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Case Files Psychiatry, 5th Ed., (60 Clinical Cases - Lange Case Files by McGraw Hill Medical)
Medical and Education
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Sixty high-yield psychiatry cases helps students sharpen their diagnostic and problem-solving skills...
Ross (3284 KP) rated Perfect Death in Books
Sep 28, 2018
Contains spoilers, click to show
I have debated with myself over a rating for this, the third in the "DI Luc Callanach" series of Edinburgh police procedurals. While the overall story is definitely a 4 star, verging on 5, certain aspects of the dialogue in this one were a little jarring at times, and the plot hinged on a couple of very out of character decisions on the part of the murderer.
As with the previous two books, we join the story at the start of two independent investigations, which inevitably expand and take up the whole team's efforts (it's almost as if there was no crime in the city before these came along as no other cases seem to be mentioned or worked on!). We have the apparent death by misadventure of a young girl on the hills around Arthur's Seat, and the apparent suicide of former DCI Begbie.
Both cases are interesting and very different, the former being a more typical murder investigation, the latter being more focused on police corruption and the Glasgow gangland (I do enjoy the fact that any nasty gangsters in these Edinburgh-based stories have to be based in Glasgow, almost like they are sponsored by the Edinburgh tourist board, or someone with an anti-East Coast agenda).
While the murder investigation is decent, a number of clangers really spoiled it for me. We have a young man who appears to be poisoning people after having ingratiated themselves into their lives and the lives of their loved ones under different false names. However, as is so often the case in these stories, the killer is made too clever to be caught (at least too clever to be caught in under 300 pages!), and so the slightest mistake or piece of luck is what the investigation hinges on. Here it transpires that, while the killer has used false names in every interaction, in one of them he seems to have for some reason used the name of someone who leads the police directly to his backstory and hence uncovering his real identity. This piece of Batman vs Superman ("Your Mom was called Martha?!") level plot pivot was just so jarring and so out of character for this supposedly clever murderer. And yet without it there was pretty much no way of the murderer being found. For a secret poisoner to then start waving a gun around was also a bit hard to accept.
And also, all characters seem to be very well spoken. We have a young man who grew up in care homes from the age of 5, a Glasgow gangster and his henchmen and numerous bad sorts along the way and all are very well spoken, to the point that none of them have a voice and are just ... there. And, of course everyone refers to the police in the same way as the police refer to themselves - I cannot imagine anyone referring to a policeman as "DI something" or ""your DCI said this". It just totally jars and again comes across as the author simply inserting their voice into the mouths of characters that they could not be bothered to properly consider.
This brings me on to the dialogue gripe. I have always struggled to accept the formality in the way fictional detectives speak to members of the public. I get that interviews etc have to be carried out in a certain way, but at one point DCI Turner is speaking to a 17 year old boy about the death of his mother and she says "I cannot leave someone who might be a danger to themselves without establishing first-hand contact". This just struck me as the author inserting a piece of research into dialogue rather than considering how that point would be addressed in a human conversation. Similarly, at one point a DC refers to one of the victims as "she" and Callanach snapped at her "We use victims' names not pronouns", which just struck me as an odd thing to say, and at several times throughout the book he himself refers to victims with pronouns.
And finally, while there was never a great deal of swearing in the first two books, it was believable swearing. Here we have the occasional use of "frigging" instead of the other "f" word, which I cannot think I have ever heard a Scottish person say, unless singing along to the Sex Pistols sea shanty.
Overall, I give this book 4 stars for the plot, 3 stars for the writing, then averaged out and rounded down for the annoying little things.
A definite step down from the second book, and a more slapdash feel to it.
As with the previous two books, we join the story at the start of two independent investigations, which inevitably expand and take up the whole team's efforts (it's almost as if there was no crime in the city before these came along as no other cases seem to be mentioned or worked on!). We have the apparent death by misadventure of a young girl on the hills around Arthur's Seat, and the apparent suicide of former DCI Begbie.
Both cases are interesting and very different, the former being a more typical murder investigation, the latter being more focused on police corruption and the Glasgow gangland (I do enjoy the fact that any nasty gangsters in these Edinburgh-based stories have to be based in Glasgow, almost like they are sponsored by the Edinburgh tourist board, or someone with an anti-East Coast agenda).
