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Purple Phoenix Games (2266 KP) rated Castle Dice in Tabletop Games
Jun 28, 2021
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
RəX Regent (349 KP) rated Batman Begins (2005) in Movies
Feb 19, 2019
Batman has always seemed to make great viewing and with the darker takes on him of the past to decades, great movies. This was a real treat though. It’s almost a rational take on an irrational super hero. Christopher Nolan has managed to give Batman a human face and the world he inhabits a sense of scale and realism. But that’s not to say that it is lacking in the sense of the theatrical.
Back in 2005, the hype for this film was building, with a new take on the old comic hero taking shape. Though I must admit that the design of the new Batmobile didn’t look cool to me, but I loved the concept of rooting him in a real world. The other questionable point was that lack of the big hitters in terms of the villains. The Joker, Penguin, Riddler and Catwomen were dumped in favour of The Scarecrow and Ra’s al Ghul, with only one that I, as the un-indoctrinated in comic book lore, that I had heard of being The Scarecrow.
But this was not to be a typical Batman film in any sense of the word. In June 2005, Batman was reborn and not only had the career of an independently styled filmmaker, Christopher Nolan blown into the big leagues but Blockbusters had just been redefined, an event not dis-similar in effect t those of Jaws and Star Wars in the 1970’s.
Batman, a Warner Bros. cash cow for decades, was about to cross all the main lines within the industry and a blockbuster with art house sensibilities and real intelligence was about to born. It’s not the first, but it opened the door for Nolan and his like to change the way we think about movies of this kind. It doesn’t seem to be that long ago that Marvel was dominating cinemas was some first-rate adaptations such as X-Men, Spider-man and the underrated Hulk, which in many ways may be classed as a prototype for this, with art house direction from Ang Lee.
The plot of Batman Begins isn’t really that important though that’s not to sell it short. It’s a highly developed and conceived story, packed from the opening frame to the 140th minute, but it’s simply the perfect blend of the evolution of Bruce Wayne into Batman, and the usual diabolical plans of the super-villain, only it doesn’t feel like that when you’re watching it. It feels like a well judged story about a traumatised young man, struggling to come terms with his parents murder, and his place in the world.
Luckily for him, his family are billionaires and his butler is Alfred, or more importantly, Michael Caine! There are of course a whole host of contrivances to explain how Batman’s image was forged, how the Batcave was created and where the Batmobile came from, but no-one’s suggesting that this a documentary. This is a more grounded and psychological approach to the story of a nutcase who dressed up like a bat and fights crime without a single superpower to his aid.
But it’s how Nolan brings all this together that works so well. He addresses things so subtly that you can end up missing them if you blink, or at least fail to see them coming. Wayne is turned into a flamboyant excentric to maintain a distance from his friends, if he even has any. The Batcave never ends up looking how we’d expect either, but it is full of bats if that helps and he does park his car there.
It is not until The Dark Knight that we see a Batcave of sorts and that isn’t even in the grounds of Wayne Manor. So, the direction, conception and writing are great, what about the casting? Christian Bale is Wayne/Batman for me, though the animatistic tone to his voice maybe a little overdone, but I do get it. Katie Holmes is the weakest link and am glad that she was recast for the sequel. The rest of the players are first-rate and this may well be on of the best casts ever assembled for a single film in my opinion.
Gary Oldman, so understated as Lt. Gordon, Caine as Alfred is perfect; Liam Neeson is on top form, which he isn’t always, let’s face it and Morgan Freeman, like Oldman and Caine can seemingly do no wrong. Then there’s Hans Zimmer‘s collaboration with James Newton Howard for the score which is one of Zimmer’s best. Howard is an able composer and he clearly provided many of the excellent emotional riffs, but it was Zimmer who brought this together with his dominant, strident style, colossal beats and pacing.
The look and sound of this film sets it apart from so many of its brethren. Batman Begins is a truly original, relentless and groundbreaking movie that is the best of the comic book movies by a mile, but not necessarily the best comic book adaptation. Spider-man or Watchmen for example, may qualify for the fact that they more literally reflect their respective sources but Nolan’s masterpiece is a blueprint as to how film should tackle such adaptations.
And yes, that’s right; Batman Begins is a masterpiece if ever there was one, though a slightly lesser one in comparison to its own sequel, The Dark Knight which may have completely rewritten the handbook.
