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Heather Cranmer (2721 KP) rated Crank (Crank, #1) in Books
Jun 6, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
Okay, so yesterday I went to my local library to get a library card since I just moved back here. Anyway, I decided to check out their YA section (which was amazing by the way). I came across Crank by Ellen Hopkins which I've only wanted to read since forever!!! It was such a good book!!
Kristina is a high school junior that has everything going for her. She's a family girl, has great friends, and makes good grades. She would never do drugs. However, a trip to visit her father changes everything. Whilst visiting her father, she changes into Bree, the sexy brave girl who is up for anything including drugs. Everything changes for Kristina during that visit. No longer is Kristina a straight edge girl, she is now addicted to crank.
The title of this book is quite straightforward. Crank is an excellent title for this book because it lets you know exactly what's going on. Crank is definitely the main plot line in this story.
Okay, you all know how I am with my covers. I'm really picky about covers for books, so you probably won't believe me when I say that I actually like this cover. Yes, strange I know but there's something about how simplistic it is that makes me like it. It's a straightforward book, so a straightforward cover is a great choice for this book. Crank written in lines in what appears to be some sort of drug really suits this book.
Ellen Hopkins did an excellent job with the world building in Crank. Every scene in this book comes alive no matter if it's taking place during a good moment or a bad one. The settings aren't really described that much which really suits the feeling of the book. However, the surroundings in the book seemed to really transport me to wherever Kristina was.
The pacing is this book really took me by surprise. The first 2 or 3 pages started off slow, and I thought I had made a big mistake in borrowing this book. After the first 2 or 3 pages, the pacing really picked up. It flowed so well. If I hadn't started reading it so late, I would've finished it all in one setting.
There's not much dialogue between the characters due to the book being written mostly in verse. The way the book is written is really done well. The words used work together beautifully. There are a few swear words but not many. I think I counted maybe two or three.
Kristina is a very well developed character. All of her actions and thoughts seem to be consistent with a 16 year old girl. Her reactions to her experiences also seem consistent with her age. I liked Kristina because, although she is a drug addict, I felt that she had a sort of vulnerable quality about her. The supporting characters encountered in the book are also very well developed. They each have their own unique personality.
Keep in mind that this isn't a very long book. It looks like it would be a long book with over 500 pages, but it's written in verse so almost all the pages don't use the whole page. It took me about 2 hours more or less to finish this book. Also, please don't be put off of this book because it's written in verse. I've never been a fan of verse until this book. It's so easy to lose yourself in it and finish it in one sitting.
I definitely loved this book, and I am going back to my library ASAP to get the next book in the series. I can't wait to find out more about Kristina and her life.
I'd recommend this book to everyone aged 14+ due to the themes and language used.
Okay, so yesterday I went to my local library to get a library card since I just moved back here. Anyway, I decided to check out their YA section (which was amazing by the way). I came across Crank by Ellen Hopkins which I've only wanted to read since forever!!! It was such a good book!!
Kristina is a high school junior that has everything going for her. She's a family girl, has great friends, and makes good grades. She would never do drugs. However, a trip to visit her father changes everything. Whilst visiting her father, she changes into Bree, the sexy brave girl who is up for anything including drugs. Everything changes for Kristina during that visit. No longer is Kristina a straight edge girl, she is now addicted to crank.
The title of this book is quite straightforward. Crank is an excellent title for this book because it lets you know exactly what's going on. Crank is definitely the main plot line in this story.
Okay, you all know how I am with my covers. I'm really picky about covers for books, so you probably won't believe me when I say that I actually like this cover. Yes, strange I know but there's something about how simplistic it is that makes me like it. It's a straightforward book, so a straightforward cover is a great choice for this book. Crank written in lines in what appears to be some sort of drug really suits this book.
Ellen Hopkins did an excellent job with the world building in Crank. Every scene in this book comes alive no matter if it's taking place during a good moment or a bad one. The settings aren't really described that much which really suits the feeling of the book. However, the surroundings in the book seemed to really transport me to wherever Kristina was.
The pacing is this book really took me by surprise. The first 2 or 3 pages started off slow, and I thought I had made a big mistake in borrowing this book. After the first 2 or 3 pages, the pacing really picked up. It flowed so well. If I hadn't started reading it so late, I would've finished it all in one setting.
There's not much dialogue between the characters due to the book being written mostly in verse. The way the book is written is really done well. The words used work together beautifully. There are a few swear words but not many. I think I counted maybe two or three.
Kristina is a very well developed character. All of her actions and thoughts seem to be consistent with a 16 year old girl. Her reactions to her experiences also seem consistent with her age. I liked Kristina because, although she is a drug addict, I felt that she had a sort of vulnerable quality about her. The supporting characters encountered in the book are also very well developed. They each have their own unique personality.
Keep in mind that this isn't a very long book. It looks like it would be a long book with over 500 pages, but it's written in verse so almost all the pages don't use the whole page. It took me about 2 hours more or less to finish this book. Also, please don't be put off of this book because it's written in verse. I've never been a fan of verse until this book. It's so easy to lose yourself in it and finish it in one sitting.
I definitely loved this book, and I am going back to my library ASAP to get the next book in the series. I can't wait to find out more about Kristina and her life.
I'd recommend this book to everyone aged 14+ due to the themes and language used.

Peter Shephard (2822 KP) rated Merchants Cove in Tabletop Games
Jun 4, 2021
Great range of character options (4 more)
Single player option
Great looking board and pieces
Expansions are great
Every character is like playing a different subgame
Great and Varied game
I backed this on Kickstarter, with the Oracle, Dragon Rancher and Inn Keeper expansions. Over the course of our first evening playing, my wife and I had 1 game of learning the rules, then another three games fairly quickly.
The pieces (ships, meeples, and individual gaming boards) are fantastic (although a couple are a little fiddly/weak) and every single character has their own flavour and type of sub-game;
The Alchemist makes potions by drawing marbles, firstly from a bag, then from a "decanter" (echoes of Quacks of Quiddlingberg)
The Blacksmith makes weapons and armour from dice rolls and combos in furnaces (not quite Yahtzee)
The Captain sails her fleet of ships to go fishing and treasure hunting using a spinning compass mechanism (can't put my finger what this reminds me of)
The Chronomancer (a great Back to the Future nod) travels through time portals to get pieces of technology, using a slide-and-shift board (like a mini Labrynth)
The Dragon rancher (believe it or not) hatches, raises and sells dragons; a couple of mechanics which work well together (even if one is shovelling poop) but not really like a game I've played
The Innkeeper is a great sub-sub-game; he can only sell drinks at one point, but he can put people up in his Inn which gives a bonus. A little bit of prediction work, but not like a other game I can think of.
