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Danny Boyle recommended Apocalypse Now (1979) in Movies (curated)

 
Apocalypse Now (1979)
Apocalypse Now (1979)
1979 | Action, Drama, War

"Always, and always number one for me in every list is Apocalypse Now. There are lots of reasons. It’s imperfect; which every film should be. I love action movies. I believe in motion, in the motion picture industry. And Apocalypse Now is the ultimate action movie. Firstly, it’s the only period film you’ll ever watch where nobody ever says it still ‘stands up after 30 years.’ Every other film — like Alien, and I’m a huge fan of Alien, I even did some promotion for it when they re-released it — the main thing you say are phrases like “Even after 25 years it still stands up.” You never have to use that (phrase) for Apocalypse Now. Everyone always just says: “Wow.” The second reason it’s the ultimate action movie is every time it stops moving it’s weird and unnatural and disturbing. Everytime it stops moving: they stop to collect mushrooms, they get attacked by a tiger; they stop and watch the playboy bunnies arriving; the boat stops and they end up shooting these people over a puppy in a little boat. And it stops, of course, with the ultimate stop: When he (Martin Sheen) meets Marlon Brando, Colonel Kurtz at the end. You can tell by how unnatural the stops are, how natural an action movie it is."

Source
  
The Wicker Man (1973)
The Wicker Man (1973)
1973 | Horror, Mystery
Acting, scenery, script. That song about the corn and barley? Meh (0 more)
Not bad, but unexpected nudity. I must have missed the warning. (0 more)
Something Wicker This Way Comes
Contains spoilers, click to show
Forgive me, Father, for I am about to spoil this whole film. I am a novice film reviewer, and as such, I know no other way.

This film opens up with a police officer (Sergeant Howie) flying to an island in Scotland. I knew something was up when the older gentlemen in the harbor refused to send a dinghy for him to get onto the island. The older men seemed to be in on some kind of joke. As my teenager would say, “Very sus.”

The rather uppity lawman, portrayed quite convincingly by Edward Woodward, is searching for a girl on the island. The girl, Rowan Morrison, was reported missing by way of an anonymous letter sent to the mainland.

We are then introduced to the woman who is allegedly the missing girl’s mother. She runs the most unsettling candy shop ever. There are a lot of chocolate bunnies, which I am normally all in favor of. But she corrects the officer when he refers to them as bunnies. They are rabbits, of course. Because that increases the creepiness factor by ten.

Howie’s lodging is above a righteously rollicking pub. The locals sing and play about in the pub, and all seems normal.

Forward to the next scene. Holy unexpected nudity, Batman. I am glad my son chose to stay in his room and play Roblox. There are a bunch of naked locals openly copulating in and around the churchyard. Of course, it is later explained that it is not a churchyard, because poor, very stodgy, very Puritan Sergeant Howie has stumbled upon an island of RECKLESS HEATHEN PAGANS.

The lovely Britt Ekland portrays Willow, the barmaid. In a scene early on, she does a ritualistic dance in the nude, in the room next to the very tempted police officer. My boyfriend correctly observed that Howie should stay away from this woman, as she is clearly a siren. Her dance moves were odd to me, and at one point, I asked aloud, “What is she doing?” My boyfriend responded, “She’s twerking.”

The plot thickens like a good rabbit stew. Christopher Lee aptly portrays Lord Summerisle, the leader of the island. Summerisle makes some strange claims about the island, and says the women there get pregnant asexually by way of a ritual. This claim seems counterintuitive, since there seemed to be a lot of unprotected boinking going on by various members of the island, in the open air no less. But hey, maybe these adulterated pagans missed the lecture on the birds and the bees.

As a heathen myself, I didn’t find this movie too horrific until it neared the end. I was more focused on Sergeant Howie’s unwillingness to entertain a faith other than his own. The scenery was breathtaking, as it was filmed entirely on location in Scotland.

I’m not really going to spoil every detail of the ending. But I must observe that this is the strangest version of The 40-Year-Old Virgin I have ever seen.
  
