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Geek Dad
5 hours ago
- Entertainment
- Geek Dad
Kickstarter Tabletop Alert: ‘Red Dog Junction'
You've got a ship, a crew, and a dream—but so does everyone else. Who will be able to take home the most gold? What Is Red Dog Junction ? Red Dog Junction is a resource management game for to 2 to 5 players, ages 14 and up, and takes about 30 to 60 minutes to play. It's currently seeking funding on Kickstarter, with a pledge level of $67 for a copy of the game. The game rules aren't too complex so I think you could go perhaps as young as 10 as long as they can handle some direct conflict in the game. It was originally launched on Kickstarter in October 2024 as Space Freight with placeholder artwork, but the publishers decided to cancel the campaign and try again. This review is based on my original Space Freight write-up, but modified to reflect the changes, which are primarily art-related. Red Dog Junction was designed by Tyler Cheves and Brendon Cheves and published by Waterworks Games and Healthy Pixels, with art by Marie Bergeron. New to Kickstarter? Check out our crowdfunding primer. Red Dog Junction components. (Prototype shown) Photo: Jonathan H. Liu Red Dog Junction Components Note: My review is based on a prototype copy, so it is subject to change and may not reflect final component quality. The plastic spaceships in the prototype were 3D-printed and I assume they will not all be yellow in the finished game. Here's what comes in the box: Red Dog Junction tile Haberdashery tile 4 Planet tiles 5 Home Base tiles 5 Ships 15 Super Deal tiles Metallic Gold D4 die 6 Plastic D6 dice 5 Player Aid cards 81 cards 50 Gold cubes 30 Scrap cubes (black) 30 Ruby cubes (red) 30 Ice cubes (clear) 30 Oxygen cubes (green) 30 Gas cubes (yellow) 30 Whiskey cubes (brown) Space Freight had experimented with a 'no rulebook' system, where the component trays had lids that explained the game as you unpacked it. The publisher realized that most players still preferred just having a rulebook, so Red Dog Junction does not use the same panel system. Unique ships, one loaded with cubes. (Prototype shown) Photo: Jonathan H. Liu The plastic ships are quite large—each one can hold up to 12 resource cubes on it, and they also serve as your player piece for moving around the table. The cubes themselves are a standard size, mostly plastic, while the 'gold' and 'whiskey' cubes are made of metal and have an impressive heft to them. The dice for the trading exchange are similar: one plastic die for each of the six resources, and then a metallic D4 for the gold. The ships all have unique shapes, which gives them a fun bit of personality—particularly if they end up all being grey plastic. (I'm not sure what the finished ships will be.) The resources tray is nice because you can just set the whole thing on the table as a supply. I noticed that, along with renaming the resources from Space Freight , they've also adjusted the colors some—there's now a brown metallic cube for whiskey, and the yellow cubes are now 'gas' or 'fuel' (but I still think having both yellow and metallic gold as resources can be a little confusing). Also gone are the tiny mineral icons, replaced by different colored cube icons—though it would still be nice to have a legend somewhere, because the 'green' icons looked like grey to me, which is the color of the scrap cubes in the prototype. I've been told the finished version will have more distinct colors so everything is more easily distinguished. Instead of a folding board, the locations are now large tiles that you just place around the table, which feels fitting for a game set in space. The illustrations are by Marie Bergeron, who also illustrated Thunder Road: Vendetta , and it gives everything a lived-in feel. This isn't a polished, shiny sci-fi where everything looks like it was designed by Apple; it's beat-up and rusty and feels a little bit more like the world of Firefly . (I'm not sure why the store location is called the 'Haberdashery' other than maybe they liked the sound of the word—it doesn't appear to be a clothing store.) How to Play Red Dog Junction The Goal The goal of the game is to have the most points by the time the gold supply runs out. 4-player setup. (Prototype shown) Photo: Jonathan H. Liu Setup Set up the various location tiles with the resource tray nearby. Place the scrap cubes on the table in space; the rest of the cubes stay in the tray. Put the D4 in the center of Red Dog Junction set to '1,' and then roll the other six dice and place them randomly in the six spaces around it. Shuffle the two stacks of Super Deals (there are 6-value tiles and 8-value tiles) and place them in the Haberdashery, face-up. Player setup. (Prototype shown) Photo: Jonathan H. Liu Give each player a ship, a player aid card, a Home Base, and a set of starting crew: 3 Cowboys, 1 Miner, 1 Scavenger, and 1 Agent. Players will start with some gold based on turn order. Place