The Oracle uses a scatter/dish for her fetishes and dice, and this limits what she can do - but I'd say she has the most varied scope of games (dots, predictions, and a few others)
The aim of the game is to be the Merchant who makes the most money, without attracting too much Corruption. Each game is played over three days, and each day has a limited amount of time. Each task the characters do has a different amount of time-cost - it might take 1h to brew potions, but it takes 2h to get ingredients from the decanter and prepare the potions. At several points each day, random Adventurers are drawn from the bag, and put into the travelling ships, as chosen by the drawer. However, there are also rogues who take up space and don't buy anything!
My only real complaint with the game is the comparatively long set up (5-10 minutes seems to be our average) for a 30-45m play time for 2 players - but it is really worth it. If/when this goes to retail, I'd say every gaming group who enjoys a combination of resource management, meeple and worker placement, and beautiful set-piece games, should give this a try.
The pieces (ships, meeples, and individual gaming boards) are fantastic (although a couple are a little fiddly/weak) and every single character has their own flavour and type of sub-game;
The Alchemist makes potions by drawing marbles, firstly from a bag, then from a "decanter" (echoes of Quacks of Quiddlingberg)
The Blacksmith makes weapons and armour from dice rolls and combos in furnaces (not quite Yahtzee)
The Captain sails her fleet of ships to go fishing and treasure hunting using a spinning compass mechanism (can't put my finger what this reminds me of)
The Chronomancer (a great Back to the Future nod) travels through time portals to get pieces of technology, using a slide-and-shift board (like a mini Labrynth)
The Dragon rancher (believe it or not) hatches, raises and sells dragons; a couple of mechanics which work well together (even if one is shovelling poop) but not really like a game I've played
The Innkeeper is a great sub-sub-game; he can only sell drinks at one point, but he can put people up in his Inn which gives a bonus. A little bit of prediction work, but not like a other game I can think of.
The Oracle uses a scatter/dish for her fetishes and dice, and this limits what she can do - but I'd say she has the most varied scope of games (dots, predictions, and a few others)
The aim of the game is to be the Merchant who makes the most money, without attracting too much Corruption. Each game is played over three days, and each day has a limited amount of time. Each task the characters do has a different amount of time-cost - it might take 1h to brew potions, but it takes 2h to get ingredients from the decanter and prepare the potions. At several points each day, random Adventurers are drawn from the bag, and put into the travelling ships, as chosen by the drawer. However, there are also rogues who take up space and don't buy anything!
My only real complaint with the game is the comparatively long set up (5-10 minutes seems to be our average) for a 30-45m play time for 2 players - but it is really worth it. If/when this goes to retail, I'd say every gaming group who enjoys a combination of resource management, meeple and worker placement, and beautiful set-piece games, should give this a try.

Sophia (Bookwyrming Thoughts) (530 KP) rated Last of Her Name in Books
Jan 23, 2020
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
<h2><em><strong>Last of Her Name</strong></em><strong> hits the ground running.</strong></h2>
Khoury's takes us on an adventure through the Belt of Jewels when the Direktor and the Union shows up on Stacia's planet and she is accused of being Princess Anya Leonova, a member of the royal family supposedly killed years ago by the Direktor. With the help of Pol, Stacia escapes from the home planet she's known throughout her life, leaving Clio behind with the others to be taken away.
<h2><strong>Friendships!</strong></h2>
I love the childhood friendship between Pol, Clio and Stacia told throughout the book with various memories as Stacia makes it her one mission to rescue Clio from the Direktor no matter what it takes among the chaos her life becomes. I enjoyed the backstory and learning more about them, and felt the memories were a great balance with the fast-paced action of the book in addition to being a driving force for Stacia.
While <em>Last of Her Name</em> primarily focuses on the strong friendship already developed in Stacia's childhood, Stacia and Pol create new friendships on the run as well. The two cross paths with Riyan shortly after escaping, a tensor from a distant planet who is also searching for someone he cares about. Although the three of them have a rough start, they develop a bond throughout the book.
<h2><strong>Identity!</strong></h2>
Stacia goes about her life normally until the Direktor shows up, forcing her to run away from all she knows. As she and Pol get chased across the galaxy, Stacia is trying to figure out who she <em>really</em> is as a person: is she Anya or is she Stacia? How can she accept a new part of herself without losing the self that she has always known about? In addition to figuring out who she is, Stacia is also battling her growing feelings for Pol, and those two are simply adorable as they circle around their feelings.
<s>This is why I have a soft spot for friends to lovers tropes I'm just saying.</s>
<h2><strong>Family and Community!</strong></h2>
There's not much I can say about family and community without giving spoilers away (can't have that!), but I really appreciated some of the gestures from Stacia's family and community. But there is so much different family drama, I would have had one too many popcorns if I could just watching the whole story unfold and come together. SO. MUCH. TEA. 🍵
<h2><b>Everything seemed a little too easy.</b></h2>
The only issue I had with this one is how everything seems a little too easy for Stacia and her companions. While there is a lot of tension throughout and much action, they get out of trouble with few hiccups. But overall, I enjoyed <em>Last of Her Name</em>. We've got royalty, family, friendship - all set in space with a rebellion.
<a href="http://bookwyrmingthoughts.com/last-of-her-name-by-jessica-khoury/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
<h2><em><strong>Last of Her Name</strong></em><strong> hits the ground running.</strong></h2>
Khoury's takes us on an adventure through the Belt of Jewels when the Direktor and the Union shows up on Stacia's planet and she is accused of being Princess Anya Leonova, a member of the royal family supposedly killed years ago by the Direktor. With the help of Pol, Stacia escapes from the home planet she's known throughout her life, leaving Clio behind with the others to be taken away.
<h2><strong>Friendships!</strong></h2>
I love the childhood friendship between Pol, Clio and Stacia told throughout the book with various memories as Stacia makes it her one mission to rescue Clio from the Direktor no matter what it takes among the chaos her life becomes. I enjoyed the backstory and learning more about them, and felt the memories were a great balance with the fast-paced action of the book in addition to being a driving force for Stacia.