While the murder investigation is decent, a number of clangers really spoiled it for me. We have a young man who appears to be poisoning people after having ingratiated themselves into their lives and the lives of their loved ones under different false names. However, as is so often the case in these stories, the killer is made too clever to be caught (at least too clever to be caught in under 300 pages!), and so the slightest mistake or piece of luck is what the investigation hinges on. Here it transpires that, while the killer has used false names in every interaction, in one of them he seems to have for some reason used the name of someone who leads the police directly to his backstory and hence uncovering his real identity. This piece of Batman vs Superman ("Your Mom was called Martha?!") level plot pivot was just so jarring and so out of character for this supposedly clever murderer. And yet without it there was pretty much no way of the murderer being found. For a secret poisoner to then start waving a gun around was also a bit hard to accept.
And also, all characters seem to be very well spoken. We have a young man who grew up in care homes from the age of 5, a Glasgow gangster and his henchmen and numerous bad sorts along the way and all are very well spoken, to the point that none of them have a voice and are just ... there. And, of course everyone refers to the police in the same way as the police refer to themselves - I cannot imagine anyone referring to a policeman as "DI something" or ""your DCI said this". It just totally jars and again comes across as the author simply inserting their voice into the mouths of characters that they could not be bothered to properly consider.
This brings me on to the dialogue gripe. I have always struggled to accept the formality in the way fictional detectives speak to members of the public. I get that interviews etc have to be carried out in a certain way, but at one point DCI Turner is speaking to a 17 year old boy about the death of his mother and she says "I cannot leave someone who might be a danger to themselves without establishing first-hand contact". This just struck me as the author inserting a piece of research into dialogue rather than considering how that point would be addressed in a human conversation. Similarly, at one point a DC refers to one of the victims as "she" and Callanach snapped at her "We use victims' names not pronouns", which just struck me as an odd thing to say, and at several times throughout the book he himself refers to victims with pronouns.
And finally, while there was never a great deal of swearing in the first two books, it was believable swearing. Here we have the occasional use of "frigging" instead of the other "f" word, which I cannot think I have ever heard a Scottish person say, unless singing along to the Sex Pistols sea shanty.
Overall, I give this book 4 stars for the plot, 3 stars for the writing, then averaged out and rounded down for the annoying little things.
A definite step down from the second book, and a more slapdash feel to it.
Daniel Boyd (1066 KP) rated Venom (2018) in Movies
Oct 4, 2018 (Updated Oct 4, 2018)
Unexpectedly fun and comical (1 more)
Tom Hardy
This Is The Movie That Everyone Hates?
Contains spoilers, click to show
I have to be honest, I was not on-board with this film going in at all. I wasn't interested in a Spiderman-less Spiderman universe and the trailers didn't exactly sell me on it either. It looked like they were messing with the origin of Venom too much and the action set pieces didn't look too impressive. Then there was the fact that the review embargo was only lifted a day before the movie's release, then there were the terrible reviews. Suffice to say I went into this with a morbid curiosity expecting a total mess.
However, I am happy to report that this movie actually really pleasantly surprised me and I had a ton of fun watching Venom.
When I heard that Tom Hardy was playing Eddie Brock, I was really gutted because I think that he would have been the perfect choice for the MCU's Wolverine. I also thought that this was going to be a mistake in terms of Hardy's career; out of all of the superhero movies he could have been a part of, he chose Venom? I was happy to be proven wrong, Hardy was great in both his role as Eddie Brock and as Venom. He was funny, scary and heartfelt at all the right moments and looked like he was having a good time playing the character.
This movie did remind me a lot of Upgrade, which was also a Sci-fi movie released this year with a protagonist who gains a voice in his head and extraordinary powers that he doesn't have any control over. Coincidentally Tom Hardy also looks strikingly similar to the actor in Upgrade, Logan-Marshall Green. If I had to compare the two movies, I personally preferred Upgrade, but I had a lot of fun with both of them.
And that's the best thing about this movie, it is fun. Sure, it's not a comic book accurate Venom origin and it's not connected to the MCU's Spiderman and it's not up to snuff compared to the recent entries in the MCU, but it is a ton of fun to watch this violent alien join forces with a witty, down on his luck reporter and wreak havoc.
I'm going to drop a few spoilers going forward, so if you have yet to see the movie, you should probably click away now.