your ship on its home base, and your gold in storage on your home base. Shuffle the cards and place the deck off to the side, and reveal six cards to form the market. You start with four crew types, but you may be able to recruit others during the game. (Prototype shown) Photo: Jonathan H. Liu Gameplay On your turn, you may take two actions from the following: Load/Unload : Move any number of resources between your storage and your ship while docked at home. : Move any number of resources between your storage and your ship while docked at home. Move : Move from any dock space into space, or move from space to any open docking space. (Special: you may move from one dock to another at Red Dog Junction for a single move rather than having to move into space first.) Only one ship is allowed at a planet at a time. : Move from any dock space into space, or move from space to any open docking space. (Special: you may move from one dock to another at Red Dog Junction for a single move rather than having to move into space first.) Only one ship is allowed at a planet at a time. Mine : While docked at a planet, gain cubes of that color onto your ship. : While docked at a planet, gain cubes of that color onto your ship. Salvage : While in space, collect cubes from space into your ship. : While in space, collect cubes from space into your ship. Trade : While docked at Red Dog Junction, trade resources. : While docked at Red Dog Junction, trade resources. Purchase Gold : While docked at the Haberdashery, turn in resources to complete a Super Deal and earn gold. : While docked at the Haberdashery, turn in resources to complete a Super Deal and earn gold. Displace : Move ships from docks into space (requires Rustlers crew). : Move ships from docks into space (requires Rustlers crew). Swap : Trade resources with another ship while you're both in space (requires Outlaws crew). : Trade resources with another ship while you're both in space (requires Outlaws crew). Buy: Buy a card from the market row. This ship can salvage cubes from space—currently there's only scrap floating around. (Prototype shown) Photo: Jonathan H. Liu The strength of many of the actions is affected by how many crew you have. For instance, at the beginning of the game you have one Scavenger, so a salvage action lets you take 1 cube. If you had 3 Scavengers, then you could pick up 3 cubes for 1 action. Cowboys give you capacity for your ship—you start with 3 Cowboys so your ship capacity is 6 cubes; at the end of your turn if you have more than your capacity in your ship, you must choose cubes to jettison into space, where they could be salvaged by any players on future turns. This ship could trade 3 oxygen for 4 whiskey or 1 gold. (Prototype shown) Photo: Jonathan H. Liu When trading, you may exchange resources matching the two dice next to your ship, as well as gold, and the exchange rate is equal to the values of the dice. For instance, in the photo above, the oxygen die is 3, the whiskey die is 4, and the gold die is 1, so you may make any swaps at a ratio of 3 oxygen : 4 whiskey : 1 gold. Your trader crew cards give you more trades per action; you may also use a trade to increase or decrease one of the D6 next to your ship, manipulating the economy. (Note that there is no whiskey planet, so the only way to get whiskey is through trading.) Docked at Honest Jose's Haberdashery. (Prototype shown) Photo: Jonathan H. Liu If you dock at the mission center, you may turn in the required resources shown on one of the Super Deal tiles to gain the gold payment, and you also take the tile, which is worth 1 point. Remember: you still have to get the gold back home safely! Jose might be honest, but you can't trust your fellow players. Buy crew, officers, and boosts at the card market. (Prototype shown) Photo: Jonathan H. Liu You may buy cards from the market no matter where your ship is located, but you may only spend resources that are already in your storage, not from your ship. Crew cards will make your actions more efficient, and Boost cards are single-use cards that usually give you an extra action after you play them, letting you set up a powerful turn if you can time it right. Officer cards are the most expensive, each costing 8 resources, but they give you an ongoing ability for the rest of the gameand are also worth points. The Pathfinder can move directly to any open docking space without stopping in space; the Quartermaster can unload directly to your storage from space without being docked at home. Game End The game ends when all of the gold has been moved to player's storage (so if it's still floating in space or on a player's ship, the game isn't over yet!). Players earn points for all of their crew, officers, and mission tiles, and 1 point per gold in their storage. The highest score wins, with ties going to the player with the most remaining boost cards, and then the most crew cards. Why You Should Play Red Dog Junction One of the gimmicks for