While <em>Last of Her Name</em> primarily focuses on the strong friendship already developed in Stacia's childhood, Stacia and Pol create new friendships on the run as well. The two cross paths with Riyan shortly after escaping, a tensor from a distant planet who is also searching for someone he cares about. Although the three of them have a rough start, they develop a bond throughout the book.
<h2><strong>Identity!</strong></h2>
Stacia goes about her life normally until the Direktor shows up, forcing her to run away from all she knows. As she and Pol get chased across the galaxy, Stacia is trying to figure out who she <em>really</em> is as a person: is she Anya or is she Stacia? How can she accept a new part of herself without losing the self that she has always known about? In addition to figuring out who she is, Stacia is also battling her growing feelings for Pol, and those two are simply adorable as they circle around their feelings.
<s>This is why I have a soft spot for friends to lovers tropes I'm just saying.</s>
<h2><strong>Family and Community!</strong></h2>
There's not much I can say about family and community without giving spoilers away (can't have that!), but I really appreciated some of the gestures from Stacia's family and community. But there is so much different family drama, I would have had one too many popcorns if I could just watching the whole story unfold and come together. SO. MUCH. TEA. 🍵
<h2><b>Everything seemed a little too easy.</b></h2>
The only issue I had with this one is how everything seems a little too easy for Stacia and her companions. While there is a lot of tension throughout and much action, they get out of trouble with few hiccups. But overall, I enjoyed <em>Last of Her Name</em>. We've got royalty, family, friendship - all set in space with a rebellion.
<a href="http://bookwyrmingthoughts.com/last-of-her-name-by-jessica-khoury/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>

Debbiereadsbook (1487 KP) rated Alpha's Embrace (Omega Misfits #3) in Books
Apr 19, 2020
a needed addition but falls far flat of the other two books
Independent reviewer for Gay Romance Reviews, I was gifted my copy of this book.
This is book 3 in the Omega Misfits series, but you don't need to have read Trust No Alpha (book 1) or The Alpha's Fake Mate (book 2) before you read this one. They all take place in the same world, but can totally be read as a stand alone read. I HAVE read them, although I did not write reviews for them as I read them via the Unlimited programme.
And I found THIS one the weakest of the three.
Alphas are supposed to mate with Omegas and ONLY with Omegas. However when 2 Omegas mate, and produce a child, that child is a Sylph. Sylph children are removed from society and kept locked up for their own good. They live with a constant Burn, unlike Alphas who get them regularly, and most do not live into adulthood for going insane.
Misha is such a child. Well, not a child, he is well into adulthood and a bit of an anomoly. He can control his Burn, and be a productive member of society, BUT for the fact he is Sylph. Geo is an Alpha and the new general manager at the facility where Misha lives. When Geo touches Misha without gloves, a bond begins. A bond that is as illegal as it is dangerous. To BOTH of them.
Both Misha and Geo know this is different, whatever they are feeling, but Geo is best able to voice it and rationalise what is happening between them. Misha is, for want of a better explanation, away with the fairies most of the time, but then again, being locked up all the time would make anyone so. Misha KNOWS he is Sylph, he KNOWS he cannot bond, so he doesn't know what this is between him and Geo. He KNOWS he wants Geo, in a way that is different to his usual want (Sylphs want everyone) he just doesn't know what to do. Geo makes the decision, but Misha is given a choice. I liked that it took time for them to act on the bond, to consummate it. They both have thoughts about the other, it just takes time for them to act on it. I've filed it as m-preg, cos it is talked about and does appear in other books in the series, but there isn't any here.
Both guys have a say, in the first person. Misha's voice is a little airy-fairy, like I said and Geo's is very much an Alpha, but he does go a little off the rails, and that comes out of nowhere, to be honest. I found Geo the least liked of the three Alphas in these books and I cannot pinpoint exactly why.
I liked how it all sorted out, but I would have liked a bit of an epilogue, a some-time-later type thing, to catch up on them, and how things pan out after what they did, and whether things had changed for Misha with a fully formed bond.
A nice read, a GOOD addition to the series though and I think it really was needed, a story about the Slyph children, who are talked about in the other books. This book just didn't push my buttons as the other two did, I'm afraid.
3 good solid stars
**same worded review will appear elsewhere**
This is book 3 in the Omega Misfits series, but you don't need to have read Trust No Alpha (book 1) or The Alpha's Fake Mate (book 2) before you read this one. They all take place in the same world, but can totally be read as a stand alone read. I HAVE read them, although I did not write reviews for them as I read them via the Unlimited programme.
And I found THIS one the weakest of the three.
Alphas are supposed to mate with Omegas and ONLY with Omegas. However when 2 Omegas mate, and produce a child, that child is a Sylph. Sylph children are removed from society and kept locked up for their own good. They live with a constant Burn, unlike Alphas who get them regularly, and most do not live into adulthood for going insane.
Misha is such a child. Well, not a child, he is well into adulthood and a bit of an anomoly. He can control his Burn, and be a productive member of society, BUT for the fact he is Sylph. Geo is an Alpha and the new general manager at the facility where Misha lives. When Geo touches Misha without gloves, a bond begins. A bond that is as illegal as it is dangerous. To BOTH of them.
Both Misha and Geo know this is different, whatever they are feeling, but Geo is best able to voice it and rationalise what is happening between them. Misha is, for want of a better explanation, away with the fairies most of the time, but then again, being locked up all the time would make anyone so. Misha KNOWS he is Sylph, he KNOWS he cannot bond, so he doesn't know what this is between him and Geo. He KNOWS he wants Geo, in a way that is different to his usual want (Sylphs want everyone) he just doesn't know what to do. Geo makes the decision, but Misha is given a choice. I liked that it took time for them to act on the bond, to consummate it. They both have thoughts about the other, it just takes time for them to act on it. I've filed it as m-preg, cos it is talked about and does appear in other books in the series, but there isn't any here.
Both guys have a say, in the first person. Misha's voice is a little airy-fairy, like I said and Geo's is very much an Alpha, but he does go a little off the rails, and that comes out of nowhere, to be honest. I found Geo the least liked of the three Alphas in these books and I cannot pinpoint exactly why.
I liked how it all sorted out, but I would have liked a bit of an epilogue, a some-time-later type thing, to catch up on them, and how things pan out after what they did, and whether things had changed for Misha with a fully formed bond.
A nice read, a GOOD addition to the series though and I think it really was needed, a story about the Slyph children, who are talked about in the other books. This book just didn't push my buttons as the other two did, I'm afraid.