Back in 2005, the hype for this film was building, with a new take on the old comic hero taking shape. Though I must admit that the design of the new Batmobile didn’t look cool to me, but I loved the concept of rooting him in a real world. The other questionable point was that lack of the big hitters in terms of the villains. The Joker, Penguin, Riddler and Catwomen were dumped in favour of The Scarecrow and Ra’s al Ghul, with only one that I, as the un-indoctrinated in comic book lore, that I had heard of being The Scarecrow.
But this was not to be a typical Batman film in any sense of the word. In June 2005, Batman was reborn and not only had the career of an independently styled filmmaker, Christopher Nolan blown into the big leagues but Blockbusters had just been redefined, an event not dis-similar in effect t those of Jaws and Star Wars in the 1970’s.
Batman, a Warner Bros. cash cow for decades, was about to cross all the main lines within the industry and a blockbuster with art house sensibilities and real intelligence was about to born. It’s not the first, but it opened the door for Nolan and his like to change the way we think about movies of this kind. It doesn’t seem to be that long ago that Marvel was dominating cinemas was some first-rate adaptations such as X-Men, Spider-man and the underrated Hulk, which in many ways may be classed as a prototype for this, with art house direction from Ang Lee.
The plot of Batman Begins isn’t really that important though that’s not to sell it short. It’s a highly developed and conceived story, packed from the opening frame to the 140th minute, but it’s simply the perfect blend of the evolution of Bruce Wayne into Batman, and the usual diabolical plans of the super-villain, only it doesn’t feel like that when you’re watching it. It feels like a well judged story about a traumatised young man, struggling to come terms with his parents murder, and his place in the world.
Luckily for him, his family are billionaires and his butler is Alfred, or more importantly, Michael Caine! There are of course a whole host of contrivances to explain how Batman’s image was forged, how the Batcave was created and where the Batmobile came from, but no-one’s suggesting that this a documentary. This is a more grounded and psychological approach to the story of a nutcase who dressed up like a bat and fights crime without a single superpower to his aid.
But it’s how Nolan brings all this together that works so well. He addresses things so subtly that you can end up missing them if you blink, or at least fail to see them coming. Wayne is turned into a flamboyant excentric to maintain a distance from his friends, if he even has any. The Batcave never ends up looking how we’d expect either, but it is full of bats if that helps and he does park his car there.
It is not until The Dark Knight that we see a Batcave of sorts and that isn’t even in the grounds of Wayne Manor. So, the direction, conception and writing are great, what about the casting? Christian Bale is Wayne/Batman for me, though the animatistic tone to his voice maybe a little overdone, but I do get it. Katie Holmes is the weakest link and am glad that she was recast for the sequel. The rest of the players are first-rate and this may well be on of the best casts ever assembled for a single film in my opinion.
Gary Oldman, so understated as Lt. Gordon, Caine as Alfred is perfect; Liam Neeson is on top form, which he isn’t always, let’s face it and Morgan Freeman, like Oldman and Caine can seemingly do no wrong. Then there’s Hans Zimmer‘s collaboration with James Newton Howard for the score which is one of Zimmer’s best. Howard is an able composer and he clearly provided many of the excellent emotional riffs, but it was Zimmer who brought this together with his dominant, strident style, colossal beats and pacing.
The look and sound of this film sets it apart from so many of its brethren. Batman Begins is a truly original, relentless and groundbreaking movie that is the best of the comic book movies by a mile, but not necessarily the best comic book adaptation. Spider-man or Watchmen for example, may qualify for the fact that they more literally reflect their respective sources but Nolan’s masterpiece is a blueprint as to how film should tackle such adaptations.
And yes, that’s right; Batman Begins is a masterpiece if ever there was one, though a slightly lesser one in comparison to its own sequel, The Dark Knight which may have completely rewritten the handbook.
Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 1400 in Tabletop Games
Oct 21, 2020
Isn’t that box cover just awesome? I never open a preview with a comment about components, but this one warranted it because the box art is so good. Anyway, it’s Paris in the year, well, 1400 AD, and now some strange things are afoot at le Cercle K.