the older prototype (while it was still named Space Freight ) was the fact that it didn't have a rulebook, but that idea was scrapped. The other thing that stood out, though, was the big spaceships that held the resource cubes. There's definitely a bit of a toy factor there, but it also makes it really obvious who's carrying what, because although this is a pick-up-and-deliver game, there's also a lot of space piracy happening. Just because you've picked up some goods doesn't guarantee you'll actually get to keep them, unless you can get home and offload them into your base. Mining for ice. (Prototype shown) Photo: Jonathan H. Liu Okay, so how's the gameplay? Your turns are pretty short, particularly at the beginning, because most of your actions are fairly simple. It'll take you two actions just to fly your ship somewhere and dock, and then maybe on your second turn all you do is mine two resources if you made it to a planet. Or, perhaps you started by loading some gold into your ship with the intentions of trading. Your goal is to just accumulate as much gold in your storage as you can, but there are multiple ways to go about that. If you see that the markets have made a particular resource more valuable (if the die is low, you can trade fewer gems per gold), then maybe it's worth making a run to that planet so you can load up and then go trading. Or, maybe there's a good combination where you could take your starting gold and trade it for something that's needed for a Super Deal. Either way, the two primary sources of gold are Red Dog Junction and the Haberdashery, turning goods and scrap (however you managed to acquire them) into gold, and then shuttling that back home. Powering up your actions with crew is also key, and each crew member can be purchased with a specific type of resource or you can spend gold, though that's usually if you're desperate to beat somebody else to the punch. Cowboys increase your ship capacity so you don't have to fly back and forth as often, and Miners and Scavengers let you gain more cubes per action. Agents make your trading stops more efficient, both because you can manipulate the market dice but also because you can make more trades per action. Then we get to the other crew: Outlaws and Rustlers. You don't start with any, but as soon as somebody acquires these, prepare to be boarded. Rustlers let you dislodge players from their docks, putting them into space. That's handy if somebody's mining a planet but you want that spot, or if they're hogging the space you need at Red Dog Junction. But the real one-two punch comes when you have Outlaws, which let you swap resources on your ship with somebody else—why go to the trouble of mining and then trading at Red Dog Junction, when you can just hang about in space, maybe scavenge some scrap metal, and then dump it on those merchants and take their gold? You get so many more actions if you don't have to spend them docking and undocking all the time. The Rascal is a special crew that is very expensive, but every turn you can decide which crew it is, so it gives you a lot of flexibility. Carrying a lot of cargo? It's a Cowboy this time. Time to mine? Let's make it a Miner. Boost cards cost 1 gold but can be quite effective. (Prototype shown) Photo: Jonathan H. Liu Finally, there are boost cards—these all cost 1 gold, which means you're spending a point to acquire them, but they give you really amazing effects once. You might be able to manipulate dice at Red Dog Junction (including the gold die!), increase your ship's capacity temporarily, or get a boosted mine, salvage, or swap action. Whenever a boost card comes up in the market, everyone should take a look at it because even if it's not directly useful for you, it may be worth buying so your opponent can't use it against you. Once the game gets going, things can get pretty heated. Multiple players want to be on the same planet, or are racing for particular resources because an officer card just appeared in the market. If you see somebody collecting resources that match a Super Deal, is it worth trying to outpace them, or do you go for something else instead? When you're done trading, do you use some of your trade abilities to change the die and make the exchange rate worse for everyone else? Super Deals: are they worth the risk? (Prototype shown) Photo: Jonathan H. Liu Super Deals are worth 1 point just for buying them, but also give you a decent amount of gold. The problem is, if there are Outlaws about, there's no guarantee you'll get that gold home to storage. In our games, it was often a dilemma whether it was more efficient to complete missions or trade resources for gold, and one of the limiting factors was always the amount of time it took to fly back and forth between locations. The different crews between players can also make for some funny outcomes. In one game, one player had a lot of Outlaws so if they accumulated enough of anything, they could swap out and take