3 good solid stars
**same worded review will appear elsewhere**

Kristy H (1252 KP) rated George and Lizzie in Books
Oct 29, 2020
This is the seventh book in my #atozchallenge! I'm challenging myself to read a book from my shelves that starts with each letter of the alphabet.
In high school, Lizzie made a choice--one she soon regrets--participating in something called the Great Game. The event alters the course of her life forever, along with a passionate relationship that ends in college. These moments, plus the influence of Lizzie's psychologist parents, who offer her little support as a kid, turn her into a melancholy and unfulfilled adult. Her husband, George, however, comes from a happy childhood with loving parents. He adores his family and they him. He also worships Lizzie, giving the two an unbalanced marriage. Can George and Lizzie survive an union on such unequal ground?
I'll confess that this book was not what I was expecting--I thought it was going to be a cheerful love story and a pick-me-up. It is a love story, though, all the same. George loves Lizzie. Lizzie, though, is lost in a love from the past. I'm not going to lie: Lizzie is a very frustrating character and a hard one for whom to care. She doesn't appreciate George, nor, really, much of her life. Now, she was truly saddled with terrible parents, so you have to grant her that. Her fixation on her past relationship makes you want to shake her, though.
"And because for years and years the voices in her head never let Lizzie forget that the Great Game had been a stupid idea right from the beginning and that she'd been an idiot for participating in it, her past was always there, a living thing. It shaped her present and future."
And of, of course, there is the Great Game--the event from high school which alters Lizzie's future. We can understand why Lizzie is Lizzie, but we can't always forgive her for her Lizzie type ways. Also, please note, there are a lot of football references in this book. A lot. I like football, but I'm not sure everyone who picks up a book like this will feel the same.
The story of George and Lizzie is told in very short vignettes (each with a title) that slowly move forward in time and alternate with Lizzie's past, mainly focusing on the Great Game, which so defined her life. This format takes much getting used to. There is no linear story here, but tiny bits and pieces of narrative from George and Lizzie. I almost abandoned the book when I first started--I couldn't get in the groove (and honestly, it's depressing). When I reluctantly returned to it a few days later, more prepared for the format, I could read it more easily.
In the end, I can't say I enjoyed this story. If I rated it purely on "like" factor, it would probably be a two-star read. Incorporating in Lizzie's life experiences and how a few things slowly grew on me, I'm giving this three stars, but only barely. (Also, I have real issues with how many kids from Lizzie's high school football team went on to the NFL. Maybe it's possible, but it seems insane.) 3 stars, but only eked out when they brought the chains out on the field to measure (too much?).
In high school, Lizzie made a choice--one she soon regrets--participating in something called the Great Game. The event alters the course of her life forever, along with a passionate relationship that ends in college. These moments, plus the influence of Lizzie's psychologist parents, who offer her little support as a kid, turn her into a melancholy and unfulfilled adult. Her husband, George, however, comes from a happy childhood with loving parents. He adores his family and they him. He also worships Lizzie, giving the two an unbalanced marriage. Can George and Lizzie survive an union on such unequal ground?
I'll confess that this book was not what I was expecting--I thought it was going to be a cheerful love story and a pick-me-up. It is a love story, though, all the same. George loves Lizzie. Lizzie, though, is lost in a love from the past. I'm not going to lie: Lizzie is a very frustrating character and a hard one for whom to care. She doesn't appreciate George, nor, really, much of her life. Now, she was truly saddled with terrible parents, so you have to grant her that. Her fixation on her past relationship makes you want to shake her, though.
"And because for years and years the voices in her head never let Lizzie forget that the Great Game had been a stupid idea right from the beginning and that she'd been an idiot for participating in it, her past was always there, a living thing. It shaped her present and future."
And of, of course, there is the Great Game--the event from high school which alters Lizzie's future. We can understand why Lizzie is Lizzie, but we can't always forgive her for her Lizzie type ways. Also, please note, there are a lot of football references in this book. A lot. I like football, but I'm not sure everyone who picks up a book like this will feel the same.
The story of George and Lizzie is told in very short vignettes (each with a title) that slowly move forward in time and alternate with Lizzie's past, mainly focusing on the Great Game, which so defined her life. This format takes much getting used to. There is no linear story here, but tiny bits and pieces of narrative from George and Lizzie. I almost abandoned the book when I first started--I couldn't get in the groove (and honestly, it's depressing). When I reluctantly returned to it a few days later, more prepared for the format, I could read it more easily.
In the end, I can't say I enjoyed this story. If I rated it purely on "like" factor, it would probably be a two-star read. Incorporating in Lizzie's life experiences and how a few things slowly grew on me, I'm giving this three stars, but only barely. (Also, I have real issues with how many kids from Lizzie's high school football team went on to the NFL. Maybe it's possible, but it seems insane.) 3 stars, but only eked out when they brought the chains out on the field to measure (too much?).

Emma @ The Movies (1786 KP) rated Bumblebee (2018) in Movies
Sep 25, 2019
I'm really torn by this film. I enjoyed it but at the same time it isn't amazing. It's got all the classic formulas in it. Charlie is still trying to make sense of her father's death. Bumblebee is trying to remember who he is. Together they help each other... it really could be one of many films.
Something I'm pleased to discover is that other people were getting Herbie vibes from this. In the notes I was jotting down for my review I put "this would make a pretty good Herbie story". And then I pondered the possibility that Herbie was a Transformer who was broken and stuck in his Beetle shape.
The opening battle on Cyberton is surprisingly natural considering it's made up of CGId robots. It makes for a great opening. But I wasn't wowed. I should have been blown away by the effects and I just wasn't.
Bumblebee as a character was a real joy. After his memory is damaged he's basically back to being a scared little boy and the animation reflects that incredibly well. Everything about him is inquisitive and childlike, and all the little touches are there to really bring him to life. He's very human in the moments before he gets his memory back.
There are so many of his scenes that were genuinely pleasing to watch. Him waving at Charlie as she chases after them. The cassette tapes. The extended toilet paper prank and house demolition scenes. Probably my favourite bit though is where he's sitting in the forest and she's trying to fix him, his fidgeting is adorable.
When it comes to the cast feels like we've got the members of a comedy working on a drama/action film. They work well with what they've got and we get some enjoyable performances but there's nothing that really sticks in the memory.
I still enjoyed Bumblebee but I can't say that I found it to be any better than previous films in the franchise, certainly not on the action and graphics side of things. The soundtrack is full of some classic tunes that are very well placed, and the overall vibe of that combined with everything else is spot on for the 80s. You do forget it's set in 1987 though, which means that little things pop up like the TV and the technology that the military have and you feel like the films has already dated.