Worth The |Risk (Infinity #1)
Worth The |Risk (Infinity #1)
C.J. Lynne | 2016 | Erotica, LGBTQ+, Romance
8
5.3 (3 Ratings)
Book Rating
solid four star read
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

Tyler and Jax meet in the club that Tyler works in, Infinity. Their reaction to each is is instant and powerful. Then Tyler finds out just who Jax is, and he fights the attraction. And just when they get back on an even keel, something else pushes Tyler to question whether he is really worth the risk to Jax.

For the most part, I enjoyed this. There were a couple a lines, and phrases that kept popping up that kept it from getting the full five stars, though. Not listing them here, either cos they is wude, and some site are a little prudish in what you are allowed to say!

I loved that Jax goes all in, right from the start, making his feelings known, that Ty is really worth his time and effort, and he says those magic words early, with I don't usually like. HOWEVER, Jax makes it clear that while HE said them, Tyler can say them when he is ready, even if Jax knew how Tyler really felt at that point. Cos Jax can read Ty like the books he writes!

Ty takes some time, to word how he feels, though. He isn't sure when Jax will dump him, that's what he expects to happen. It takes time for Ty to really see that maybe, just maybe, Jax will stick around.

I did expect a couple of certain character to make trouble, but they don't. Someone else does that! Loved that Jax' family take on Tyler as a second son.

Apart from the repetitive phrases, it's very well written, from both guys plus another's point of view. These guys are at it like bunnies, and it's very explicit. Very much to my liking after several not so explicit books ?

A solid 4 star read.

**same worded review will appear elsewhere**
  
The Big Over Easy (Nursery Crime, #1)
The Big Over Easy (Nursery Crime, #1)
7
8.5 (2 Ratings)
Book Rating
After the success of his Thursday Next books, in which the heroine can enter works of fiction and interact with the characters, Fforde dusted off a previous idea for a novel: a town where nursery rhyme characters are real. Humpty Dumpty is found in pieces at the bottom of his wall, but did he fall or was he pushed?

Investigated by detective Jack Spratt (usefully the name Jack is quite common in nursery rhymes) and his new partner Mary Mary we meet a number of characters from nursery rhymes, songs and myth and legend. As the body count rises Jack and Mary must do what all the king's horses and all the king's men couldn't, and assemble the pieces of Humpty's demise to find the culprit.

The world Fforde creates - a fictional version of the town of Reading (and strongly implied to be the same world that Thursday Next lives in, in the book-within-a-book Caversham Heights) works suprisingly well, perhaps because other than the traits inherited from their nursery rhymes the characters are otherwise conventional. So Jack can't eat any fat and is destined to sell something for beans, but at the core is a straightforward detective.

This contrasts with, say, The Hollow Chocolate Bunnies of the Apocalypse by Robert Rankin which again is a detective story populated with nursery rhyme characters (and poor Humpty is again a victim, but in a very different murder) where the setting is in Toyland so doesn't have the grounding of reality that The Big Over Easy does.

The plot itself is very complex - there are red herrings, theories and suspects galore - and Fforde enjoys playing with the reader as much as with Jack. And there is of course humour aplenty, both simple gags from the story and characters and also some good knowing winks to the reader when events mirror the characters' nursery rhymes. Above all Fforde never forgets that this is after all a detective novel.

Probably not quite as good as the Thursday Next books but definitely a good read and will entertain from the first to the last page.
  
Bunny Party at Maple Valley
Bunny Party at Maple Valley
2021 | Animals, Card Game, Humor
What kinds of pets did you have growing up? My family was allowed one dog throughout my formative years, and I even tried to keep a turtle once in college. I have not ever had rabbits, but my brother did – Brewster. He was a cool bunny. Kinda freaked out sometimes and made a huge mess, but overall a nice little fella. I am trying to imagine an entire village of Brewsters planning a party and inviting all their friends. I can’t really do it, but now I don’t have to – there’s a game I can play.

Bunny Party at Maple Valley (which I shall refer to as simply Bunny Party from here) is a sweet and cute little card game for three or four players. In it players are the titular bunnies decorating for and competing to win the chance to host the Night Sky Party at their place. However, in this game more often than not the victory is shared between they who amass the requisite five decorations and their neighbor who also co-hosts the event! The bunnies gotta get crackin’ so let’s get going!

