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#then if i get through everybody i go back and re-attack anybody i skipped over
autisticaradiamegido · 11 months
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day 172
destiny ref sheet LINED. now i just gotta slap some colors on this baby and we're ready for artfight
(pspspspsps ooo u wanna look at my d&d characters, u wanna look at them so badddd)
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whovian223 · 4 years
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It’s December! The last month of the year, the Christmas (or whatever end-of-year holiday you celebrate) season is upon us, but before we look forward to all of those presents sitting under the tree (or sitting under whatever your end-of-year holiday object is), it’s time to reflect back to a time long ago.
Two days is long, right?
Yes, that’s right. It’s the new to me games played in November! Even with Christmas coming soon, the leader of the Cult of the New to Me has responsibilities to the time before.
There is always an undercurrent of unrest in the cult, especially when I play a lot of brand new games in a month. They think I’m a sellout to the Cult of the New or something like that.
I don’t know where they would get that idea.
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But it’s not true!
Hell, I even played a game from 1997 in November.
It was a nice bunch of games, seven in total which is amazing since I actually skipped a week. They were all fun in their own way, but some definitely better than others.
Amazingly enough, for somebody who’s not a big fan of word games, two of the new games are word games! One incredibly fun and one…not so much.
I’m looking forward to a December that’s also chock full of new to me games.
So without further adieu (all of my adieu was eaten by a giant worm anyway), let’s get this thing started!
Terror Below (2019 – Renegade Game Studios) – 1 play
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Designer: Mike Elliott
Artist: Eric Hibbeler
Players: 1-5
I have never seen the movie Tremors, but everything I’ve heard about it (and everything I’ve heard about this game) makes it sound like Terror Below is basically a game of the movie but they didn’t get the rights to the movie so they couldn’t use any of the names or anything.
Since I’ve never seen it, I can’t comment on that similarity, but I can comment on the game itself.
Government experiments (because it’s always the government, am I right?) have created a huge pack of giant worms worming (ha! see what I did there?) their way through the Nevada desert, periodically coming to the surface to attack and lay eggs (because nothing gets a worm hotter than attacking a bunch of humans, I guess?).
(Is that enough parentheses for you?) (Is this?)
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We’re playing on an egg. That’s so meta!!!
The players are trying to collect the eggs and deliver them to various locations on the map for points. Perhaps that location is looking for that type of egg? In that case, you get a bunch of points.
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I love good old George…
Each player is dealt three character cards and chooses one to be the leader. That character’s special ability is active as long as they’re alive. If they die in a worm attack, choose one of the other characters and that becomes your leader.
If you lose all three leaders, you’re out of the game, but that’s not a total tragedy. You won’t be sitting there watching other people play the game for three hours like some games.
No, if a player loses all three characters, then all other players get one more turn and then you count up the victory points. Whoever has the most wins.
Otherwise, as soon as somebody reaches 20 victory points, the game ends immediately and they win!
There are a bunch of cards in the games: items, weapons, worms, bounties, and vehicles.
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This isn’t the official start setup, but a cheap facsimile.
The four initial worms attack, leaving eggs and rubble in their wake. Then, depending on player count, draw 1-3 more worms and resolve their attacks as well.
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Then three more worms are drawn and these are the ones that will attack later. A target marker is placed in each of their starting coordinates (the red and blue number in the top right corner).
At this point, there should be a lot of eggs and rubble around.
Once players choose their starting locations, players can start taking their turns. A player places a vehicle card underneath one of the worms.
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Big wheels rollin’, big wheels rollin’, movin’ on…
The arrows at the bottom of the card are “distractions.” You move the target on the board following the arrows. You then take your actions, using the number in the top left as the number of action points you can use that turn.
Actions can be moving a space, collecting rubble from an adjacent space (collect 3 rubble and get an item or weapon card immediately), “ramping” over another player that’s in your way (basically moving 2 spaces for 1 point), delivering an egg if you’re at a location, or picking up an egg from your current space.
If you pick up an egg, that ends your action phase. No picking up multiple eggs!
Finally, you resolve any special abilities on the card itself.