This is the first Transformers movie to get a PG rating in the UK, previously they've all been rated 12. It's definitely family friendly... but... it reminds me more and more of Herbie every moment I think about it.
As a last thought... seriously, Charlie? You have your moments. "If we're driving down the street and we see someone you have to hide"... if you're driving down the street he's a car anyway, hiding would make it more obvious that he's not just a car. You draw more attention to Bee than he does. Blindfolding yourself with Memo's shirt (weird moment in the film by the way, creepily out of place) and then standing out the sunroof? That won't make you more noticeable to passersby.
What you should do
It's an enjoyable film and should make for a fun family outing. I don't think there's any particular rush to see it in the cinema though.
Movie thing you wish you could take home
Who wouldn't want they're own Transformer who can change into any car it wants AND can dance?!
Something I'm pleased to discover is that other people were getting Herbie vibes from this. In the notes I was jotting down for my review I put "this would make a pretty good Herbie story". And then I pondered the possibility that Herbie was a Transformer who was broken and stuck in his Beetle shape.
The opening battle on Cyberton is surprisingly natural considering it's made up of CGId robots. It makes for a great opening. But I wasn't wowed. I should have been blown away by the effects and I just wasn't.
Bumblebee as a character was a real joy. After his memory is damaged he's basically back to being a scared little boy and the animation reflects that incredibly well. Everything about him is inquisitive and childlike, and all the little touches are there to really bring him to life. He's very human in the moments before he gets his memory back.
There are so many of his scenes that were genuinely pleasing to watch. Him waving at Charlie as she chases after them. The cassette tapes. The extended toilet paper prank and house demolition scenes. Probably my favourite bit though is where he's sitting in the forest and she's trying to fix him, his fidgeting is adorable.
When it comes to the cast feels like we've got the members of a comedy working on a drama/action film. They work well with what they've got and we get some enjoyable performances but there's nothing that really sticks in the memory.
I still enjoyed Bumblebee but I can't say that I found it to be any better than previous films in the franchise, certainly not on the action and graphics side of things. The soundtrack is full of some classic tunes that are very well placed, and the overall vibe of that combined with everything else is spot on for the 80s. You do forget it's set in 1987 though, which means that little things pop up like the TV and the technology that the military have and you feel like the films has already dated.
This is the first Transformers movie to get a PG rating in the UK, previously they've all been rated 12. It's definitely family friendly... but... it reminds me more and more of Herbie every moment I think about it.
As a last thought... seriously, Charlie? You have your moments. "If we're driving down the street and we see someone you have to hide"... if you're driving down the street he's a car anyway, hiding would make it more obvious that he's not just a car. You draw more attention to Bee than he does. Blindfolding yourself with Memo's shirt (weird moment in the film by the way, creepily out of place) and then standing out the sunroof? That won't make you more noticeable to passersby.
What you should do
It's an enjoyable film and should make for a fun family outing. I don't think there's any particular rush to see it in the cinema though.
Movie thing you wish you could take home
Who wouldn't want they're own Transformer who can change into any car it wants AND can dance?!

Jesters_folly (230 KP) rated Spiral: From the Book of Saw (2021) in Movies
May 22, 2021
Contains spoilers, click to show
'Spiral: from the book of Saw' is the ninth Saw film and, for once I can say it's not more of the same.
Spiral is a Saw film, it has the traps and the police but it's an all new cast, the only time we see any of the original cast is in a photo of the original 'Jigsaw'. The traps also don't play the same roll, most of the previous Saw films had the 'game's' play the main part of the film and the police investigations were set to fill in the gaps. Spiral is the reverse, a new Jigsaw killer is targeting police and the main plot is the police trying to stop him, concentrating on the relationships in the department and using the franchise's use of flashbacks to add to the story. We only see the traps for a few moments, there is still gore but not at the same level. Instead we have a number of jump scared as 'the pig' grabs his victims .
Spiral seems to be thinking that the time of 'torture poem's is over, yes there are people who still want to watch it but noted many. This is why it's the Saw franchise that is still going, other films in the genre, such as 'Hostel' relied on gore but didn't have much else to offer but saw had more story as well.
When I say all the cast is new that includes the puppet, instead of the little guy on a tricycle we have a pig man, we have lots of pig references, proving bus to the fact that the victims are all police.
Although it is a Saw film, Spiral is a good jump jump on point for new views as it doesn't rely on the originals to much and sets up for a possible new franchise.
Spiral is a Saw film, it has the traps and the police but it's an all new cast, the only time we see any of the original cast is in a photo of the original 'Jigsaw'. The traps also don't play the same roll, most of the previous Saw films had the 'game's' play the main part of the film and the police investigations were set to fill in the gaps. Spiral is the reverse, a new Jigsaw killer is targeting police and the main plot is the police trying to stop him, concentrating on the relationships in the department and using the franchise's use of flashbacks to add to the story. We only see the traps for a few moments, there is still gore but not at the same level. Instead we have a number of jump scared as 'the pig' grabs his victims .
Spiral seems to be thinking that the time of 'torture poem's is over, yes there are people who still want to watch it but noted many. This is why it's the Saw franchise that is still going, other films in the genre, such as 'Hostel' relied on gore but didn't have much else to offer but saw had more story as well.
When I say all the cast is new that includes the puppet, instead of the little guy on a tricycle we have a pig man, we have lots of pig references, proving bus to the fact that the victims are all police.
Although it is a Saw film, Spiral is a good jump jump on point for new views as it doesn't rely on the originals to much and sets up for a possible new franchise.