The thing that was really bothering me during the opening of the movie was; why is this story taking place in San Francisco? Eddie Brock is a New Yorker, not a San Franciscan. Then they addressed that issue and explained that he had moved away from New York. It was only a brief, throwaway line, but they didn't have to bother including it and I appreciate that they did.
I also really enjoyed the brief appearance of She-Venom. Sure, the odds that this Symbiote that rejects almost every human host that it comes into contact with, just happens to bond perfectly with this couple, is a bit of a stretch. However, this is a comic book movie with aliens, so I'm willing to accept a few stretches in the movie's logic.
Lastly I like the fact that they teased Carnage in the post credits tease and I am glad that they got Woody Harrelson to play him, he is one of my favourite actors... but my God he looked really dumb in that red wig, like almost parody bad.
Overall, although I had extremely low expectations going into Venom, it exceeded them by a great deal. Sure, it's not Infinity War and it's not even Spiderman: Homecoming, but it is a lot of fun and there is definitely a good amount of enjoyment to be had in Venom.
However, I am happy to report that this movie actually really pleasantly surprised me and I had a ton of fun watching Venom.
When I heard that Tom Hardy was playing Eddie Brock, I was really gutted because I think that he would have been the perfect choice for the MCU's Wolverine. I also thought that this was going to be a mistake in terms of Hardy's career; out of all of the superhero movies he could have been a part of, he chose Venom? I was happy to be proven wrong, Hardy was great in both his role as Eddie Brock and as Venom. He was funny, scary and heartfelt at all the right moments and looked like he was having a good time playing the character.
This movie did remind me a lot of Upgrade, which was also a Sci-fi movie released this year with a protagonist who gains a voice in his head and extraordinary powers that he doesn't have any control over. Coincidentally Tom Hardy also looks strikingly similar to the actor in Upgrade, Logan-Marshall Green. If I had to compare the two movies, I personally preferred Upgrade, but I had a lot of fun with both of them.
And that's the best thing about this movie, it is fun. Sure, it's not a comic book accurate Venom origin and it's not connected to the MCU's Spiderman and it's not up to snuff compared to the recent entries in the MCU, but it is a ton of fun to watch this violent alien join forces with a witty, down on his luck reporter and wreak havoc.
I'm going to drop a few spoilers going forward, so if you have yet to see the movie, you should probably click away now.
The thing that was really bothering me during the opening of the movie was; why is this story taking place in San Francisco? Eddie Brock is a New Yorker, not a San Franciscan. Then they addressed that issue and explained that he had moved away from New York. It was only a brief, throwaway line, but they didn't have to bother including it and I appreciate that they did.
I also really enjoyed the brief appearance of She-Venom. Sure, the odds that this Symbiote that rejects almost every human host that it comes into contact with, just happens to bond perfectly with this couple, is a bit of a stretch. However, this is a comic book movie with aliens, so I'm willing to accept a few stretches in the movie's logic.
Lastly I like the fact that they teased Carnage in the post credits tease and I am glad that they got Woody Harrelson to play him, he is one of my favourite actors... but my God he looked really dumb in that red wig, like almost parody bad.
Overall, although I had extremely low expectations going into Venom, it exceeded them by a great deal. Sure, it's not Infinity War and it's not even Spiderman: Homecoming, but it is a lot of fun and there is definitely a good amount of enjoyment to be had in Venom.
Sentinels of the Multiverse
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=============================== “This is a must have addition to your digital board game...
Lottie disney bookworm (1056 KP) rated The Wolf Den in Books
Jun 17, 2021
(As you may expect from the subject matter of this book, I am highlighting trigger warnings of rape, sexual abuse, violence, slavery and suicide.)
“May I know love’s power, if never its sweetness.”
The Wolf Den is a magnifying glass into the world of Pompeii’s prostitutes: forgotten women who are owned and controlled by both men and society. This no-holds-barred novel follows Amara, a beautiful and educated doctor’s daughter who was enslaved after the death of her father and now is a she-wolf, a prostitute in Pompeii’s largest brothel, The Wolf Den.
Elodie Harper’s novel is told entirely from Amara’s perspective. This gives our main character a rare sense of power, the power to provide names to these previously nameless women and to make the reader care for these women, becoming entirely invested in their story. Alongside Amara; Dido, Victoria, Cressa, Beronice and Britannica experience violence, desperation, pain and loss but also highlight the power of friendship. This is not an easy read at all but Harper’s characters are so captivating it was impossible to put this book down.