PS – I will be reviewing the 3-player version of the game, which has ever-so-slightly different rules.

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, character cards are shuffled and two dealt to each player. They choose one to be their avatar and discard the other back to the box. The large deck of cards with the house on the back is shuffled and placed on the table within reach. The villager cards are shuffled and one is drawn and placed outside the play area – it will not be used this round. The other five villagers are arranged as a market of friends. Each player draws three cards on the first round, and the game is ready to begin!
Bunny Party is played over a series of rounds until one player satisfies the win condition. Each round consists of eight phases: Turn Start, Tidy a Card, Villagers Visit, Play Cards, Trade, Play Cards (again), Party Start?, and Villagers Go Home. Turn Start typically involves players setting the table for the round. First, the villager cards are re-shuffled, one set aside to be ignored this round (they are staying home), and the remainders displayed. Then each player draws two cards from the deck and collects one Trade Token.

Next, all players will choose one of their cards they drew during the Tidy a Card step to be placed in a temporary discard pile face-down. Alternatively, a player may forego the Tidy in order to place a card in front of another player by spending one Trade Token. Once all players have tidied a card or placed one in front of another player, the Tidy pile is shuffled, then flipped as a stack to the top of the discard pile, face-up.

The villagers are now becoming impatient, so players will allow them audience during this Villagers Visit phase. Each player chooses a villager from those available to host during their party preparation. These villagers offer special abilities each round and can be very valuable at certain times during the game.

While the villagers are visiting, players may next Play Cards from their hand. These cards are typically of three types: Item, Event, or Decoration. Item cards are placed in the player’s tableau and offer one-time or lingering effects. Event cards are typically one-and-done cards to be completed and then discarded. Decorations are what players are really after, as they are what determine win conditions. With five star or moon cards the player can start the party and end the game. At the bottom of the decoration cards is printed an arrow. This arrow points to the neighbor that will co-host and also win the game. In a three-player game Decoration cards are displayed upside down, so that is why the photo below looks a little strange.

When players have all played their hand of cards, the Trade phase may begin. Players may offer Item cards to other players and a trade may be struck by each player discarding a Trade Token from their stash. This may result in a player receiving a new card to be played. When this happens, the next phase is immediately played (after all trades have been completed). Any player who now holds an unplayed card may Play Cards (again) as before.

If a player (or players) have now collected five or more star or moon Decoration cards, they may claim victory during this Party Start? phase. Again, the Decoration cards have arrows printed to determine the co-host/co-victor in the game, and the winners may then invite the rest of the burrow to their den for the Night Sky Party! However, if no victor emerges during the Party Start? phase, then all the Villagers Go Home, and a new round begins with the Turn Start phase.


Play continues in this fashion until winners have been crowned host and co-host of the Night Sky Party in Maple Valley!
Components. This one is a bunch of cards a few cardboard chits. The cards are all fine quality, as are the chits. What is really great about these components is the art on them. I cannot think of many cuter themes than uber-nice bunnies throwing a party and sharing their victory with a neighbor. So obviously the art has to match the theme, tone, and style of the game. I believe Bunny Party knocks it out of the park here. The art is so playful and cute, and I absolutely have to give a huge shout out to Evan’s Games for the very apparent inclusivity and representation. I see you and I applaud you!

Gameplay for me is where I take just a little issue. Everything works, and once you understand the phases it does flow better, but, I can see myself really only playing this with children or in a gateway/breaking in new gamers situation. It is very light, but there are eight phases to a round! So while each phase is easy to understand and execute, each round takes a little longer because there are a few too many steps. Once my kids really know how to read well they will be playing this with me and I know right now that we will have a great time with it. I really do appreciate the special efforts that were made with regards to representation (yes, even with anthropomorphic cartoon animals) and with the design being more focused on sharing victory and being nice to neighbors. My children will certain have good habits reinforced while playing this, and that is what makes this game important.