graveyardgremlin (7194 KP) rated Magic in the Wind (Drake Sisters, #1) in Books
Feb 15, 2019
The first few chapters of MItW started off well enough, the author captured the coastal town atmosphere perfectly, however, after that it got a little, okay at times a lot, cheesy and eye-roll-inducing. Romances don't have to be that sticky-sweet. What was different and interesting is that the narration was mainly told through the male lead instead of the female; there's not too much of that in romances. The only downfall to the story being told this way was Damon waxing poetic about Sarah the Mysterious, Sarah the Magical, Sarah the Magnificent, Sarah, She Who Walks on Water - seriously, what a Mary-Sue. I'm surprised people didn't address her as Saint Sarah. Everyone in town follows her "advice" (basically she tells them what to do in a roundabout way and they listen), seeks her out to magically fix all their problems, act like she's a goddess, combined, this all made it ten times worse. They just follow her like brainless zombies and never get upset at her poking her nose in their business (not that they all don't do the same in everybody else's). Even though all of that was nauseating, she wasn't the worst Mary-Sue I've run across (Why o' why are there so many of them? Is there a writer's manual on how to write a paragon so that everything they touch, everywhere they go, everyone they meet, they're held up as a supreme being? I wish I was perfect too. :P) and she had magic, so that makes it all the more unfair. Although, who is Sarah besides the saint of this small coastal town? I have no clue, she was never made real, I actually envisioned a golden aura around her like she's some sort of angelic being or something, which is at total odds with her tough defender super hero side. Some girls have all the luck. She has magic, she's as kind as can be, she's perfect in every way (except she's not conventionally beautiful or something, the description was kind of unclear), so of course everyone loves her, she's peaceful and she gets to kick a** like she's Buffy? No freaking way. Where can I sign up?
Another annoyance was "painfully shy" Hannah, one of Sarah's six sisters. Hannah is apparently a model who travels the world, is on magazines, goes on talk shows, etc., even though she is painfully shy. Hey, I can believe someone famous has trouble like that, my problem comes from her "condition" being described as "painfully shy" all the time. It is mentioned in that exact same way, it's never really shy, very shy, extremely shy, or even just plain old shy, no it has to be "painfully shy." In truth, it was only said three times (that I noticed), but in a story that is only around ninety pages, it really sticks out, especially since it was awkwardly brought into the plot. I have a hard time believing this is only shyness, try social phobia or at the very least, some anxiety disorder. Why hasn't she had psychological care? The only remedies mentioned are magical spells and whatnot. While I'm on the subject of Hannah, of whom I know more about personality-wise than Sarah, I might as well mention the jeering and taunting between Jona, the town sheriff, and herself. These interactions are so over-the-top and obvious; we all know where this is going to lead in a future book. And not one of the sisters or Damon notices what is right in front of them. How can they be so imperceptive? What are they, seven? Although I have to admit I'd hate to be called "Baby" or "Barbie" doll too, but then again, I don't look like a Victoria's Secret model, Hannah does.
As for the plot, it was barely there, more time was spent on introducing the sisters, their legacy, characters that went nowhere, and having Sarah sit on a pedestal. Damon would have been more interesting if this had been made into a full-length book - I like the idea of a scientist being confronted with magic - but there just wasn't enough there for a cohesive story. I usually don't write much about short stories but had a lot to say about this one. Obviously. I'm interested in the sisters' stories, I try not to judge authors solely based on a short story, so I will check them out, especially Hannah's. As someone who's been "painfully shy" (couldn't resist) her whole life, my interest has been piqued to see how the author develops Hannah and her shyness in that installment of the series.
I was thinking of giving this an average rating but after writing my review and thinking back on the story, it's just not that good.
2/5 stars
Another annoyance was "painfully shy" Hannah, one of Sarah's six sisters. Hannah is apparently a model who travels the world, is on magazines, goes on talk shows, etc., even though she is painfully shy. Hey, I can believe someone famous has trouble like that, my problem comes from her "condition" being described as "painfully shy" all the time. It is mentioned in that exact same way, it's never really shy, very shy, extremely shy, or even just plain old shy, no it has to be "painfully shy." In truth, it was only said three times (that I noticed), but in a story that is only around ninety pages, it really sticks out, especially since it was awkwardly brought into the plot. I have a hard time believing this is only shyness, try social phobia or at the very least, some anxiety disorder. Why hasn't she had psychological care? The only remedies mentioned are magical spells and whatnot. While I'm on the subject of Hannah, of whom I know more about personality-wise than Sarah, I might as well mention the jeering and taunting between Jona, the town sheriff, and herself. These interactions are so over-the-top and obvious; we all know where this is going to lead in a future book. And not one of the sisters or Damon notices what is right in front of them. How can they be so imperceptive? What are they, seven? Although I have to admit I'd hate to be called "Baby" or "Barbie" doll too, but then again, I don't look like a Victoria's Secret model, Hannah does.
As for the plot, it was barely there, more time was spent on introducing the sisters, their legacy, characters that went nowhere, and having Sarah sit on a pedestal. Damon would have been more interesting if this had been made into a full-length book - I like the idea of a scientist being confronted with magic - but there just wasn't enough there for a cohesive story. I usually don't write much about short stories but had a lot to say about this one. Obviously. I'm interested in the sisters' stories, I try not to judge authors solely based on a short story, so I will check them out, especially Hannah's. As someone who's been "painfully shy" (couldn't resist) her whole life, my interest has been piqued to see how the author develops Hannah and her shyness in that installment of the series.
I was thinking of giving this an average rating but after writing my review and thinking back on the story, it's just not that good.
2/5 stars

Mothergamer (1589 KP) rated BEYOND: Two Souls in Video Games
Jun 21, 2019
I had never played Beyond: Two Souls and I got the game for free with my Playstation Plus subscription. I decided to check it out. Right from the start of the game, the story hooks you in with an introduction to a young woman (played by Ellen Page) sitting in a sheriff's office looking grim. This is where Beyond really begins. It's an intriguing way to start a story and I found myself wanting to know who this young woman was and how she got to this point.
As the story progresses, you learn that the young woman's name is Jodie and she has a psychic connection with an entity known as Aiden. Jodie can communicate and work with Aiden to use telepathic abilities such as moving objects or possessing people's minds. This is where the game has time jumps between Jodie's childhood, her teen years, and adulthood. It seems the story does this on purpose, showing that memories in Jodie's mind are jumbled so there are frequent time jumps back and forth. It can be a little confusing at times, but it seems to meld well with the story.
You can adjust the difficulty settings in the game from easy to normal depending on your play style which is nice. Since this was my first time playing the game, I went with the easy setting so I could get a feel for things and just enjoy the story. As the story switched back and forth in the timeline you get to see the things Jodie went through as a kid with Aiden and how she came to be with the lead scientist of the paranormal department, Nathan who is played by Willem Dafoe. Throughout Jodie's childhood, Nathan is a constant presence and a bit of a father figure to her as they run tests to see how strong Jodie's abilities are as well as testing her connection to Aiden. This is where the game introduces you to the controls and the quick action button events.