pretty much my whole stash of gold before I got it home. But I realized I had a lot of Scavengers and they didn't—so if I jettisoned all my gold into space, at most they could get 2 of them in a turn, and I could try to scoop up the rest and flee for home! There can be a bit of a stalemate, though, depending on how determined players are. If you have gold and you're not in space, it will take you at least two turns just to get home, and then you can't unload until your next turn. But that means you're a sitting duck for anyone who has a Rustler and some Outlaws. If they undock you and take some gold, do you try to get it back, or just go back home and unload whatever you have left? We had some long tug-of-wars over gold in one of the games I played and eventually one player just had to give in so the game wouldn't go on too long. There are only 5 unique officers in the deck. (Prototype shown) Photo: Jonathan H. Liu The officers are a game-changer, and since there are only five of them in the entire deck, there's no guarantee that you'll even see all of them in any given game. We did feel like the Pathfinder, which allows you to teleport anywhere, felt like it was the most valuable of them, because saving an extra action per turn just lets you unload gold before anyone else can get to you, and it feels unstoppable. Some of the others can be pretty handy, but nothing really compares to teleportation. I would have liked to see either some more officers, either multiple copies of the same ones or some additional powers, because it's possible that the player who's first to get an officer can just run away with the game. Overall, Red Dog Junction is a solid pick-up-and-deliver game that can spark some really exciting moments, but can also feel a bit limiting at times because you only get 2 actions and flying through space is time-consuming. It's not too complex once you learn the different actions, though coming up with a winning strategy can still be a challenge. The components have a fun toy factor with the ships carrying the cubes around the board. For more information or to make a pledge, visit the Red Dog Junction Kickstarter page! Click here to see all our tabletop game reviews. To subscribe to GeekDad's tabletop gaming coverage, please copy this link and add it to your RSS reader. Disclosure: GeekDad was loaned a prototype of this game for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!


Geek Dad
a day ago
- Entertainment
- Geek Dad
Umbrella Academy: Plan B # 1— The Sparrow Academy
It is a rare occasion when we witness a superb adaptation finish a line before the story is fully drawn, and I am thrilled to know that things in comic form will be as weird and different as a set of timelines set off by Number 1. Six years later, we pick up where we left off. After the mass release of The City's greatest foes and the chaos that was to be known as Hotel Oblivion, Umbrella learns that other brothers and sisters exist : The Sparrow Academy. Mom is alive and well, and the Sparrows are dubbed by her as the best ones. They tell their siblings (as only siblings can do) the Umbrellas were the failures. No one knows how to hurt each other more than family, and this will be an all-out battle for the upper hand, a bloody one. This adaptation invites you to reread the cult classic and remember how things ended up, because we will tend to mix it up with the TV series (and things are very different). I have to say that in 2019, I was wondering about how they were going to film Hotel Oblivion, and the wedding party at the end of the world surpassed my expectations. It is one of my favorite screen scenes of all time, as it reminds me of my very weird and wonderful family (we are six siblings). Having said that, this will be blood and mayhem all around, and I can′t wait! ′Umbrella Academy: Plan B # 1′ is on sale since June 11th, 2025. Genre: Superhero, Science-Fiction, Action/Adventure Format: FC, 32 pages; Miniseries Price: $4.99 UPC: 7 61568 01420 4 00151


Geek Dad
a day ago
- Geek Dad
Cardboard Crafting with ChompSaw
If you've got crafty kids and you're looking for a fun activity for the summer, here's a nifty tool to consider: the ChompSaw! Originally funded through Kickstarter back in 2023, the ChompSaw is like a kid-safe table saw for cardboard. My kids were working on some cardboard projects recently so I looked it up again, and Chompshop was kind enough to send one for us to try out. What Is the ChompSaw? The ChompSaw is a cutting device designed for corrugated cardboard, but can also be used to cut felt, fabric, and many other soft materials less than 3mm thick. It retails for $249 and is available from the Chompshop website. It's kid-safe and recommended for ages 5 and up, though it's not just for kids! My 18-year-old has been having a lot of fun with it, too, and I've tried my hand at cutting out some shapes too. A close-up of the cutting tool. Photo: Jonathan H. Liu It's about 10″ square and 4″ tall, with a