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to report to their family members all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to report to their family members all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
Louise (64 KP) rated I'll Give You the Sun in Books
Jul 2, 2018
I'll give you the sun follows twins Noah and Jude that are aspiring artists. They are both working on their portfolios to get into a prestigious art school in the local area when a tragedy pulls them apart and they start to live two separate lives.
I loved this book the writing was so poetic and beautiful. The story is written from two perspectives and at different times. Noah's perspective is written when he is 13. 5 years old and before 'said' tragedy struck and Jude's when she is 16 - two years later. At 13 years old the pair were close with sibling rivalries, respecting each others art and dividing the world up.
“I gave up practically the whole world for you,” I tell him, walking through the front door of my own love story. “The sun, stars, ocean, trees, everything, I gave it all up for you.”
At 16 the pair couldn't be further apart, they constantly avoid each other and barely talk. When lies start to unravel and they discover the truth, can they become two once more.
Noah is a painter, he's such a cute young boy, with his confusion of being gay and what it means to come out is so cleverly portrayed through this character. The frustration and tension is palpable between him and Brian. The want of your heart desires and the reality of doing and facing the backlash from the people around you is what stops him. Noah has never been perceived as 'normal' to his class mates and being bullied is a daily problem until he meets the new kid Brian who is a baseball player for his local school, with Brian by his side he becomes socially accepted, even though he knows that Brian is a bit of geek like himself with his meteorite collections.
Jude an ambitious sculptor is a young impressionable girl at the age of 14, however as she is telling her POV at the age of 16 she has had a lot of time to develop but also grieve at the same time. Jude is struggling at school, she hasn't made any good artwork for the past 2 years and believes there is someone out to destroy her pieces. She has one last chance to make it right and is sent to work with a local but famous sculptor. The sculptor has problems of his own and between the both of them they start to overcome their grief through the process of sculpting.
Oscar is not the typical cool guy, who has everything going for him with his distinguishable features, his past and present he is also on the road to self discovery. When we first meet Oscar in Noah's perspective he is a drunk, with ambitions to be a model. 2 years later in Jude's perspective he is a recovering alcoholic/drug user, going to college for photography and has a cocky side to him which covers up the true Oscar.
“It occurs to me that Jude does this too, changes who she is depending on who she’s with. They’re like toads changing their skin color. How come I’m always just me?”
There were only two things that stopped me from giving this book 5 stars and it's not much but I had to factor them in. I found the book a bit predictable in some parts. You could tell how it was going to pan out. Also the ending felt a bit rushed for me towards the end, I think it could have been a bit longer to make the ending a bit more bulkier. The thing I liked with Nelson's writing is your reading away and then BAM! She just lets you have this incredible fact like it's nothing major and I had to reread to make sure I hadn't read it wrong. The grandma's bible that Jude follows got a bit tiresome in the end.
I went in to this book blind, not knowing too much about the premise and I recommend it, I like going in to books not knowing much it is more surprising and enjoyable to read. There are references in the book to famous people and quotes such as Winston Churchill and E.E Cummings. This book deals with love, bullying, grief, growing up, self discovery and all the challenges of being a teenager.
I recommend this book to anyone that likes to read Young Adult and Contemporary novels.
Overall I rated this book 4.5 stars out of 5.
I loved this book the writing was so poetic and beautiful. The story is written from two perspectives and at different times. Noah's perspective is written when he is 13. 5 years old and before 'said' tragedy struck and Jude's when she is 16 - two years later. At 13 years old the pair were close with sibling rivalries, respecting each others art and dividing the world up.
“I gave up practically the whole world for you,” I tell him, walking through the front door of my own love story. “The sun, stars, ocean, trees, everything, I gave it all up for you.”
At 16 the pair couldn't be further apart, they constantly avoid each other and barely talk. When lies start to unravel and they discover the truth, can they become two once more.
Noah is a painter, he's such a cute young boy, with his confusion of being gay and what it means to come out is so cleverly portrayed through this character. The frustration and tension is palpable between him and Brian. The want of your heart desires and the reality of doing and facing the backlash from the people around you is what stops him. Noah has never been perceived as 'normal' to his class mates and being bullied is a daily problem until he meets the new kid Brian who is a baseball player for his local school, with Brian by his side he becomes socially accepted, even though he knows that Brian is a bit of geek like himself with his meteorite collections.