You can also switch views between Jodie and Aiden. There are many points in the game where Jodie relies on Aiden for certain parts of the story in order to move objects, possess people, or fight enemies. This is where the quick action controls come in. Honestly, I did not like the quick action controls because for me it detracted from the story immersion and often felt like a chore to do especially if I missed it the first time. There were times where it was vital that I not miss the quick action moment and it could be very frustrating when I did miss it.
The aspect of Jodie and Aiden learning and growing together as the story progresses is definitely interesting. There are great emotional moments in the story with Jodie as she is trying to navigate what it means to be herself while trying to adjust and separate herself from Aiden. You also get to see how her relationships change with people like Nathan as she grows. The time skips through the fifteen year span of Jodie's life fill in some of the gaps in the story, but there are times where it feels a bit muddled because in some aspects it takes away the player control and just takes you along for the ride. That is not necessarily a bad thing, because Ellen Page does a phenomenal job as Jodie and I found myself caring a lot about this character and wanting to protect her from all the people who were trying to control or manipulate her.
There are multiple endings to Beyond depending on choices you make as Jodie, but it doesn't always seem like there are a ton of choices because you are basically there to see Jodie's story unfold and see how she came to be where she is. The voice acting and motion capture of the game is incredible and everyone did a fantastic job telling this story. That's not to say Beyond isn't flawed. As I said before, I did not like the quick action event sequences. I felt this detracted from the story a bit. I also felt there were a couple of writing choices that could have been done better and in a more thoughtful manner such as a troubling scene in one of Jodie's teen years memories. I also felt the ending could have been stronger because it took an odd cliffhanger turn. That being said, I did enjoy Beyond: Two Souls because of the great casting and the story. Ellen Page as Jodie is the real deal bringing a great sincerity to the character that made me care genuinely about Jodie and wanting her to be okay. That is the sign of some good storytelling. Beyond is definitely worth playing through at least once to see the story unfold through Jodie's eyes.
As the story progresses, you learn that the young woman's name is Jodie and she has a psychic connection with an entity known as Aiden. Jodie can communicate and work with Aiden to use telepathic abilities such as moving objects or possessing people's minds. This is where the game has time jumps between Jodie's childhood, her teen years, and adulthood. It seems the story does this on purpose, showing that memories in Jodie's mind are jumbled so there are frequent time jumps back and forth. It can be a little confusing at times, but it seems to meld well with the story.
You can adjust the difficulty settings in the game from easy to normal depending on your play style which is nice. Since this was my first time playing the game, I went with the easy setting so I could get a feel for things and just enjoy the story. As the story switched back and forth in the timeline you get to see the things Jodie went through as a kid with Aiden and how she came to be with the lead scientist of the paranormal department, Nathan who is played by Willem Dafoe. Throughout Jodie's childhood, Nathan is a constant presence and a bit of a father figure to her as they run tests to see how strong Jodie's abilities are as well as testing her connection to Aiden. This is where the game introduces you to the controls and the quick action button events.
You can also switch views between Jodie and Aiden. There are many points in the game where Jodie relies on Aiden for certain parts of the story in order to move objects, possess people, or fight enemies. This is where the quick action controls come in. Honestly, I did not like the quick action controls because for me it detracted from the story immersion and often felt like a chore to do especially if I missed it the first time. There were times where it was vital that I not miss the quick action moment and it could be very frustrating when I did miss it.
The aspect of Jodie and Aiden learning and growing together as the story progresses is definitely interesting. There are great emotional moments in the story with Jodie as she is trying to navigate what it means to be herself while trying to adjust and separate herself from Aiden. You also get to see how her relationships change with people like Nathan as she grows. The time skips through the fifteen year span of Jodie's life fill in some of the gaps in the story, but there are times where it feels a bit muddled because in some aspects it takes away the player control and just takes you along for the ride. That is not necessarily a bad thing, because Ellen Page does a phenomenal job as Jodie and I found myself caring a lot about this character and wanting to protect her from all the people who were trying to control or manipulate her.
There are multiple endings to Beyond depending on choices you make as Jodie, but it doesn't always seem like there are a ton of choices because you are basically there to see Jodie's story unfold and see how she came to be where she is. The voice acting and motion capture of the game is incredible and everyone did a fantastic job telling this story. That's not to say Beyond isn't flawed. As I said before, I did not like the quick action event sequences. I felt this detracted from the story a bit. I also felt there were a couple of writing choices that could have been done better and in a more thoughtful manner such as a troubling scene in one of Jodie's teen years memories. I also felt the ending could have been stronger because it took an odd cliffhanger turn. That being said, I did enjoy Beyond: Two Souls because of the great casting and the story. Ellen Page as Jodie is the real deal bringing a great sincerity to the character that made me care genuinely about Jodie and wanting her to be okay. That is the sign of some good storytelling. Beyond is definitely worth playing through at least once to see the story unfold through Jodie's eyes.

Purple Phoenix Games (2266 KP) rated Breakdancing Meeples in Tabletop Games
Oct 18, 2021
I think that I’ve mentioned in some of my previous reviews that I rarely buy games without first having played and/or researched them beforehand. Enter Breakdancing Meeples. One fine day, I was perusing the fine stock at my FLGS. While I was wandering and debating whether I should buy Reef or 7 Wonders Duel, my gaze fell upon a small tin with some funny artwork – a game titled Breakdancing Meeples. It was a small and fairly inexpensive game, so I figured, why not? I picked it up (along with 7 Wonders Duel this time) and brought it home to my collection. Was my faith misplaced, or does the game deliver on its first impression of simple fun? Keep reading to find out.
Breakdancing Meeples is a real-time game in which players are trying to amass the most Crowd Appeal (VP) by directing their dance crews to perform the baddest and most impressive dance routines of all time. To setup the game, give each player 6 Meeples, 6 cubes, and their starting Routine cards in their chosen color. Shuffle the remaining Routine cards to form a draw pile, open up the Breakdancing Meeples app (or just get a one-minute timer ready) and the dance battle is set to begin!