Each worm has a card capacity on it. Once the number of cards played beneath it equals its capacity, it attacks! Spray rubble and lay eggs according to the pattern on the card.
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If any player(s) is in the attack zone, they have to defeat the worm or die. Players can use multiple weapons and item cards as necessary from their hand. If multiple players are in the zone, they can combine forces to try and kill it.
If they don’t kill it, then the leader dies. Time to choose one of your other characters!
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There will always be four bounties available to satisfy. These can vary between delivering a certain type of egg to a certain location or perhaps killing a certain kind of worm. If you don’t have a bounty when you kill a worm or deliver an egg (So this is basically a pickup or kill and deliver game?), then you get a VP (and a bonus for delivering the egg depending on what location you deliver it to).
If you satisfy one of the bounties, though, you get that number of points instead.
As mentioned above, first player to 20 VP wins! Or if somebody is totally eliminated, then do one more round and count up who has the most. It could be the dead one!
Terror Below looks like it could be a raucous good time, but I wouldn’t know quite yet. My only play of it so far, and it was not by choice (some people didn’t show up to game day), was at 2 players and I have to say that the 2-player variant is really not fun at all.
In between each player’s turn in the variant, you draw a vehicle card from the deck and roll a die to see which worm it goes to.
If it just happens to reach that worm’s capacity, it attacks! If you happen to be in harm’s way, too bad. You can’t do anything to mitigate it like you could if it was your turn (and if it was your opponent’s turn, then that just means they took their opportunity to beat on you).
There’s a bunch of randomness in the game anyway, depending on what weapons you have in your hand. Adding even more randomness to the game just makes it worse.
The board is a fun egg shape which adds to the theme. The special abilities of the characters are pretty cool too.
I like the art style of the game, and I would really love to play it at 3-5 players, but at 2 players, I have no interest in trying it again.
Res Arcana (2019 – Sand Castle Games) – 1 play
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Designer: Tom Lehmann
Artist: Julian Delval
Players: 2-4
Res Arcana is an interesting engine-building card game along similar lines to Lehmann’s famous Race for the Galaxy, but with some very cool twists.
Essentially, the mages (players) are vying for control of Places of Power, for it’s pretty hard to win without gaining at least one if not more of them.
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How do you get these? By playing cards on your turn that will give you the proper resources for them.
The game begins with the players drafting their deck (or you can just start with 8 of them dealt to you, but where’s the fun in that?)
Your deck will consist of 8 cards, and you will start with 3 in your hand.
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These artifacts can be creatures (like these illustrious dragons) or various other magical artifacts that will let you do things, produce resources, or tap turn (sorry, Wizards of the Coast!) to convert resources into other resources.
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I’m scared but yet weirdly attracted…
Each player is a Mage who has a specific power that will let you do various things. The Necromancer above produces one “Death” at the beginning of the game, and lets you spend two “Life” to put 3 “Death” on the card for next round. Thus, if you do it right, you can gain 4 “Death” each round.
On your turn, you can do an action from among a few different options: Place an artifact from your hand (if you have the resources available), claim a monument of Place of Power, discard a card to get 1 Gold or any 2 other essences (both Gold and essences I’m just calling “resources”), use a power from one of your monuments/artifacts/mage, or pass.
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Passing ends your round. You collect a new Magic Item and draw 1 card to your hand.
The other player(s) can keep doing their actions until they have to pass as well.
At the end of the round when everybody’s passed, check to see if anybody has 10 VP. If not, continue. If so, see who has the most points and declare the winner!
Some of the more expensive artifacts have a victory point or two on them. The Places of Power have victory points and then they get you more if you have certain other things (the Cursed Forge gives you a victory point for each Gold placed on the card).
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Damned sun!!!!
Monuments also have their own victory points. Some have great victory point totals and no abilities, some have great abilities but low points, etc.
I only played this 2-player, but I can see how it would be even better with more players involved.
I really enjoyed the combinations of the cards (this is why drafting is so important, I think) and how everything can work together if you do it right.
It can also be unpredictable, which I love!
Remember how I said above that you check whether the game ends at the end of the round? So you could reach 10 points but then before the round ends, one of your opponents could move ahead of you if they’ve built their engine well. They’d end up winning.