removable metal plate on the top that has some grid lines and other guide lines. There's a small plastic drawer in the front that catches the cutting scraps, and a compartment under the metal plate for storing the power adapter. You can make different sizes of holes with the hole puncher, though they don't have very clean edges. Photo: Jonathan H. Liu The ChompSaw also comes with a hole puncher that has graduated rings for punching different sized holes (also used if you need to cut a hole out of the center of a piece of cardboard), and a scoring tool that helps with folding cardboard. How Does the ChompSaw Work? In the center of the top, there's a small metal knob, which conceals a cutting device that works like a tiny hole puncher. As you push the cardboard under the knob, the puncher repeatedly stabs through the cardboard, cutting a line through it (and catching all the bits in the drawer below). The space under the knob is too small for even the smallest fingers to fit, and since there aren't any spinning parts, you don't have to worry about long hair getting caught and tangled around anything either (though it will just cut through hair if it gets under the knob). Cutting out a puppet piece with the ChompSaw. Photo: Jonathan H. Liu The ChompSaw has its own power adapter, and a large toggle switch on the side makes it easy to turn on and off. It does take a little bit of practice to get used to the ideal speed for feeding the cardboard through, but once you get the hang of it, it's quite effective and feels a bit like magic. I've done a good bit of cardboard crafting myself (remember these cardboard robots from 15 years ago?) and have always just used a craft knife in the past—it's still an effective way to cut straight, clean lines, but the ChompSaw definitely has the edge when it comes to making curves, and the fact that you can't cut yourself with it is a big bonus for kids. The ChompSaw does eat up a small amount of the cardboard because of the width of the cut, but the trade-off is worth it. Made this little cardboard head to try cutting out a very curvy path. Photo: Jonathan H. Liu What Can You Make With the ChompSaw? With some imagination, the sky's the limit! The Chompshop includes some designs to get you started: there's a Project Pattern Pack ($25) that includes patterns and additional materials for a spinning top, a mini skeeball ramp, and a snake dexterity game. There are also a couple of $5 digital patterns—Chompshop sent us the one for the hand puppet so we gave that one a try. Our cardboard puppet. Photo: Jonathan H. Liu There's also an Inventor's Workbook available (currently backordered) that explains the process of coming up with an idea and building prototypes, and then includes a lot of blank pages for working on your own designs. My teenager used it to design a little car, which he then cut out and assembled. My son's self-designed cardboard car. Photo: Jonathan H. Liu And if you're looking for something a bit more complex, there are plenty of designers and artists who have patterns for sale elsewhere as well. My kids bought some animal mask patterns from Zygote Brown Designs and made some rabbit and dragon masks, which turned out really nicely. (Though my wife thinks the rabbit masks are a bit creepy, particularly when worn by my nearly 6-foot-tall son.) My kids wearing masks made with patterns from Zygote Brown Designs. Photo: Jonathan H. Liu ChompSaw Accessories In addition to the base ChompSaw, there's also a table accessories set (available for $30). This includes a separate metal plate that has some cut-outs in it. One is for the fence—you attach it to the plate and adjust the width, and then you can easily cut uniform strips of cardboard from ¼' to 3 ½' wide. There's also an angle guide that allows you to set an angle (in 15° increments), allowing the Chomp Saw to function kind of like a mitre block. Finally, there's a circle guide to help you cut out circles. The main limitation on these is that since the entire ChompSaw surface isn't that big, there's a size limitation to how large a piece can be cut with the guides. The fence, circle cutting tool, and angle guide come in the table accessories set. Photo: Jonathan H. Liu Also, somewhere in the house we still have our old Makedo set as well—I had written about these way back in 2011 and they're still available now. They do have some hand-powered cardboard cutting/punching tools, but what could be really handy now is the connectors let you attach cardboard pieces together. We may have to dig around to find those! With school finally out for the summer, my kids have a bit more time on their hands and I hope they'll spend some of it making things instead of just playing on the Xbox. I know they've been pretty excited about the ChompSaw already, and I look forward to seeing what they make next! For more information about the ChompSaw, visit the official website! Liked it? Take a second to support GeekDad and GeekMom on Patreon!


