as to what happens to them.
There are many descriptions about the Greek statues and the history of them. I found these a bit too much, to be honest and I struggled to follow them all. I think *THIS* might be why I didn't enjoy this book as much as the first two.
I did like that we caught up with Lottie and Patrick, and Rosie and Rhys. They are all blissfully happy and their families are growing.
What I did LOVE though, was the epilogue!
4 very VERY good stars
*same worded review will appear elsewhere
This is book 3 in the Secret Tales series, but it can be read as a stand alone. The couple from the first two books do take part here, but you don't need to have read their stories to follow this one. I did, however, LOVE those first two books, so as a personal recommendation, read them.
But this one?? I don't know what it is about this one, but I couldn/t love it, and it did take some reading. I might be able to wiggle it out my book brain as I type, but we shall see.
Claire has a theory about the white on the Greek marbles and statues: they are not meant to be white. But as a woman, no one will listen. Theseus finds Claire's mind attractive but he is well aware of the constraints on women of his time. A trip to Greece is just what they both need: Claire to prove her theory and Theseus to return some Greek marbles to their rightful home. But someone is out to stop him, and it might just get them both killed.
I liked that this faded to black and it was a very slow burn. Theo was very much attracted first to Claire's mind but he soon became besotted with her. Especially after she befriended his sister and managed to shoot some bandits! But apart from some kissing, he waits until they are married to do anything else, and I did like that.
I did like the twist with the bad guy! I did not see that one coming at me.
Theo's sister, Penny plays a part here. She does get a say too, but I think I would have liked Spyros as well as Penny, given as to what happens to them.
There are many descriptions about the Greek statues and the history of them. I found these a bit too much, to be honest and I struggled to follow them all. I think *THIS* might be why I didn't enjoy this book as much as the first two.
I did like that we caught up with Lottie and Patrick, and Rosie and Rhys. They are all blissfully happy and their families are growing.
What I did LOVE though, was the epilogue!
4 very VERY good stars
*same worded review will appear elsewhere

Debbiereadsbook (1487 KP) rated Unhinged in Books
Jul 12, 2025
Dark and deadly but oh so good!
Independent reviewer for BookSirens, I was gifted my copy of this book.
What this is is, right, is a masterclass at making someone NOT see. I did NOT see that this was first person, present tense AND MULTI POV! Not until I was filing it on the shelves, and I had to go back to check. And that, my dear peeps, is what I mean. I did not SEE, as I was reading, the tense it was written in, because I was grabbed, right from the prologue, and I was not let go til the very end.
This book is dark. There are triggers and I suggest you heed them. They did not . . . not bother, cos some parts did bother me . . .more they did not trigger me, but I feel that some things might trigger others.
I loved that EVERYONE gets a say, Gidge, Gears, Acid and Arrow all get a fairly equal say. I loved that Gidge was not gonna let the guys in easily. She had suffered, and she was fighting as best she could to make things right for omegas in this world. She is, afterall, The Alpha Slayer.
Now, what I loved most about the guys was this: They wanted Gidge, full stop. As a woman, as an omega but mostly because she was The Slayer. The level of violence in this book in high and graphic but I really feel that it was needed to get many MANY points across. I loved that the guys all knew she wa theirs, and if they wanted her in any way, they were going to have to share.
Arrow was the sweetest of the three an he fell first. I loved that Gidge made Gear pay for what he did to her in the beginning by making him wait: for any sort of feelings and for the full mating. he knew he had wringed her and he took it on the chin. He didn't like it, but he knew he had to show Gidge that he really was sorry.
Loved how the guys all took to Judge and quickly declared him their son and that Judge felt right at home with the guys.
LOVED the twist with Marcus! Did not see that coming!
I've read one other book by Ms Lein and I gave that 4 stars, mostly because it was the second in a series and it was also written first person/resent tense but this one??
It can ONLY get 5 full and shiny stars, especially after that epilogue!!
*same worded review will appear elsewhere
What this is is, right, is a masterclass at making someone NOT see. I did NOT see that this was first person, present tense AND MULTI POV! Not until I was filing it on the shelves, and I had to go back to check. And that, my dear peeps, is what I mean. I did not SEE, as I was reading, the tense it was written in, because I was grabbed, right from the prologue, and I was not let go til the very end.
This book is dark. There are triggers and I suggest you heed them. They did not . . . not bother, cos some parts did bother me . . .more they did not trigger me, but I feel that some things might trigger others.