Again, this is not the game for hardcore gamers, nor those who are interested in bigger and more complex medium-weight games. This is a quick filler at best during a game night when newer gamers are gathered. That being said, I still find a great deal of value in this one, and will be keeping it for a long time. Purple Phoenix Games gives this one a 4 / 6 on stand-by. I do want to try this with different types of people (once we are able again) to see if my predictions are correct. I have only been able to play it with adult family, and none of them are medium to heavy weight game enthusiasts. If you are needing a nice game that can be played among other games for a themed game night (like Bunny Party + Bob Ross: Art of Chill + Hues and Cues + Escape: The Curse of the Temple) then this certainly fits that niche.

So my official stance, for now, is that Bunny Party has a great theme, excellent art, a wonderful message of harmony, but is both too light and too complex for what it is. I realize that sounds ridiculous. Please try it and let me know your thoughts. For now, I am keeping this close and I will be trying it with various groups with whom I game.
  
MF
Moon Fever (Includes: Primes, #6.5)
2
5.0 (2 Ratings)
Book Rating
This was one of those "I finished the last thing I was reading and I'm bored, what's already loaded on the iTouch?" reads. It was on there because the anthology includes [a:Lori Handeland|17060|Lori Handeland|http://photo.goodreads.com/authors/1236700197p2/17060.jpg]'s "Cobwebs Over the Moon" (Nightcreatures, #10) and I read all of that series a while back. I didn't care to read the rest of the anthology at the time, but I hadn't gotten around to deleting the book. Ah, happy digital packrat am I!

If I've read anything by [a:Susan Sizemore|88608|Susan Sizemore|http://photo.goodreads.com/authors/1254303347p2/88608.jpg] other than "Tempting Fate" (Primes #6.5), it was eminently forgettable. I'm absolutely sure that I haven't read anything else in her <a href="http://www.goodreads.com/series/41947-primes">Primes</a>; series, because I probably would have thrown said material firmly into the nearest hard surface (or whatever the equivalent is with bytes) because of the insanely annoying number of times Sizemore feels it necessary to remind us that her vampires are Primes! Alpha Primes! They are! Really! And that means they fight a lot! Especially over women! Otherwise, it's a Mary Jane story set in New Orleans. I have a strong feeling that most of the Primes series is Mary Jane-ish, but I may at some point be trapped and forced with the prospect of staring at the inside of my eyeballs or reading more of Sizemore's stuff. I'm not sure which would be worse right now. I'll get back to you on that.

"The Darkness Within" by [a:Maggie Shayne|17064|Maggie Shayne|http://photo.goodreads.com/authors/1215028948p2/17064.jpg] feels terribly familiar, although I'm sure I haven't read it before. I have, however, read other Shayne novellas in other anthologies, and this story follows a familiar pattern. Sexy gal who doesn't think she's attractive has had a run of hard luck and may lose the house she has bought relatively recently and loves. Said house has a spooky past that she didn't know about when she bought it. Stalwart too-sexy-for-her man gets involved somehow, preferably in a way that allows her to question his motives. They are inexplicably drawn to each other and screw like bunnies (or near as makes no difference), then blame their lapse in judgement on whatever weirdness is going on in the house. (Yep, that's what they all say - and no safer sex anywhere! Does paranormal activity preclude discussion of sexual history and prevent STD transmission?)

"Cobwebs Over the Moon" by [a:Lori Handeland|17060|Lori Handeland|http://photo.goodreads.com/authors/1236700197p2/17060.jpg] (<a href="http://www.goodreads.com/series/41626-nightcreature">Nightcreatures</a>;, #10) isn't the most logical entry in that series. Neither is it the most illogical - but by the tenth entry, the series' mythology has gotten a bit ridiculous, so I don't know why I even bother bringing up something as irrelevant as logic. Silly me! In every book, we're introduced to a woman who is in some way tangled up with werewolves, then to a man who is tangled up with her and/or the creatures and, of course, whose loyalties are uncertain. There is always an element of danger to add spice to the romance that has to grow between the two. The formula never changes at all. There are always evil werewolves, but sometimes there are also good ones. If you like predictability in your paranormal romance, <a href="http://www.goodreads.com/series/41626-nightcreature">Nightcreatures</a>; is a great series for you.