Geek Dad
a day ago
- Entertainment
- Geek Dad
‘Kill Them With Kindness by Will Carver:' A Book Review
Earlier this year, I reviewed All Better Now, by Neal Shusterman. It's a book about a deadly pandemic that leaves survivors feeling more empathy towards one another. This review is for Will Carver's Kill Them With Kindness, a story that centers around a virus that leaves survivors feeling more empathy towards one another. Two books predicated on the same idea, but with wildly different outcomes. Regular readers of Will Carver's books may not be surprised to learn that this novel is an altogether darker affair. The novel opens with a deadly cloud of gas heading towards the shores of the UK. The gas has killed millions of people. It leaves nothing living in its path. The population has been given 'dignity pills.' Lethal doses that will give you a quick, painless end. Better than the flesh-stripping choking effects of the gas. After this short prelude, time rewinds. One year earlier, The British Prime Minister, who will go on to order the distribution of the dignity pills, is up to his elbows in something far from dignified. With a shadowy international cartel, he is organising a pandemic (One gets the sense that on this version of Earth, COVID-19, was never a thing – but I could be wrong about that). The hope is a pandemic will enable the cabal to instill fear, and by leveraging that fear, control the world's population. It's all about power and money. Reading between the lines, this created virus could have been COVID-19, but it never became a pandemic because… …A Japanese scientist in Wuxi, China, stumbles upon the plot, realizing he's been asked to create a vaccine for a virus with a planned release date. Rather than blowing the whistle, he sets about creating his own version of the virus. A less deadly strain, with a quirk. Dr Ikeda's virus will leave sufferers feeling kinder towards one another. There follows a string of unintended consequences, which will lead us back to the mass suicide of the whole of the United Kingdom and the rest of the world. The book is worth reading for the premise alone. Beyond that, you should read Kill Them With Kindness because it heads in directions that you never saw coming. I hesitate to recommend it as a holiday read. It's has some dark themes for a beach read. Nevertheless, it has all the hallmarks of a quality holiday thriller. Not one you'll leave in the apartment next to a battered Shopaholic by Sophie Kinsella. One you'll want to bring home, reread, and share with your friends. The book works on every level. It's a compelling techno-thriller, with a scary bio-weapon vibe. It's an excoriation of social-media culture and its use to manipulate millions of people. A polemic on the pitfalls of misinformation. It has a delicious and gossamer-thinly veiled parody of British Prime Minister Boris Johnson. To avoid spoilers, I can't say much more. This is a black comedy in the truest sense. It could surely make for an episode of Black Mirror. It's skewering of the mendaciousness and venality of sections of British politics *cough-Johnson-cough* is spot on. The passages later in the book, as we return to the impending cloud of death, are sobering and brought a tear to the eye. The world is a terrifying place right now for any parent, and Carver channels this to great effect in the tense final pages of Kill Them With Kindness. In amongst the gloom, there is hope. Carver recognizes the darkness of social media and news reporting but punctuates it with islands of hope and kindness. These parts make his novel all the greater. If you would like to pick up a copy of Kill Them With Kindness, you can do so here in the US and here, in the UK. (Affiliate Links) If you enjoyed this review, check out my other book reviews, here. I have reviewed one Will Carver book, previously – The Daves Next Door. I received a copy of this book in order to write this review. Liked it? Take a second to support GeekDad and GeekMom on Patreon!


Geek Dad
2 days ago
- Entertainment
- Geek Dad
Review – Batman: Detective Comics #1098
Batman: Detective Comics #1098 cover, via DC Comics. Ray: The secret society of Elixir has been running amok in Gotham – and they don't like their power challenged. Last issue saw Harvey Bullock investigating a series of murders by the immortality cult – but as soon as he got too close, he was hooded, thrown in a van, and is currently on his way to Polkolistan. Batman wastes no time chasing after his PI frenemy, but when he crashes the convoy, he doesn't find Bullock at all – he finds the Penguin, also kidnapped from Gotham by the same villains for not liking them horning in on his territory. This leads to a forced team-up between the two sworn enemies – not far off from Penguin regaining his power in Tom King's solo comic. It's very clear they don't like each other, but Batman isn't willing to leave someone behind and Penguin is willing to take any help he can get to escape a foreign torture den. Frenemies. Via DC Comics. As for Harvey Bullock, he's not in the initial convoy – he's already been taken to Elixir's inner sanctum, where a sadistic doctor is convinced he can make him talk. Bullock is always a fun character to follow – he's so stubborn he doesn't know what's good for him, but his blue-collar aesthetic means he can take self-confident villains by surprise at times. Eventually, the odd trio reunites and Batman has to figure out how he can get these two bickering idiots out of Pokolistan alive. The issue is overall a lot of fun, although it's 90% action and moves very fast. What makes it work is the trio of oil-and-water personalities who dominate it – and the story isn't done yet, with a tense cliffhanger. I'm wondering if the themes of immortality that have dominated this run so far are leading to pulling in the DCU's most famous immortal supervillain – who has obviously tangled with Batman many times before. To find reviews of all the DC issues, visit DC This Week. GeekDad received this comic for review purposes. Liked it? Take a second to support GeekDad and GeekMom on Patreon!