I loved that EVERYONE gets a say, Gidge, Gears, Acid and Arrow all get a fairly equal say. I loved that Gidge was not gonna let the guys in easily. She had suffered, and she was fighting as best she could to make things right for omegas in this world. She is, afterall, The Alpha Slayer.
Now, what I loved most about the guys was this: They wanted Gidge, full stop. As a woman, as an omega but mostly because she was The Slayer. The level of violence in this book in high and graphic but I really feel that it was needed to get many MANY points across. I loved that the guys all knew she wa theirs, and if they wanted her in any way, they were going to have to share.
Arrow was the sweetest of the three an he fell first. I loved that Gidge made Gear pay for what he did to her in the beginning by making him wait: for any sort of feelings and for the full mating. he knew he had wringed her and he took it on the chin. He didn't like it, but he knew he had to show Gidge that he really was sorry.
Loved how the guys all took to Judge and quickly declared him their son and that Judge felt right at home with the guys.
LOVED the twist with Marcus! Did not see that coming!
I've read one other book by Ms Lein and I gave that 4 stars, mostly because it was the second in a series and it was also written first person/resent tense but this one??
It can ONLY get 5 full and shiny stars, especially after that epilogue!!
*same worded review will appear elsewhere

Gareth von Kallenbach (980 KP) rated Call of Duty: Advanced Warfare - Havoc in Video Games
Jun 19, 2019
The first of four planned DLC packs for Call of Duty: Advanced Warfare has finally arrived on PC after
being delayed a week so the developers could work out some last minute issues.
Despite the wait and the first week issues with finding games online, the new collection has been one of the most enjoyable and creative collection of maps in recent years and has added to what is an already solid online experience.
The four new maps are as follows.
Core
Set in the Gobi Desert in an abandoned nuclear fusion plant, this map is ideal for the leaping abilities of the game as there are structures which can only be reached via your advanced jumping abilities. Worker robots enhance the setting and the uneven terrain makes for some great hiding spots to launch your attacks.
This is one that you will see plenty of snipers setting up in so run and gun players like myself may have some initial frustrations but the décor more than makes up for any early challenges and frustrations.
Urban
Set in a futuristic ward of Dallas, this multi-level square map has a large open area in the middle where ranged shooters will have plenty of opportunity to pick off those in No Man’s Land. It also offers plenty of ledges, windows, stairs, and areas for differing styles of play so gamers can find the best method for their style of play.
Sideshow
Set in a rundown hotel and rest stop that has been given a creepy circus theme you get everything from semi-trucks, creepy hotel rooms, rest rooms, and irrigation ponds in which to plan your attack,. There are plenty of places to hide and also plenty of places for Snipers to pick you off from afar.
Making use of the exterior parts of the map are keys to success and making sure that you get the drop on your enemies is key as there are numerous places to be ambushed in this one and the maniacal clown noises set a creepy tone as well.
Drift
My favorite of the maps is a highly-detailed ski resort set in the Rocky Mountains. Everything from holiday lights and a carousel to a train station, shops, and hotel make this a very detailed map.
The snow drifts allow plenty of cover and the numerous windows and ledges allow amble space for players to get the drop on their enemies.
I loved the avalanche that came in unexpectedly in one game as it really changed up the direction of the battle.
Players will also have access to the AE4 Widowmaker. A direct energy weapon that fires bursts of energy which work well but does not have a large capacity before needing to recharge so make your shots count. I actually earned this while playing Advanced Warfare pre-DLC so for me the inclusion was not that big of a deal as it has been an option for me to use for a while.
The maps are available in both Team Death Match and Mosh Pit but as I mentioned earlier, it has been tough finding games on PC during the first few days of release before the evening hours. I was able to find a few game options early in the morning on a Saturday so it was likely a case of people who purchased it waiting until the weekend to load up and play.
Perhaps the biggest draw for the game is the new Exo-Zombies mode which takes the past mode of Zombie games that Treyarch developed and gives it a new twist by allowing the Undead to move and leap faster with the aid of Exo Suits.
Playing as one of four characters portrayed by John Malkovich, Bill Paxton Rose McGowan and The Walking Dead’s John Bernthal, players must survive waves of enhanced Zombies and take refuge in a large Atlas base. Like past versions, kills result in money which is used to purchase more weapons and ammunition around the base and in a new twist, players can become infected and need to locate and use a station to cure the infection.
The base is large and more detailed than players may be used to, and when you die, you must venture back into the base to obtain a new Exo Suit. Your past weapons can be obtained by finding the spot where you died, and like before, the game ends when all four players have become incapacitated as there is nobody left to revive you.