Amara herself is such a complex character: she has an overwhelming amount of inner strength as she accepts her fate as a slave. At times this is heart-breaking when you gain glimpses of her previous life but accepting her fate does not mean Amara ever stops striving for freedom. She may have to change her idea of what happily ever after consists of but Amara will never stop working towards it, no matter the cost.
By no means is Amara perfect, there are definitely some questionable actions by our protagonist. However, Harper paints the she-wolves lives so acutely and tragically that the reader can never blame Amara: we don’t always agree with her actions but you can see that she has to protect herself because she literally has no one else to do it for her.
Amara is also clever, sometimes too clever for her owner Felix who is quick to punish her for speaking out of turn. However, once Amara proves that her previous education can be profitable, Felix is on board, taking Amara down a new path and raising the reader’s hopes of a happy outcome for our favourite she-wolf. This is a credit to the characterisation within this novel: that as the readers witness possible happy endings being ripped away, our sheer desperation increases with Amara’s.
Despite her fascinating characters, Elodie Harper does not rest on her laurels and completely immerses her readers in the landscape of Pompeii. From the filthy cobbled streets to the graffiti to the shops, inns and sellers in the forum, everything is described in the most magnificent historical detail.
Harper also entrenches her characters in the class system, whereby a customer of a higher social status is often a target but seemingly out of reach for the she-wolves: a lower class of man is easy to attract but can often be violent. And love? Well that is just a fantasy!
Initially I have to tell you that I was slightly disappointed by the ending of The Wolf Den: the chapters leading up to the finale were so emotional and action-packed that the final lines almost fell flat. HOWEVER, this was all turned on its head when I was told The Wolf Den is merely the first in a trilogy! Now that I know Amara will be back I am eager to see what else she has in store for us.
Thank you to Netgalley for the opportunity to read this e-ARC in exchange for an honest review.
“May I know love’s power, if never its sweetness.”
The Wolf Den is a magnifying glass into the world of Pompeii’s prostitutes: forgotten women who are owned and controlled by both men and society. This no-holds-barred novel follows Amara, a beautiful and educated doctor’s daughter who was enslaved after the death of her father and now is a she-wolf, a prostitute in Pompeii’s largest brothel, The Wolf Den.
Elodie Harper’s novel is told entirely from Amara’s perspective. This gives our main character a rare sense of power, the power to provide names to these previously nameless women and to make the reader care for these women, becoming entirely invested in their story. Alongside Amara; Dido, Victoria, Cressa, Beronice and Britannica experience violence, desperation, pain and loss but also highlight the power of friendship. This is not an easy read at all but Harper’s characters are so captivating it was impossible to put this book down.
Amara herself is such a complex character: she has an overwhelming amount of inner strength as she accepts her fate as a slave. At times this is heart-breaking when you gain glimpses of her previous life but accepting her fate does not mean Amara ever stops striving for freedom. She may have to change her idea of what happily ever after consists of but Amara will never stop working towards it, no matter the cost.
By no means is Amara perfect, there are definitely some questionable actions by our protagonist. However, Harper paints the she-wolves lives so acutely and tragically that the reader can never blame Amara: we don’t always agree with her actions but you can see that she has to protect herself because she literally has no one else to do it for her.
Amara is also clever, sometimes too clever for her owner Felix who is quick to punish her for speaking out of turn. However, once Amara proves that her previous education can be profitable, Felix is on board, taking Amara down a new path and raising the reader’s hopes of a happy outcome for our favourite she-wolf. This is a credit to the characterisation within this novel: that as the readers witness possible happy endings being ripped away, our sheer desperation increases with Amara’s.
Despite her fascinating characters, Elodie Harper does not rest on her laurels and completely immerses her readers in the landscape of Pompeii. From the filthy cobbled streets to the graffiti to the shops, inns and sellers in the forum, everything is described in the most magnificent historical detail.
Harper also entrenches her characters in the class system, whereby a customer of a higher social status is often a target but seemingly out of reach for the she-wolves: a lower class of man is easy to attract but can often be violent. And love? Well that is just a fantasy!
