The Documentary Art of Filmmaker Michael Rubbo
Book
Michael Rubbo's ground-breaking work has had a deep and enduring impact on documentary filmmaking...
Entertainment Editor (1988 KP) rated War of the Ring (First Edition) in Tabletop Games
Mar 7, 2018
So is it worth it? In my view yes.
Reviewer: Ashley Perryman
Read the full review here: https://www.board-game.co.uk/war-of-the-ring-review/
Knot Companion
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An essential guide to tying knots in splash proof ring bound format This full colour, clearly...
Letter Carving: Techniques and Projects to Sharpen Your Skills
Book
Letter-carving expert Andrew Hibberd shares his techniques for carving letters on wood and Portland...
The Encaustic Art Project Book
Book
Using over 155 step-by-step photographs and many inspirational examples, Michael Bossom shows how to...
Fluffy Chick
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Rod Campbell, the creator of the preschool lift-the-flap classic Dear Zoo, has been a trusted name...
i-SPY on a Train Journey: What Can You Spot?
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Search for over 140 sights on a train journey with this i-SPY guide. This fun activity book...
REVISE Edexcel GCSE (9-1) English Language Revision Guide
Book
Exam Board: Edexcel Level: GCSE Subject: English Language First teaching: September 2015 First...
Heather Cranmer (2721 KP) rated The Brotherhood of Olympus and the Deadliest Game (Book 1) in Books
Jun 7, 2018
I really, really thought the synopsis of The Brotherhood of Olympus and the Deadliest Game by Guy T. Simpson Jr. sounded very interesting. This was a book that I knew I would have to read. Luckily, I was able to read it, and it was very interesting!
The Fraiser boys lose their favourite uncle in car crash on Friday the thirteenth. After the accident, weird things start happening so the boys consult a spirit board. Is the spirit board helping the boys or is it actually evil? Also, Drake learns through a dream that he is destined to be a king and a leader. Will Drake live long enough to see that day?
I think the author picked a fantastic title for his book!! A lot of people consider a spirit board a game, so I believe this is where the deadliest game bit comes in.
I'm not overly keen on the cover of this book. I mean, it fits the book as it's a photo of the Fraiser boys wither their uncle Wally, but it's just too plain for my liking. However, this could just be a personal thing since I'm a harsh judge of covers.
The world building was done fantastically well!! The setting (1978-1979) was quite believable. I wasn't around at that time, but although there's not really many references about it being the late 70's besides the chapter telling you. I could imagine myself being part of this whole story!
The pacing was really good. Each chapter was full of action and suspense, and I couldn't wait to find out what would happen next. The chapters flow into each other, and not once did I find myself bored whilst reading this story.
For a middle grade read, I'd say that there were some words that might be hard for younger kids to understand, and to be honest, there were some big words I didn't understand. Context clues are important sometimes to figure out what words mean in the story. I did feel that the two younger brothers spoke as if they were much older than eight and ten. There is mild swearing so it's not bad at all when it comes to bad language.
All the characters were well formed and each had their own unique personality which definitely shown through during the story. Martin is the oldest boy, and it's obvious by how much he looks after his younger brothers. Mark is the second oldest, followed by Drake who is the brainy one in the family. Dennis is ten and Albert is 8. As I said in the previous paragraph, the two youngest boys came across as being older then they actually were especially Dennis. However, besides that, they were all believable characters, and I'm sure we all have at least one friend who has one of the boys' personality.
I did feel that the last chapter in the book was a bit repetitive of what the story already told us. I didn't really learn anything I didn't know from the last chapter besides a mention of Wally. However, overall, I thoroughly enjoyed this story as it is very well-written. Oh, and I must say that I really enjoyed enjoy individual drawing at the beginning of each chapter!
I'd recommend this book to those aged 12+.
(I was provided a free ebook copy of this title from the author in exchange for a fair and honest review).
Purple Phoenix Games (2266 KP) rated Nations: The Dice Game in Tabletop Games
Aug 16, 2019 (Updated Jul 17, 2021)
Nations: The Dice Game (can I please just call it Nations for this review as we know I am not talking about the original? Thanks.) is a civilization building, upgrade tile drafting, dice game for one to four players. Players will be upgrading their civilizations over four game rounds to compete for Books and VPs. The player with the most VP at the end of the game is the winner.
Disclaimer: The photos shown here is for a solo game, as I took them during my learning game using the solo rules. Normally the purple d4 is not used in multiplayer games. -T
To setup, each player will choose a starter civilization mat, receive five white dice, a gold chit, and a re-roll chit. Player order will be determined by cards and each player will receive their player order card which doubles as a reference card (great idea). The Progress Board will be set on the table and populated with randomized Age I Progress tiles according to the rule book. The Score Board will also be placed on the table to track Books, Events, and final VPs. The game begins with each player rolling their five dice.
Nations (TDG) is played over four ages with multiple rounds per age. At the beginning of each age old tiles will be removed from the Progress Board and new ones for the current age added. Also an Event tile will be drawn and placed on the Score Board to signify goals for Famine and War at the end of the age. On a player’s turn they will take one action from the following: Re-Roll (any or all unused dice by spending a re-roll chit), Buy tile (from the Progress Board to upgrade player mat spaces and dice), or Build Wonder (tile using Stone dice or chits for VP). When a player has taken as many turns/actions they wish for the age, they turn their player order card to the side to indicate they have passed for the remainder of the age.
Once all players have passed, they will tally their unused dice and any chits showing Books to be recorded on the Book track. Players will score points for Books based on how many opponents they have outscored for Books. Then players will consult the face-up Event tile that was revealed at the beginning of the round. The top portion displays VP earned when players discard unused dice and chits showing Famine leaf icons matching or exceeding what is on the Event tile. Similarly, for War players will consult the Event tile and use the sword icons on unused dice and chits to score any VPs for War. Play continues in this way across all four ages and once the fourth age has been scored the game ends and winner named victorious!
Components. I have mostly good news here. The dice in this dice game are wonderful. They are all easy to read and understand, and feel great when rolling nine or ten of them at once. The chits are fine, the Progress and Event tiles are nice and thick. The player mats, Score Board, and Progress Board are very thin though. I was going to give that a negative remark, but you know, players don’t really handle them during the game so there is no real need for them to be any thicker. The art is similar as in Nations, and while it does not resonate with me, it is fine. I won’t be playing Nations for the art.
All in all the game is fine. It didn’t blow me away or completely replace Nations (the big game) for me. It IS a pretty quick game to play, so there is one definite improvement over the big brother game; 10-15 minutes per player is pretty spot on. I usually do not prefer dice games to the originals (BANG! The Dice Game being the obvious improvement), and this one is really just on par with the big game. While it takes up less space on the shelf, I wouldn’t necessarily recommend it over its sibling. I feel the same way about each game, so my recommendation is get the version you feel would be played more often. Purple Phoenix Games gives Nations: The Dice Game a Montezuma-should-be-in-Age-IV 6 / 12. Give it a shot if you are into dice games, but grab the original if you want something meatier.