Each round is broken into two phases – Dance Off, and Remix. In the Dance Off, players will have one minute to roll their Meeples (yes, you read that correctly – rolling Meeples) to complete as their crew’s Routines as many times as they can to earn Crowd Appeal. When rolling Meeples, there are 4 stances in which the Meeples can land: Feet, Side, Head, or Back. These positions correspond to stances on your Routine cards. If you roll a Meeple in a stance that matches one on your card, you may place that Meeple on that card, moving you closer to completing that Routine. Once all stances have been filled on a Routine, you earn a Crowd Appeal cube, placing it on the leftmost available square at the bottom of that Routine card. You may then pick up all the Meeples from that card, and they are back in play. It is important to note that once a Meeple has been placed on a Routine, it may not be removed until the Routine is finished! If you are unable, or unwilling, to place a Meeple on a Routine card, you may reroll any unused Meeples. Continue rolling and placing your Meeples in this fashion until the one-minute timer runs out. When time has been called, all players will count up their Crowd Appeal – the points listed at the bottom of their Routine cards that are covered by cubes, signifying a successful rep of that Routine. The Dance Off phase is now over.
Now comes the Remix phase. Reveal as many face-up cards from the Draw deck as there are players plus one. Beginning with the player who has the lowest Crowd Appeal, players will take turns selecting a new Routine card to add to their repertoire for the next round. Players may only ever have 3 Routine cards, so in future rounds, players can choose to discard from their play area in favor of a new card. A new round now begins with another Dance Off, and continues as above until the fourth Dance Off has been completed. Players then tally their total Crowd Appeal, and the player with the highest score is the winner! Dare I say, the Dancing Queen? No? Ok…
With a fun theme and simple gameplay, does Breakdancing Meeples hold up? I would have to say yes. First let’s talk about the simplicity of gameplay. All you have to do is roll Meeples and match stances to cards. It may not sound exciting when stated that way, but add in the one-minute timer and suddenly you’ve got a more engaging and action-based game. Throw the Meeples into the mix (literally, in this game) and their disproportionate limbs and unique silhouettes provide an extra challenge in getting them to roll and land exactly as you want them to.
Another neat element of this game is the addition of Rally and Special cards to the Draw deck. Rally cards are purchased (with Crowd Appeal) in the Remix phase, and are then attached to one of your existing Routines. In the next Dance Off, when rolling your Meeples, Rally cards can provide extra Crowd Appeal points once their conditions have been met. These cards may cost some end-game points, but they could earn you much more if the conditions are right. It’s a risk, and adds some suspense to the gameplay. Special cards grant the player a ‘wild’ dancer. If you roll 2 Meeples in the same stance, you may exchange them to a single dancer in your chosen stance. Rally and Special cards can be removed from the game for a more simple gameplay, if playing with younger players for example, but add in an extra twist to the chaos of the real-time limitations.
Is Breakdancing Meeples my favorite game? Nope. But it’s a cute, fun, and fast little game that I can see myself pulling out often as a filler, or even a game to introduce newer gamers to the hobby. It is lighthearted in nature, with a unique theme, and it just is fun to play. I am glad that I bought this game on a whim, and I definitely will be keeping it in my collection. With that said, Purple Phoenix Games gives it a hoppin’ 7 / 12. Check it out, you might be surprised!
Breakdancing Meeples is a real-time game in which players are trying to amass the most Crowd Appeal (VP) by directing their dance crews to perform the baddest and most impressive dance routines of all time. To setup the game, give each player 6 Meeples, 6 cubes, and their starting Routine cards in their chosen color. Shuffle the remaining Routine cards to form a draw pile, open up the Breakdancing Meeples app (or just get a one-minute timer ready) and the dance battle is set to begin!
Each round is broken into two phases – Dance Off, and Remix. In the Dance Off, players will have one minute to roll their Meeples (yes, you read that correctly – rolling Meeples) to complete as their crew’s Routines as many times as they can to earn Crowd Appeal. When rolling Meeples, there are 4 stances in which the Meeples can land: Feet, Side, Head, or Back. These positions correspond to stances on your Routine cards. If you roll a Meeple in a stance that matches one on your card, you may place that Meeple on that card, moving you closer to completing that Routine. Once all stances have been filled on a Routine, you earn a Crowd Appeal cube, placing it on the leftmost available square at the bottom of that Routine card. You may then pick up all the Meeples from that card, and they are back in play. It is important to note that once a Meeple has been placed on a Routine, it may not be removed until the Routine is finished! If you are unable, or unwilling, to place a Meeple on a Routine card, you may reroll any unused Meeples. Continue rolling and placing your Meeples in this fashion until the one-minute timer runs out. When time has been called, all players will count up their Crowd Appeal – the points listed at the bottom of their Routine cards that are covered by cubes, signifying a successful rep of that Routine. The Dance Off phase is now over.
Now comes the Remix phase. Reveal as many face-up cards from the Draw deck as there are players plus one. Beginning with the player who has the lowest Crowd Appeal, players will take turns selecting a new Routine card to add to their repertoire for the next round. Players may only ever have 3 Routine cards, so in future rounds, players can choose to discard from their play area in favor of a new card. A new round now begins with another Dance Off, and continues as above until the fourth Dance Off has been completed. Players then tally their total Crowd Appeal, and the player with the highest score is the winner! Dare I say, the Dancing Queen? No? Ok…
With a fun theme and simple gameplay, does Breakdancing Meeples hold up? I would have to say yes. First let’s talk about the simplicity of gameplay. All you have to do is roll Meeples and match stances to cards. It may not sound exciting when stated that way, but add in the one-minute timer and suddenly you’ve got a more engaging and action-based game. Throw the Meeples into the mix (literally, in this game) and their disproportionate limbs and unique silhouettes provide an extra challenge in getting them to roll and land exactly as you want them to.
Another neat element of this game is the addition of Rally and Special cards to the Draw deck. Rally cards are purchased (with Crowd Appeal) in the Remix phase, and are then attached to one of your existing Routines. In the next Dance Off, when rolling your Meeples, Rally cards can provide extra Crowd Appeal points once their conditions have been met. These cards may cost some end-game points, but they could earn you much more if the conditions are right. It’s a risk, and adds some suspense to the gameplay. Special cards grant the player a ‘wild’ dancer. If you roll 2 Meeples in the same stance, you may exchange them to a single dancer in your chosen stance. Rally and Special cards can be removed from the game for a more simple gameplay, if playing with younger players for example, but add in an extra twist to the chaos of the real-time limitations.
Is Breakdancing Meeples my favorite game? Nope. But it’s a cute, fun, and fast little game that I can see myself pulling out often as a filler, or even a game to introduce newer gamers to the hobby. It is lighthearted in nature, with a unique theme, and it just is fun to play. I am glad that I bought this game on a whim, and I definitely will be keeping it in my collection. With that said, Purple Phoenix Games gives it a hoppin’ 7 / 12. Check it out, you might be surprised!