The Zombies also have some great new abilities and detail to them that I will not reveal here and leave it as something for players to discover on their own.
Havoc is a solid first effort that was marred for me only by the lack of online games and having some issues with maps not loading properly. Aside from that which has been much better in recent days, Havoc is a very fun and enjoyable collection which does offer new enjoyment and options for fans looking for new challenges.
http://sknr.net/2015/03/08/call-of-duty-advanced-warfare-havoc-dlc/
being delayed a week so the developers could work out some last minute issues.
Despite the wait and the first week issues with finding games online, the new collection has been one of the most enjoyable and creative collection of maps in recent years and has added to what is an already solid online experience.
The four new maps are as follows.
Core
Set in the Gobi Desert in an abandoned nuclear fusion plant, this map is ideal for the leaping abilities of the game as there are structures which can only be reached via your advanced jumping abilities. Worker robots enhance the setting and the uneven terrain makes for some great hiding spots to launch your attacks.
This is one that you will see plenty of snipers setting up in so run and gun players like myself may have some initial frustrations but the décor more than makes up for any early challenges and frustrations.
Urban
Set in a futuristic ward of Dallas, this multi-level square map has a large open area in the middle where ranged shooters will have plenty of opportunity to pick off those in No Man’s Land. It also offers plenty of ledges, windows, stairs, and areas for differing styles of play so gamers can find the best method for their style of play.
Sideshow
Set in a rundown hotel and rest stop that has been given a creepy circus theme you get everything from semi-trucks, creepy hotel rooms, rest rooms, and irrigation ponds in which to plan your attack,. There are plenty of places to hide and also plenty of places for Snipers to pick you off from afar.
Making use of the exterior parts of the map are keys to success and making sure that you get the drop on your enemies is key as there are numerous places to be ambushed in this one and the maniacal clown noises set a creepy tone as well.
Drift
My favorite of the maps is a highly-detailed ski resort set in the Rocky Mountains. Everything from holiday lights and a carousel to a train station, shops, and hotel make this a very detailed map.
The snow drifts allow plenty of cover and the numerous windows and ledges allow amble space for players to get the drop on their enemies.
I loved the avalanche that came in unexpectedly in one game as it really changed up the direction of the battle.
Players will also have access to the AE4 Widowmaker. A direct energy weapon that fires bursts of energy which work well but does not have a large capacity before needing to recharge so make your shots count. I actually earned this while playing Advanced Warfare pre-DLC so for me the inclusion was not that big of a deal as it has been an option for me to use for a while.
The maps are available in both Team Death Match and Mosh Pit but as I mentioned earlier, it has been tough finding games on PC during the first few days of release before the evening hours. I was able to find a few game options early in the morning on a Saturday so it was likely a case of people who purchased it waiting until the weekend to load up and play.
Perhaps the biggest draw for the game is the new Exo-Zombies mode which takes the past mode of Zombie games that Treyarch developed and gives it a new twist by allowing the Undead to move and leap faster with the aid of Exo Suits.
Playing as one of four characters portrayed by John Malkovich, Bill Paxton Rose McGowan and The Walking Dead’s John Bernthal, players must survive waves of enhanced Zombies and take refuge in a large Atlas base. Like past versions, kills result in money which is used to purchase more weapons and ammunition around the base and in a new twist, players can become infected and need to locate and use a station to cure the infection.
The base is large and more detailed than players may be used to, and when you die, you must venture back into the base to obtain a new Exo Suit. Your past weapons can be obtained by finding the spot where you died, and like before, the game ends when all four players have become incapacitated as there is nobody left to revive you.
The Zombies also have some great new abilities and detail to them that I will not reveal here and leave it as something for players to discover on their own.
Havoc is a solid first effort that was marred for me only by the lack of online games and having some issues with maps not loading properly. Aside from that which has been much better in recent days, Havoc is a very fun and enjoyable collection which does offer new enjoyment and options for fans looking for new challenges.
http://sknr.net/2015/03/08/call-of-duty-advanced-warfare-havoc-dlc/

Purple Phoenix Games (2266 KP) rated Tetris: The Card Game in Tabletop Games
Jul 2, 2020
One of the first video games I can remember playing is Tetris. The colorful Tetrominoes, the catchy theme music, the excitement (and anxiety!) as the speed gradually increases – what isn’t there to love? Tetris is an addicting game that has withstood the test of time, so I was extremely excited when I was gifted Tetris: The Card Game. Does the card version have a foothold in the Tetris fandom? Or does it fail to complete any rows in the matrix? (Haha, see what I did there?)