Jude an ambitious sculptor is a young impressionable girl at the age of 14, however as she is telling her POV at the age of 16 she has had a lot of time to develop but also grieve at the same time. Jude is struggling at school, she hasn't made any good artwork for the past 2 years and believes there is someone out to destroy her pieces. She has one last chance to make it right and is sent to work with a local but famous sculptor. The sculptor has problems of his own and between the both of them they start to overcome their grief through the process of sculpting.
Oscar is not the typical cool guy, who has everything going for him with his distinguishable features, his past and present he is also on the road to self discovery. When we first meet Oscar in Noah's perspective he is a drunk, with ambitions to be a model. 2 years later in Jude's perspective he is a recovering alcoholic/drug user, going to college for photography and has a cocky side to him which covers up the true Oscar.
“It occurs to me that Jude does this too, changes who she is depending on who she’s with. They’re like toads changing their skin color. How come I’m always just me?”
There were only two things that stopped me from giving this book 5 stars and it's not much but I had to factor them in. I found the book a bit predictable in some parts. You could tell how it was going to pan out. Also the ending felt a bit rushed for me towards the end, I think it could have been a bit longer to make the ending a bit more bulkier. The thing I liked with Nelson's writing is your reading away and then BAM! She just lets you have this incredible fact like it's nothing major and I had to reread to make sure I hadn't read it wrong. The grandma's bible that Jude follows got a bit tiresome in the end.
I went in to this book blind, not knowing too much about the premise and I recommend it, I like going in to books not knowing much it is more surprising and enjoyable to read. There are references in the book to famous people and quotes such as Winston Churchill and E.E Cummings. This book deals with love, bullying, grief, growing up, self discovery and all the challenges of being a teenager.
I recommend this book to anyone that likes to read Young Adult and Contemporary novels.
Overall I rated this book 4.5 stars out of 5.
Andy K (10821 KP) rated Doctor Sleep (2019) in Movies
Nov 9, 2019
A return to Room 237
***MINOR SPOILERS ONLY***
After the events which ruined his childhood at the Overlook Hotel, Dan Torrance has not had a profound life. He does drugs and has become addicted to alcohol. He decides to move to a small town where he tries to get his act together. He is still haunted by those events so long ago even seeing the ghost of long deceased Overlook cook Dick Hallorann who also possessed the ability to "shine". Dan always knew or assumed other in the world had the ability as well; however, had tried to lead a normal existence.
Meanwhile, a cult of soul swallowing degenerates emerges and preys on those who have the ability. Some not knowing their minor gifts are easy prey, but those who have remarkable abilities present more of a challenge. One of these such wunderkinds is 13 year old Abra Stone. Like Danny, she has had abilities all her life, her parents chose to ignore them, but now events are intensifying so profound she cannot ignore them. The cult leader, Rose The Hat, seeks out more victims for her flock to feed upon having an eventual confrontation with Abra.
***I don't want to say more so I don't ruin for anyone.***
I have decided when writing a review of a sequel of any kind, I will never refer to it as "unnecessary". I have read many recent critiques of movies like Zombieland: Double Tap or Maleficent: Mistress of Evil when this word is used and I don't agree with that as a criticism. People are only using that word if the sequel is a disappointment. Someone would never say The Empire Strikes Back or The Dark Knight were unnecessary because they were great films. Even mediocre sequels will get tagged with unnecessary and I guess I feel you should rate the film which was made on its own merits and not try to decide if it was worth making or not.
Much like the way 2010 tried to explain the monolith and the mystery from Kubrick's masterpiece and my favorite film of all time 2001: A Space Odyssey, Doctor Sleep explores and expands the "shining" universe and gives audiences another look into that world. I was reminded when watching for some reason the sequence in Ready Player One where the characters go back to the Overlook and interact with the unique setting and art direction the film possessed. The homages and settings in Doctor Sleep feel both modernized and a fond look back of what everyone loved from The Shining. I could tell writer/director Mike Flanagan loved this universe so intensely, he decided to adapt the Stephen King sequel novel and it is well done.
Most main characters from the original Shining film make an appearance here as well, most with smaller cameo type roles which I don't want to spoil here. The new characters of both Abra Stone and Rose The Hat are great additions and acting by Rebecca Ferguson (who is quickly becoming one of my faves) and young Kyliegh Curran really bring them to life. Other than the obvious Trainspotting, Ewan McGregor usually plays such happy and likable characters that it was interesting to see him in a darker light, especially at the beginning of the film.