I suppose [a:Caridad Piñeiro|2944621|Caridad Piñeiro|http://photo.goodreads.com/authors/1305975476p2/2944621.jpg]'s "Crazy for the Cat" isn't technically any better or worse than any of the other three stories. There's more variety in the shapeshifting and the main setting is the Amazon jungle. I couldn't get past the bigotry and colonialism, though. Dark is bad, light is good, of course! Those poor benighted natives couldn't possibly handle a few rogues without that white woman, could they? Spare me.
  
Baby Dragon Bedtime
Baby Dragon Bedtime
2018 | Bluff, Card Game, Kids Game, Memory, Real-time
You know, I never really considered the childhood of dragons. I saw a version of what it COULD be whilst watching A Game of Thrones, but I’m sure not all dragons are brought up that way. In fact, it turns out that baby dragons are quite similar to my children: they never really want to go to bed. Most of the time it’s really okay, but there are moments Mommy and Daddy just need SLEEP. So when we call up to the kids to get ready for bed, they scramble to get everything cleaned up (well, in my fantasy world, anyway), and so do dragons. But they clean up their hoards of gold and treasure, whereas my kids just need to pick up four Paw Patrol figures… and that’s still too much…

In Baby Dragon Bedtime (here forward known as BDB) players will begin the game with a hand of five cards: 2xPeek, 2xGrab, and a Flip. Using these cards during the game will allow players to pick up and Peek at a card on the table, Grab one for their discard pile, or just Flip a card from face-up to face-down or vice versa. Players will be grabbing more action-type cards, Gold cards and Hoard cards, and dreaded Dust Bunnies and Chewing Gum cards.

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, give each player a deck of five starting cards with matching letters printed on the corner (A-G). Shuffle the rest of the cards (if playing with adults) and throw them on the table as shown below. Play will begin when someone counts down or says, “Go!,” or whatever signal is decided.

There are no turns in BDB in an adult game, and players are flipping over their cards from their decks to complete the actions on them. All players are playing simultaneous and games can last one minute or up to five. Anyone may stop playing at any time and “go to sleep,” thus protecting their treasure piles from negative VP cards. Once a player’s deck has run out of cards to draw they may simply flip over their deck, or give a shuffle and draw as normal. In this way a player’s hand is steadily growing, but being bogged down with dead VP (positive or negative) cards. Players may end up Grabbing more action cards and be able to do more actions going through their deck, or it may be simply comprised of VP cards and starting actions, though that seems highly unlikely. Once all players have taken the turns they wish to take, or the game ends via the Mama! card a player has played, players will add up their points from their decks and the winner may then challenge the players to another round.

The game changes a bit when playing with children or if the players wish to have a less frantic experience. In this case, instead of randomly throwing out the cards on the table, a 6×6 grid will be formed on the table and players will take turns revealing their cards from the their decks and choosing cards to Flip, Peek, or Grab. Though the game is suggested for ages 6 or 7+ I was able to have a fun time playing with my 4-year-old son (see below). In fact, BDB is now his favorite game of all time, and I’m completely cool with that. We even were able to play with his grandparents and have a good time… when he wasn’t crying because I Grabbed the Gold card he wanted.
Components. This game is a bunch of cards. They are all fine quality and feature cartoony, non-scary, and colorful dragon art. For a children’s game the art is perfect. For an adult’s game it is lacking. But, I cannot really see much that would satisfy both sides. All in all, the cards are good and should hold up to a fair amount of play. The box is packed pretty tight, though, so be careful not to damage the cards when packing back up.

Like I mentioned, I was able to play this with my 4-year-old son, and he loves it. Any true hobby game I can play with my son at that age is a winner for me. Baby Dragon Bedtime is not a strategic game, but more based on memory and luck of the draw. So if you are searching for a uniquely-themed real-time deck-builder that can be played with children AND/OR adults, then check out Baby Dragon Bedtime. It is quick and simple, and rewards players who allow the youngsters to win. Purple Phoenix Games gives this a 15 / 18 for versatility and gameplay.
  
Quests &amp; Cannons
Quests & Cannons
2021 | Adventure, Animals, Exploration, Fantasy, Nautical
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.

Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.

Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.

Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.

The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.


The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!

This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.

What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.

If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
  
Illumination
Illumination
2021 | Medieval
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.