I had claimed the Sorcerer’s Bestiary (pictured above) and had a couple of creatures and a dragon in front of me. That got me 4 more points, putting me at 11. My opponent had a healthy engine going and would easily get 12+ points by the end of the turn.
But the ability of the Sorcerer’s Bestiary is to check victory immediately.
Guess what? I had 11 points to his 5, I win!
Totally stunned my opponent. “I was not expecting that,” he said.
I really would like to try this again with more players, but this is definitely a game I will enjoy every time it comes to the table.
Letter Jam (2019 – Czech Games Edition) – 1 play
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Designer: Ondra Skoupý
Artists: Dávid Jablonovský, František Sedláček, Lukáš Vodička, Michaela Zaoralová
Players: 2-6
Letter Jam is a cooperative word game where you are trying to guess the word that you have face-down in front of you, one letter at a time.
The letter cards are dealt out to everybody (divide the deck roughly evenly), and then each person chooses a 5 letter word made up from those letters, discarding the rest face down.
They then shuffle the letters up and pass them to the player on their right.
Now its the other player’s word to figure out.
You have the 5 letter cards face-down in front of you, and you then stand the first letter up so that everybody but you can see it.
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This is obviously after the player figured out the first two letter cards
Then everybody tries to come up with a word using the letters they can see as well as perhaps a “wild” letter.
So somebody might say “I can make a 6-letter word using player letters and the wild” or something like that.
The wild can be any letter, but it must be the same letter if it’s used twice.
Once everybody agrees to let somebody give their word as a clue, the person lays out tokens in front of each person in the order that letter is in the word. So if it was “eschew” with the “h” being the wild letter because nobody actually had that letter in front of them, they would put the #1 token and #5 token in front of the person who has an “e”, the #2 in front of the person with the “s”, #3 token in front of the person with the “c”, etc.
Players then use those tokens to try to figure out what word that person was trying to convey. This will potentially give the players an idea of what their letter is.
If your letter was “C”, then you would essentially have the following information regarding the clue given: es?#ew. (The “?” is your letter while the “#” is the wild)
Would you guess that your letter is C?
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If so, then you can put your displayed letter down and then bring up your next one.
There are a certain number of clues available before the game ends.
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There are different patterns for each number of players
When you give a clue, you take a red clue token. Or, if you have already given a clue during the game, you take a green token. Nobody can take the green center token until all of the red ones around it are taken.
Once all the clues are gone, it’s time to try and guess your word. You look at your guessing sheet, where you should have been writing down what you think each of your letters is, and try to spell a word from what you have.
Keeping the cards facedown, rearrange the cards in front of you to spell that word (remember, you should know what order the letters are in if you deduced correctly).
If you’re not sure of a letter, you can use the wildcard instead (or some bonus letters that might have come out). But only one person can use each card, so that’s not an option for everybody.
If you end up spelling an English word that everybody knows, and everybody else does too, then you all win! If not, you all lose.
Kind of.
I guess.
I really don’t get this game, at least the ending of it.
Here’s the quote from the rulebook for the game end:
“You don’t have to spell the word you were given. If you were given HORSE, you can spell SHORE. You can use a bonus E to spell SHEER or even HEROES. Your goal is just a correctly spelled English word whose meaning you know without looking it up. And it counts even if you thought you were spelling something else.
If more or less everyone has spelled a word, then you have all more or less won.”
What does that even mean?
I get it. It’s a party game, so the goal is to have fun, not necessarily win.
I don’t even know if we won our game. I think I might have spelled a word after revealing my letters?
I’m not really sure.
All of my friends are raving about this game and I just don’t understand it.
It’s not bad, and I’m sure it makes sense to some people.
But for me, I think I’d rather be doing something else.
DOG (1997) – 1 play
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Designer: Uncredited
Artists: Dennis Lohausen, Renate Matthews, Markus Zuber
Players: 2-6
Dog is a weird little game, almost like Sorry but for gamers to enjoy.