Initially I have to tell you that I was slightly disappointed by the ending of The Wolf Den: the chapters leading up to the finale were so emotional and action-packed that the final lines almost fell flat. HOWEVER, this was all turned on its head when I was told The Wolf Den is merely the first in a trilogy! Now that I know Amara will be back I am eager to see what else she has in store for us.
Thank you to Netgalley for the opportunity to read this e-ARC in exchange for an honest review.
Joe Goodhart (27 KP) rated House of X/Powers of X in Books
Nov 30, 2020
I regret that it took me almost a month to finish my re-visit of HoX/PoX, but it did. And, not because the book sucked (COVID-19's mandatory "Stay-at-Home" shit starts to grate on the nerves, y'know?)! ANYWAY...
***
Say what you want about Marvel and their annoying reboot kerfuffles, but this whole "Dawn of X" that Jonathan Hickman is helming? FUCKING BRILLIANT, okay?!!? I swear to ya, the X-books haven't been this exciting or even remotely relevant in about twenty years! And as some who's been reading the X-books since the late 70's (yeah, I'm THAT old!), you can be sure that means something!
I have been bored with Wolverine's character the last handful of years. Other than the film LOGAN, I thought his character was overused and something of an ass, if I have to be honest. However, here? Holy crow, I am digging the ol' canucklehead again! Thank you, Mr. Hickman!
And I am going to keep this next bit Spoiler-free, just in case there is anyone reading this review and they have not yet finishing a'readin' it... Who knew [SPOILER-FREE] was a frikkin' mutant?! Again, I am a reader of the X-Men since the late 70's, but I still never had an even inkling that they were a mutant! And the way it was all presented? EPIC! I wanted to hate it, because it sounded so frikkin' trope-ish, without any redemptive potential! None of us likes to be proven wrong, but in this, yeah, I'll take it! Hickman did a smashing job with this plot point, one in which I am apt to conclude that when "Dawn of X" reaches its pinnacle (whenever this is.. <u>Thanks, COVID!!</u>), it's gonna come back around and it's a'gonna pack one hell of a punch!
<a data-flickr-embed="true" href="https://www.flickr.com/photos/188153395@N04/50081223842/in/dateposted-public/" title="Image00016"><img src="https://live.staticflickr.com/65535/50081223842_cb1c47d5be_n.jpg" width="220" height="218" alt="Image00016"></a><script async src="//embedr.flickr.com/assets/client-code.js" charset="utf-8"></script>
And I am fairly certain that what I am about to say is not going to be a spoiler, as I feel this has been true for some time now, but good Lord, Professor X is a dick! He is playing chess, with a board in his head that only he knows of, and anyone who is close to him gets relegated to "pawn status"!
I totally get where he, Erik (Magneto) and [SPOILER-FREE] are working towards with the whole mutant-nation of Krakoa, I truly do! But, with Xavier keep his hand of cards close to his chest, it seems sketchy at best! While we have seen Xaviers in past X-books where he wasn't as good as we thought, but it got old hat, y'know? Here? Yeah, I'm in for the long haul, as I am curious where this is all going to go and I suspect it's not going to go well as far as Xavier is concerned!
And amaz-a-balls as Hickman is with all this, it would be so unbecoming of me if I didn't address the fab art on both series! We had Pepe Larraz on HoX, while R.B. Silva handled the art for PoX. And let me tell ya, both of them did bang-up jobs, really bringing the icing for two already outstanding "cakes"! Bravo, gentleman, bravo!
So, time to wrap this up.. If you have any vested interest in all things mutant-related and have felt severely disappointed in the way things have been handled for the last twenty years plus, then you sincerely owe it to yourself to read this book! Worse case scenario? You're a closed-minded S.O.B., like I used to be, and there's just no pleasin' yer ass!
Peace. y'all!
***
Say what you want about Marvel and their annoying reboot kerfuffles, but this whole "Dawn of X" that Jonathan Hickman is helming? FUCKING BRILLIANT, okay?!!? I swear to ya, the X-books haven't been this exciting or even remotely relevant in about twenty years! And as some who's been reading the X-books since the late 70's (yeah, I'm THAT old!), you can be sure that means something!
I have been bored with Wolverine's character the last handful of years. Other than the film LOGAN, I thought his character was overused and something of an ass, if I have to be honest. However, here? Holy crow, I am digging the ol' canucklehead again! Thank you, Mr. Hickman!