The musical score felt much like The Shining at times (the best parts), but also foraged new ground and was truly haunting and beautiful throughout. The cinematography and art direction were beautiful when showing the dark forest and suburban landscapes as well as the recreation of some of the more familiar elements.
Doctor Sleep is the ceiling threshold of how good a sequel to a Kubrick classic iconic perfection piece of movie artwork onscreen. The feeling and fun of seeing new interpretations of classic characters was fine with me as the screenplay does them justice. Comparing it to The Shining is moot since Kubrick was the master and his films should be studied indefinitely by film students worldwide and Doctor Sleep is an admirable compliment to that.
I tried to find an instance where Kubrick made comment about the film 2010, but I could not other than he said he wished the director well with it. I would imagine he would have the same reaction here. I think he would feel his work stands on its own without need for further explanation or additional narrative, but that is not a criticism, just an observation.
After the events which ruined his childhood at the Overlook Hotel, Dan Torrance has not had a profound life. He does drugs and has become addicted to alcohol. He decides to move to a small town where he tries to get his act together. He is still haunted by those events so long ago even seeing the ghost of long deceased Overlook cook Dick Hallorann who also possessed the ability to "shine". Dan always knew or assumed other in the world had the ability as well; however, had tried to lead a normal existence.
Meanwhile, a cult of soul swallowing degenerates emerges and preys on those who have the ability. Some not knowing their minor gifts are easy prey, but those who have remarkable abilities present more of a challenge. One of these such wunderkinds is 13 year old Abra Stone. Like Danny, she has had abilities all her life, her parents chose to ignore them, but now events are intensifying so profound she cannot ignore them. The cult leader, Rose The Hat, seeks out more victims for her flock to feed upon having an eventual confrontation with Abra.
***I don't want to say more so I don't ruin for anyone.***
I have decided when writing a review of a sequel of any kind, I will never refer to it as "unnecessary". I have read many recent critiques of movies like Zombieland: Double Tap or Maleficent: Mistress of Evil when this word is used and I don't agree with that as a criticism. People are only using that word if the sequel is a disappointment. Someone would never say The Empire Strikes Back or The Dark Knight were unnecessary because they were great films. Even mediocre sequels will get tagged with unnecessary and I guess I feel you should rate the film which was made on its own merits and not try to decide if it was worth making or not.
Much like the way 2010 tried to explain the monolith and the mystery from Kubrick's masterpiece and my favorite film of all time 2001: A Space Odyssey, Doctor Sleep explores and expands the "shining" universe and gives audiences another look into that world. I was reminded when watching for some reason the sequence in Ready Player One where the characters go back to the Overlook and interact with the unique setting and art direction the film possessed. The homages and settings in Doctor Sleep feel both modernized and a fond look back of what everyone loved from The Shining. I could tell writer/director Mike Flanagan loved this universe so intensely, he decided to adapt the Stephen King sequel novel and it is well done.
Most main characters from the original Shining film make an appearance here as well, most with smaller cameo type roles which I don't want to spoil here. The new characters of both Abra Stone and Rose The Hat are great additions and acting by Rebecca Ferguson (who is quickly becoming one of my faves) and young Kyliegh Curran really bring them to life. Other than the obvious Trainspotting, Ewan McGregor usually plays such happy and likable characters that it was interesting to see him in a darker light, especially at the beginning of the film.
The musical score felt much like The Shining at times (the best parts), but also foraged new ground and was truly haunting and beautiful throughout. The cinematography and art direction were beautiful when showing the dark forest and suburban landscapes as well as the recreation of some of the more familiar elements.
Doctor Sleep is the ceiling threshold of how good a sequel to a Kubrick classic iconic perfection piece of movie artwork onscreen. The feeling and fun of seeing new interpretations of classic characters was fine with me as the screenplay does them justice. Comparing it to The Shining is moot since Kubrick was the master and his films should be studied indefinitely by film students worldwide and Doctor Sleep is an admirable compliment to that.
I tried to find an instance where Kubrick made comment about the film 2010, but I could not other than he said he wished the director well with it. I would imagine he would have the same reaction here. I think he would feel his work stands on its own without need for further explanation or additional narrative, but that is not a criticism, just an observation.
Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.