Not that Dog isn’t full of luck either, but it’s a mitigated a bit because movement is based on the play of cards rather than a Pop-o-Matic die.
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Green hasn’t put all of their pieces down yet. They’re cheating!
The game is also played in teams, ideally with six players. There could be two teams of three (which is usually a bit shorter) or three teams of two.
Each player is trying to get all of their pieces from their at start areas (shown above) to the home base. They have to travel all around the board, unless you happen to have a card that lets you move backwards right after you leave the starting area.
How do you do that without a die?
That’s where the cards come in.
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That switch card looks so happy!!!!!
Cards are numbered 1-13 along with a “switch” card that lets you switch with another player’s pawn and a “?” card that lets you mimic any card in the deck.
Cards 1/11 and 13 also allow you to move one of your pawns in the starting area to the first space outside (FREEDOM!!!!!).
The 4 & 7 cards are also special. The 4 card lets you move backwards 4 spaces if you wish. The 7 card consists of 7 individual moves. This means you can split the moves between different pieces if you wish. Or you can use it to knock somebody else’s piece back to the start.
How do you do that?
When you land exactly on another player’s piece and it’s not currently sitting in a space of its own colour (like the entry to the starting area), you send them back to start. You also can’t move past them (even your own piece) if they are in a space of their own colour, so that can be an effective blocking technique.
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You can’t move anybody else’s pieces except your own, unless you manage to get all of your pieces to the finish. When you do that, then you can play cards for your teammates instead.
Once an entire team’s pieces are at home, they win!
Dog can be a fun diversion, but it goes on a little too long for how light it feels and it’s still way too luck-driven. It’s not as bad as a die, but you are still being dealt cards that you then have to play.
Each round consists of a diminishing amount of cards (start at 6 cards, play them all, then 5 cards, play them all, etc until you get down to 2 when you then start over at 6). If you literally cannot play a card, you are out of the round.
One player in our game had that happen the first two rounds. He received no starting cards. At the beginning of each round, you pass one card to the teammate on your left and even then he didn’t get any.
His team still won, so I guess that means it doesn’t really matter?
All of that is fine if it’s a quick game, but our game took almost an hour.
It’s not a horrible game, and it is from 1997 so maybe that mitigates it some.
Still, not something I would choose to play that often.
Watergate (2019 – Capstone Games, Frosted Games) – 2 plays
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Designer: Matthias Cramer
Artists: Klemens Franz, Alfred Viktor Schulz
Players: 2
The Watergate scandal was a huge political upheaval in the United States in the early 1973-74 and it’s only fitting that a game is made about it. From a German designer, too!
Watergate is a 2-player card-driven game where Richard Nixon faces off against the Washington Post editors in a cat and mouse game. The Post Editors are trying to connect evidence from two informers to Nixon at the center of the web.
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I love this board. It is amazing.
Nixon is just trying to outlast the Editors and save his political life.
I’m not going to do a huge blow-by-blow account of how to play the game since I’ll be doing the same thing in my upcoming review sometime in December, but here are the basics.
Each player has their own deck of cards that they will be playing throughout the game. The Editors’ deck has the informants that will allow them to be put on the board face-up. The Nixon deck has the informants that will allow them to be put on the board face-down and useless to the Editors.
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Other cards in the decks are conspirators (Nixon) and journalists (Editors) that let them do things, and also events that can happen and greatly affect the board.
Each card, in addition to having an event or an effect, has the ability to move evidence, momentum, or initiative tokens on the research track along the side of the board.
During the round, the player with initiative will have 5 cards in their hand while the other player has 4. The initiative player will go first (and last) in the round, giving them a big advantage.
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What are the players fighting for? Each round will have the initiative token, a momentum token, and three evidence tokens will be pulled back and forth in a vicious tug-of-war until one side wins each one (or maybe not, as they could end up in the middle).
Nixon wins the game as soon as he has won 5 momentum tokens.
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How do the Editors win?
Each piece of evidence that is won by the Editors can be placed out on the board in a space with the same colour (multi-colour pieces can be put on either colour). If Nixon wins the piece of evidence, he can put that evidence face-down using the same rules. This will block access.