And I am going to keep this next bit Spoiler-free, just in case there is anyone reading this review and they have not yet finishing a'readin' it... Who knew [SPOILER-FREE] was a frikkin' mutant?! Again, I am a reader of the X-Men since the late 70's, but I still never had an even inkling that they were a mutant! And the way it was all presented? EPIC! I wanted to hate it, because it sounded so frikkin' trope-ish, without any redemptive potential! None of us likes to be proven wrong, but in this, yeah, I'll take it! Hickman did a smashing job with this plot point, one in which I am apt to conclude that when "Dawn of X" reaches its pinnacle (whenever this is.. <u>Thanks, COVID!!</u>), it's gonna come back around and it's a'gonna pack one hell of a punch!
<a data-flickr-embed="true" href="https://www.flickr.com/photos/188153395@N04/50081223842/in/dateposted-public/" title="Image00016"><img src="https://live.staticflickr.com/65535/50081223842_cb1c47d5be_n.jpg" width="220" height="218" alt="Image00016"></a><script async src="//embedr.flickr.com/assets/client-code.js" charset="utf-8"></script>
And I am fairly certain that what I am about to say is not going to be a spoiler, as I feel this has been true for some time now, but good Lord, Professor X is a dick! He is playing chess, with a board in his head that only he knows of, and anyone who is close to him gets relegated to "pawn status"!
I totally get where he, Erik (Magneto) and [SPOILER-FREE] are working towards with the whole mutant-nation of Krakoa, I truly do! But, with Xavier keep his hand of cards close to his chest, it seems sketchy at best! While we have seen Xaviers in past X-books where he wasn't as good as we thought, but it got old hat, y'know? Here? Yeah, I'm in for the long haul, as I am curious where this is all going to go and I suspect it's not going to go well as far as Xavier is concerned!
And amaz-a-balls as Hickman is with all this, it would be so unbecoming of me if I didn't address the fab art on both series! We had Pepe Larraz on HoX, while R.B. Silva handled the art for PoX. And let me tell ya, both of them did bang-up jobs, really bringing the icing for two already outstanding "cakes"! Bravo, gentleman, bravo!
So, time to wrap this up.. If you have any vested interest in all things mutant-related and have felt severely disappointed in the way things have been handled for the last twenty years plus, then you sincerely owe it to yourself to read this book! Worse case scenario? You're a closed-minded S.O.B., like I used to be, and there's just no pleasin' yer ass!
Peace. y'all!
iDoceo - teacher's assistant gradebook and planner
Education and Productivity
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iDoceo is a powerful teaching assistant for the iPad. You can add an unlimited number of students...
BankofMarquis (1832 KP) rated Ant-Man and The Wasp: Quantumania (2023) in Movies
Mar 18, 2023
Middle of the Road Marvel
The good news for long-time, hard core Marvel Cinematic Universe fans is that the next “big bad” in the Marvel Cinematic Universe has been unleashed and we will now get to see “Kang The Conqueror” (in his permutations) battling our heroes for the foreseeable future.
The bad news is that for casual fans – and folks that are just plain tired of the MCU – things are going to get more complex and convoluted as the MCU heads deeper into the “Comic Bookiness” of their source material.
Such is the case with ANT-MAN AND THE WASP: QUANTUMANIA, the 3rd standalone Ant Man film starring Paul Ruud, Evangeline Lilly and Michael Douglas. It is a very “Comic Bookie” film in that it takes the audience to the “Quantum Realm” and all the quirky characters and locations therein.
Director Peyton Reed (who helmed the previous 2 Ant-Man films) leans into this “Comic Bookieness” in that he accents the weird and bizarre and creates comic-book-like panels on the images on the screen. Consequently, this makes the film interesting to look at, but for the most part, there is not much substance under the surface.
For their part, Ruud, Lilly, Douglas, Michelle Pfeiffer (returning from the 2nd Ant-Man film) and newcomer Kathryn Newton (taking over the role of Ruud’s daughter, Cassie) are game in what they are asked to work with and react to (mostly to a green screen with CGI filled in later) and they all are winning (enough) presences on screen to spend a very enjoyable time with.
Jonathan Majors is on-board as Kang the Conqueror (a version of him was seen at the end of the first season of the Disney+ series LOKI) and he brings his considerable acting chops, gravitas and weight to the proceedings. He is a force to be reckoned with which was apparent from almost the first time he commanded the screen in this film. It will be interesting to see where he takes things from here.