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.

Purple Phoenix Games (2266 KP) rated Daring Dustbunnies in Tabletop Games
Mar 3, 2021
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.
Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.
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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T
To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.
Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.
Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.
Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.
Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.
The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.
The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.
I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.
Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.
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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T
To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.
Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.
Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.
Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.
Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.
The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.
The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.
I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.
Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.

The Boy Who Drew Monsters
Book
From the New York Times bestselling author of The Stolen Child comes a hypnotic literary horror...

TheDefunctDiva (304 KP) rated Unearthly in Books
Sep 27, 2017
Ethereal and Intelligent
Contains spoilers, click to show
Clara Gardener has a vision, and a purpose. Her realizing that purpose is the main focus of the tale Unearthly. Clara has been blessed: she is genetically one quarter angel. And being part angel is more common than one might think. Clara has a brother, also an angel-blood. She also has a life in California before fate and the story take us to Wyoming.
The focus of Clara’s vision is a young lad named Christian Prescott, who is the McDreamy of Jackson Hole High School. In the vision, they meet and she flies him away from a raging forest fire. Part of the book is devoted to the mystery surrounding this seemingly simple supernatural event. The other parts have Clara honing her holier skills, such as flying.
Clara definitely has feelings for Christian. These feelings are complex because of his place in her alleged destiny. Yet there’s another boy threatening to capture her attention, potentially putting her purpose in jeopardy.
I found this book to be very insightful. Elements of the plot hearken back to a time when I was young and thought love could change everything. Hand easily incorporates elements of teenage angst and high school life without ever being cliché. The book touches on the aspect of religion without going overboard and drowning the reader in dogma. The idea of God is discussed, but not dissected. I applaud the author’s decision not to be so heavy-handed in this regard.
Hand evokes beautiful imagery, especially in her descriptions of the angels’ wings. The descriptions of the Wyoming scenery are also beautiful. The narrative informs us of the basics of angelology without getting too terribly geeky. The plot thickens with every chapter, and Hand’s descriptive writing style helps keep the reader engaged. There is a bit of a plot twist at the end. That, and the artfully crafted love triangle, will leave you anxiously awaiting the next book in the trilogy.
This book is a must-read for anyone who’s ever considered liking Twilight. The plot is in a bit of the same vein, as this book falls into the paranormal romance genre. But the descriptions of Clara’s experiences are far more intense and thought-provoking. The vision of Clara’s purpose mystifies and overwhelms her at times, and also makes her infinitely more interesting a heroine than Bella Swan.
In the end, it seems even those with vision do not have all of the answers. I am elated to see the author’s success and look forward to passing these books down to my daughter.
The focus of Clara’s vision is a young lad named Christian Prescott, who is the McDreamy of Jackson Hole High School. In the vision, they meet and she flies him away from a raging forest fire. Part of the book is devoted to the mystery surrounding this seemingly simple supernatural event. The other parts have Clara honing her holier skills, such as flying.
Clara definitely has feelings for Christian. These feelings are complex because of his place in her alleged destiny. Yet there’s another boy threatening to capture her attention, potentially putting her purpose in jeopardy.
I found this book to be very insightful. Elements of the plot hearken back to a time when I was young and thought love could change everything. Hand easily incorporates elements of teenage angst and high school life without ever being cliché. The book touches on the aspect of religion without going overboard and drowning the reader in dogma. The idea of God is discussed, but not dissected. I applaud the author’s decision not to be so heavy-handed in this regard.
Hand evokes beautiful imagery, especially in her descriptions of the angels’ wings. The descriptions of the Wyoming scenery are also beautiful. The narrative informs us of the basics of angelology without getting too terribly geeky. The plot thickens with every chapter, and Hand’s descriptive writing style helps keep the reader engaged. There is a bit of a plot twist at the end. That, and the artfully crafted love triangle, will leave you anxiously awaiting the next book in the trilogy.
This book is a must-read for anyone who’s ever considered liking Twilight. The plot is in a bit of the same vein, as this book falls into the paranormal romance genre. But the descriptions of Clara’s experiences are far more intense and thought-provoking. The vision of Clara’s purpose mystifies and overwhelms her at times, and also makes her infinitely more interesting a heroine than Bella Swan.
In the end, it seems even those with vision do not have all of the answers. I am elated to see the author’s success and look forward to passing these books down to my daughter.