Once two informers have been linked by a chain of evidence to Nixon in the middle of the board, the Editors win!
I’ve played this twice now and it is simply a phenomenal game. I love the push and pull aspect of the game. You can’t concentrate on one thing or the other player may run away with their own goal.
And anybody can win! You can see the board above, the Nixon player won a lot of evidence! But there was just one path remaining for me and I managed to make the connection anyway.
It’s a tense game that I will gladly play a lot.
(Keep an eye out for the review coming in a week or two)
The City (2011 – Eagle-Gryphon Games) – 1 play
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Designer: Tom Lehmann
Artists: Klemens Franz, João Tereso
Players: 2-5
The City is a 2011 game from Tom Lehmann that just came out in English this year in a Kickstarter edition that a friend of mine had bought (I completely missed it or I might have gone after it too).
This is a quick little engine-building card game with some similarities to Lehmann’s Race for the Galaxy except that in this game you’re going to have “income” and there are no phases that you or other players are choosing.
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Apologies for the glare. I took them quickly as we were playing and it’s not my game so I can’t get new ones!
Instead, you are dealt a hand of 7 building cards. Each card has a cost in the top left corner that says how many cards you have to discard in order to place the card in your city.
In the bottom left is the number of points it will give you each turn and how much “income” (card draw) you get from that card.
Each card in your city will (hopefully, if you do it right) combo together into huge points at some point (but first it’s good to build card income).
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Argh! That’s a shopping cart obscured by glare on the Mall
A lot of them will give you points per something else in your city. Thus, the Mall will give you 2 cards in your income phase because there are 2 cart symbols.
You really have to start generating card draw so you can play some of the more expensive cards that will rack up big points.
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Ack! The Emporium gets you 2 cards per something (not sure what), but gets you 1 point per shopping cart. And it has 3 carts by itself!
It’s imperative that you switch from drawing to points at some point though. I switched a turn too late and ended up losing (though I had a pretty good score).
That’s all this game is. Play a card to your city, add up your score, then draw your cards.
As soon as somebody hits 50 VP, then whoever has the most points wins!
This was a really satisfying filler game. It’s quick, it’s easy to teach, it’s a bit tactical in that you have to deal with the cards that you draw. The more cards you have, the easier it is to plan, so get that income up!
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That’s a 45-point city! Sadly, that was not enough.
You’ll finally have a city like this, and it’s beautiful.
It seems like it starts really slowly, maybe getting a point on your first turn, maybe three points on your second. But it ramps up so quickly that it will only last 7-8 rounds.
We played it while we were waiting for others to show up to our game day, and it is a fabulous way to do that. Or something to play as the game day is winding down.
I highly recommend The City and I would love to play it again.
Werewords Deluxe (2018 – Bezier Games) – 4 plays
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Designer: Ted Alspach
Artists: Jason Boles, Roland MacDonald
Players: 2-20
Wow. 2-20 players? Yep, Werewords Deluxe is the ultimate party game. We counted a good party if it had 10 people there.
This is another word game, but I like it so much better than Letter Jam because the goal is clear cut from the beginning.
One player (or two if you have a huge number of people) is a werewolf who doesn’t want people to guess the word.
Let’s start at the beginning, though.
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Much like the various Werewolf incarnations, players are going to be one of several different characters (the base game only has Werewolves, Mayor, Seer and plain Villagers while the deluxe version has a bunch more).
One or two are going to be a secret werewolf while the rest are villagers of various types who want to kill the werewolf.
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In Werewords Deluxe, you play out these roles while trying to figure out the Mayor’s secret word. Once the Mayor has chosen the word, the Seer gets to see it and then the Werewolf gets to see it. (Some of the other deluxe characters may get to see it too).
Then a game of 20+ questions is played, with each player other than the Mayor asking a Yes/No question.
“Is it a place?” “Is it a mammal?” “Is it Justin Bieber?” (Editor- I see you there, going for blog hits)
The Mayor can’t talk, but gives “Correct/Incorrect” chips out to players as they guess.
Even the Werewolf and Seer are asking questions.
If the villagers guess the word (it can be words, like “trailer park” above), then they win!
Maybe.