The problem with this film is that it is (mostly) style with very little substance. Necessarily, the plot drives a more dramatic, darker theme to this Ant-Man film than in previous outings and the film suffers because of it. One of the charms of the Ant-Man films is that Director Reed was able to lean into the inherent goofiness of Paul Ruud and the absurd idea of him being able to shrink. That quirkiness and sense of fun is gone – as are regular characters played in the past 2 films by the likes of Bobby Canavale, Judy Greer, Randall Park (who has a blink or you’ll miss him cameo) and (most egregiously) Michael Pena.
What they are replaced by are some quirky “Quantum Realm” characters – most of whom are CGI and are voiced by some very good voice performers – it just doesn’t hit the same, since the overall theme is darker. Katy M. O’Brian and William Jackson Harper (who is rounding into a very intriguing performer) bring gusto to their roles as a few members of the Quantum realm, which helps pick up the sagginess of this film, but not enough. Not even a Bill Murray appearance can elevate this film to something funner than it is.
All in all a “fine” entry in the Marvel Cinematic Universe – and one that will remind you very much that you are watching a film based on Comic Book characters – but it falls squarely in the middle of the MCU entries...a catalogue of which is becoming very deep (maybe too deep), indeed.
Letter Grade: B
7 stars (out of 10) and you can take that to the Bank(ofMarquis)
The bad news is that for casual fans – and folks that are just plain tired of the MCU – things are going to get more complex and convoluted as the MCU heads deeper into the “Comic Bookiness” of their source material.
Such is the case with ANT-MAN AND THE WASP: QUANTUMANIA, the 3rd standalone Ant Man film starring Paul Ruud, Evangeline Lilly and Michael Douglas. It is a very “Comic Bookie” film in that it takes the audience to the “Quantum Realm” and all the quirky characters and locations therein.
Director Peyton Reed (who helmed the previous 2 Ant-Man films) leans into this “Comic Bookieness” in that he accents the weird and bizarre and creates comic-book-like panels on the images on the screen. Consequently, this makes the film interesting to look at, but for the most part, there is not much substance under the surface.
For their part, Ruud, Lilly, Douglas, Michelle Pfeiffer (returning from the 2nd Ant-Man film) and newcomer Kathryn Newton (taking over the role of Ruud’s daughter, Cassie) are game in what they are asked to work with and react to (mostly to a green screen with CGI filled in later) and they all are winning (enough) presences on screen to spend a very enjoyable time with.
Jonathan Majors is on-board as Kang the Conqueror (a version of him was seen at the end of the first season of the Disney+ series LOKI) and he brings his considerable acting chops, gravitas and weight to the proceedings. He is a force to be reckoned with which was apparent from almost the first time he commanded the screen in this film. It will be interesting to see where he takes things from here.
The problem with this film is that it is (mostly) style with very little substance. Necessarily, the plot drives a more dramatic, darker theme to this Ant-Man film than in previous outings and the film suffers because of it. One of the charms of the Ant-Man films is that Director Reed was able to lean into the inherent goofiness of Paul Ruud and the absurd idea of him being able to shrink. That quirkiness and sense of fun is gone – as are regular characters played in the past 2 films by the likes of Bobby Canavale, Judy Greer, Randall Park (who has a blink or you’ll miss him cameo) and (most egregiously) Michael Pena.
What they are replaced by are some quirky “Quantum Realm” characters – most of whom are CGI and are voiced by some very good voice performers – it just doesn’t hit the same, since the overall theme is darker. Katy M. O’Brian and William Jackson Harper (who is rounding into a very intriguing performer) bring gusto to their roles as a few members of the Quantum realm, which helps pick up the sagginess of this film, but not enough. Not even a Bill Murray appearance can elevate this film to something funner than it is.
All in all a “fine” entry in the Marvel Cinematic Universe – and one that will remind you very much that you are watching a film based on Comic Book characters – but it falls squarely in the middle of the MCU entries...a catalogue of which is becoming very deep (maybe too deep), indeed.
Letter Grade: B
7 stars (out of 10) and you can take that to the Bank(ofMarquis)
Purple Phoenix Games (2266 KP) rated Posthuman in Tabletop Games
Aug 25, 2021
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we 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
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we 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
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.