The Werewolf now has 1 minute to decide and/or guess who the Seer is. If they guess right, then they win!
If the villagers don’t guess the word, they get to vote on who the Werewolf is. If the majority votes for the true Werewolf, then the Villagers win. Otherwise, the Werewolf wins.
Thus, it’s on the Werewolf and Seer not to act too obvious when they are asking questions. If the question “Is it usually in the kitchen?” has already been asked and deemed correct, the Werewolf better not ask “Is it a sofa?”
However, if the Seer’s first question is “Is it Toy Story?” and of course it is Toy Story, then I think the Werewolf has a pretty easy path to victory.
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The app leads you through the game brilliantly, letting you choose how many players are in the game, which roles you’ve decided to use, a number of different libraries of words to choose from. You can set the timer for how long everything is (how long should the word be showing before moving on to the next role? How long should the players have to ask questions? etc)
It’s wonderfully designed. I just wish Eric Summerer was still doing the app, but I guess you can’t have everything.
The narrator’s voice is very dynamic and fun regardless, so it’s not too much of a minus.
We got 4 games of this in during a lunch hour, and that was even with teaching. There was a lot of laughter and everybody had tons of fun.
We even had one game where the Werewolf was also the Mayor. He chose the secret word “stool” and then proceeded to treat it like it was “stool sample,” not “stool.” Totally led us down the wrong path.
Of course, we guessed he was the Werewolf right away once the word was revealed, but hey. It was a blast!
This will be a go-to lunch game whenever we have a full complement of 6 people. It’s a lot of fun.
So there you have it! Seven new games in November, and that was even with me missing a game day. Not sure how that happened.
What new games did you play in November? What do you think of these?
Let me know in the comments.
New to Me #boardgames - November 2019 @czechgames @PlayRenegade @capstonegames @FrostedGames @EagleGryphon @BezierGames It's December! The last month of the year, the Christmas (or whatever end-of-year holiday you celebrate) season is upon us, but before we look forward to all of those presents sitting under the tree (or sitting under whatever your end-of-year holiday object is), it's time to reflect back to a time long ago.
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fathersonholygore · 6 years
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Fox’s The Exorcist Season 2, Episode 8: “A Heaven of Hell” Directed by Meera Menon Written by Heather Bellson & M. Willis
* For a recap & review of the previous episode, “Help Me” – click here * For a recap & review of the next episode, “Ritual & Repetition” – click here
Verity (Brianna Hildebrand) and the rest of the kids wait to see what’s going on with Andy (John Cho). Rose (Li Jun Li) keeps them up on things. While Marcus (Ben Daniels) and Father Tomas (Alfonso Herrera) have been working for days on trying to expel the demon from Andy. For the time being the kids are getting off the island, even if they don’t like that. They’ll be put in temporary housing. Verity’s concerned, Andy killed somebody right in front of them, there’ll be consequences: “We‘re never going back.” The demon speaks to Marcus, trying to get at him. It chips away at him, speaking of the “one who came before,” a former apprentice: Mouse (Zuleikha Robinson). Ah, yes. What sort of history do they have? What exactly happened to them, or between them? In the meantime, the demon keeps Andy locked away someplace else with Nikki (Alicia Witt) in that dreamy landscape, that place made of his hopes, his aspirations, just the two of them. He’s utterly hypnotised. Father Bennett (Kurt Egiawan) and Mouse are trying to find the two priests, to warn them of whatever’s coming. He’s not doing so well with an infected wound. She’s avoiding all his questions about her past with Marcus. Then he passes out, so that’s no good. Puts a bit of a wrench in their plans. We skip back to the Isle of Iona in the United Kingdom, 1999. Mouse is part of the convent, it seems. Marcus, with his beautiful blonde locks, is the typically hippie priest we could’ve only assumed he’d be, and he even tells Mouse to choose a different life; he was chosen, called to God, whereas she still has a choice. “The rest of us are just fumbling around in the dark hoping it‘s all real,” she tells him, admiring that he doesn’t have a choice. You can tell there’s more to this relationship, I’m sure we’ll soon see it. Marcus: “My life is a series of rooms, demons, and coffee that tastes like pond water.” Caleb (Hunter Dillon) and Shelby (Alex Barima) prepare to leave the foster home, as does Verity. Of course none of them can tell anybody what’s really going on, so it’s even harder. Everybody else thinks it’s pneumonia. They know the difference. Verity doesn’t wholly believe it’s a demon, she just knows something is fucked up. Back to ’99. Mouse sneaks into the basement of the church, into a locked room. There is a woman called Miriam, obviously possessed, chained to the floor. She goes down there to visit by herself, and often. The demon speaks to her, taunting a little: “I am the dragon. What are you? Nothing.” The more Mouse recites biblical verse, the more the demon speaks, talking down to her. And offering its demonic power to her, to see the “true face of God.” Afterwards Mouse is attacked by the demon, viciously. Now Marcus is asking Rose to put one of the children in the room with Andy. You know who offers: Verity. She won’t take no for an answer, she wants to be of help. If this is demonic possession, she’ll do whatever is in her power to do, to try helping her foster father. Meanwhile, Tomas is having a rough go of things, as well. He let one demon in, once, and now he’s forever scarred, forever marked by that infernal legion from hell. While he’s in the room with Andy he suddenly sees Nikki, water logged and dripping; only for a brief moment, then she’s gone. Back to ’99, Marcus is nursing his “little church mouse” back to health. Because she’s been possessed by a demon. It’s inside her. And he refuses to let her go, though she begs, feeling guilty for allowing it to happen. He won’t give up on her. We can further see the parallel between Mouse and Tomas, those exorcists in training under his wing, who’ve gotten in over their heads. In current day, he surely feels that what happened to Mouse is again happening, this time to Tomas. Marcus and Peter (Christopher Cousins) have another romantic moment, that will hopefully continue once the whole ordeal is over. But there’s more pressing things at hand. Verity’s come back to the foster home, to go into that room and face the demon, to try bringing Andy back to them. She heads in to say hello. No happy greeting. The demon talks back, taunting, telling lies to twist her young mind. Worse, Nikki speaks through Andy, directly to Verity. She says horrible things about her suicide, about the girl. Verity’s stronger than that. She rejects the lies, and kneels next to Andy, confessing honestly her own flaws. “No matter what I did you always loved me,” she says. She pleads with her foster dad to fight the demon. And he does, he pushes through for a second telling her to get away; the demon’s palming a shard of glass it wants to use for a stabbing. Luckily she gets out of the house before anything can happen. Once more, in ’99, we see Mouse returning to the world. She isn’t possessed. But she doesn’t wake up to Marcus. It’s another priest, chastising her curiosity. She finds out Marcus couldn’t complete with exorcism, apparently. He left her there. Naturally, the Roman Catholic Church blames her, nosing around where she should’ve have been, they claim. And yes, in a way, she was, but Marcus was responsible for her to a certain extent. Heartbreaking that he’d leave. However, Mouse must do the same with Father Bennett, whom she leaves in the hospital, hooked up to machines in a coma. The two renegade priests battle together against this demon. Marcus tells Tomas he’s “proud to stand” with him. No longer master-apprentice, but master and master; Tomas is a full fledged exorcist, as much as Marcus. Their power together can, hopefully conquer anything. Although this demon, it’s one fucking powerful bastard. At the same time, Rose takes Verity back to get a book Andy gave her, she left it at the neighbours place. Verity goes in to get it, finding the neighbours dead. Why? Andy’s gotten himself loose, and he’s got Rose. OH, shit. And is Marcus trapped with Tomas, who’s himself seduced by the demon? SO MUCH HAPPENING. DIG IT.
Another goddamn spectacular episode! This series only improves with every one, truly. The writing is always spot on. Just intense, unexpected, emotional. Bless everyone involved. “Ritual & Repetition” is next week. The penultimate Season 2 finisher. I wonder what’ll happen in these last two episodes. Good laaawd! The Exorcist – Season 2, Episode 8: “A Heaven of Hell” Fox's The Exorcist Season 2, Episode 8: "A Heaven of Hell" Directed by Meera Menon…
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