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Purple Phoenix Games (2266 KP) rated Cindr in Tabletop Games
Oct 29, 2020
Finally! A game to simulate dating dragons. I have been waiting for this theme all my life and it’s now a reality!! Well, okay, I have never really considered dating a dragon. But I know I would be signing up for a service app like Cindr to find my true dragon mate FO SHO if it were real. So how does a card game dragon sim play?
Cindr has players taking on the persona of a lonely fantasy creature looking for dragon love on a dating app. Players will be building their character by making choices and then swiping left or right to attempt going on dates with dragons that may be a great match. Roll the dice well and things may go to the Next Step, or even the Next Level. Roll poorly and your dear dragon date may send you home aflame.
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. Furthermore I will be covering the game using the Solo rules (which are no different than the multiplayer rules). For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player (or just yourself if playing the solo rules as I am) will choose a Character Profile card, filling in the blanks and circling choices to build their new fantasy persona. Each player will take one Try Again card that is useful during game play. Shuffle each Cindr App Dragon Profile and Whelp App Location card deck and place near each other. The dice will be placed near all the cards as well and the game is ready to begin!
On a turn a player will do each of these steps in order: Choose a Dragon to Date, Assemble the Dice Pool, Draw a Location Card, Check Dragon Powers & Location Bonuses, The Date / Roll Dice, Burned by a Dragon, and End of Turn. In the solo game players will be playing long enough to complete five dragon dates.
Choosing a Dragon to Date consists of reading the profile on the top of the deck and deciding whether to date or not. If not, swipe the profile into The Dating Pool below the deck. Players may swipe twice for free, and pay for additional swipes. After a dragon has been chosen, players will Assemble the Dice Pool by flipping the profile card and comparing with the stats they had made for their character at the beginning of the game. For each match players will receive a green die. For each value one space away a blue die, and for two spaces away a red die. Each die color has a different value of faces, but all have hearts and fires. Next the player(s) will Draw a Location Card from the top of the deck, read the front, then flip to the back. The back of the card will list any die up/downgrades and bonuses that may activate at different times during the date. Checking Dragon Powers & Location Bonuses will happen next and are self-explanatory.
Now that a dragon date has been procured and a location chosen, The Date may occur! When on the date, players will roll the four dice up to three times. The first time they are rolled is considered the Meet Up. The Next Step and The Next Level are the second and third rolls respectively. To be considered a full date, players will need to at least roll a second time. It is during The Date that players will be collecting hearts and trying to avoid fires. Three fires and the hearts are lost and the turn over. Players may stop rolling any time they wish and bank the hearts they have won to that point. The hearts then transfer to Love Points that are tracked at the bottom of the Character Profile card.
Should a player roll three flames and have no way to mitigate them, they lose all earned hearts for that round and their turn is over. They were, after all, Burned by a Dragon. The End of Turn is a cleanup phase to setup for the next player (or next round if playing solo). Play continues in this fashion until a player reaches 21+ Love Points in a multiplayer game or after the solo player has gone on five complete dates. Total the points to see who is the winner, or compare against the Love Meter card to see where you stack up.
Components. I’m just going to come out and say it now: I love everything about the components in this game. The dice are excellent and feature GOOD colors (not just boring primary colors). The app cards look like a phone’s screen and that’s brilliant. The Location cards are using a review service named Whelp, and also a stroke of brilliance. The art is amazing, save for the somewhat boring Second Chance cards, and one of the fonts is the same as my favorite game of all time – Valeria: Card Kingdoms, so I am fan for sure.
It’s no use hiding the fact that I am giddy playing this game. Even solo! Yes, I missed out on being able to date dragons from other players’ Dating Pools, but I have access to all the dragons anyway! Being able to adjust your choices during the game as a result of dragon powers or location powers is a neat twist that I wasn’t expecting. Those powers and bonuses are great and can really change the game, and contribute to an already large replayability score from me. It’s just a superb game that I love more and more every time I play it.
Cindr will probably never make my Top 10 Games of All Time, but it will most certainly remain in my Top 100 for years. Again, I wish I had not missed out on the Kickstarter for this one as I am gluttonous for KS stretch goal extras, but I am quite happy with where this game is at retail level. If you are looking for a great game with a hilarious and wonderful theme, plays quickly, and is excellent as a solo game too, then check out Cindr. You will never look at dragon dating sites the same way again. I promise.
Cindr has players taking on the persona of a lonely fantasy creature looking for dragon love on a dating app. Players will be building their character by making choices and then swiping left or right to attempt going on dates with dragons that may be a great match. Roll the dice well and things may go to the Next Step, or even the Next Level. Roll poorly and your dear dragon date may send you home aflame.
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. Furthermore I will be covering the game using the Solo rules (which are no different than the multiplayer rules). For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player (or just yourself if playing the solo rules as I am) will choose a Character Profile card, filling in the blanks and circling choices to build their new fantasy persona. Each player will take one Try Again card that is useful during game play. Shuffle each Cindr App Dragon Profile and Whelp App Location card deck and place near each other. The dice will be placed near all the cards as well and the game is ready to begin!
On a turn a player will do each of these steps in order: Choose a Dragon to Date, Assemble the Dice Pool, Draw a Location Card, Check Dragon Powers & Location Bonuses, The Date / Roll Dice, Burned by a Dragon, and End of Turn. In the solo game players will be playing long enough to complete five dragon dates.
Choosing a Dragon to Date consists of reading the profile on the top of the deck and deciding whether to date or not. If not, swipe the profile into The Dating Pool below the deck. Players may swipe twice for free, and pay for additional swipes. After a dragon has been chosen, players will Assemble the Dice Pool by flipping the profile card and comparing with the stats they had made for their character at the beginning of the game. For each match players will receive a green die. For each value one space away a blue die, and for two spaces away a red die. Each die color has a different value of faces, but all have hearts and fires. Next the player(s) will Draw a Location Card from the top of the deck, read the front, then flip to the back. The back of the card will list any die up/downgrades and bonuses that may activate at different times during the date. Checking Dragon Powers & Location Bonuses will happen next and are self-explanatory.
Now that a dragon date has been procured and a location chosen, The Date may occur! When on the date, players will roll the four dice up to three times. The first time they are rolled is considered the Meet Up. The Next Step and The Next Level are the second and third rolls respectively. To be considered a full date, players will need to at least roll a second time. It is during The Date that players will be collecting hearts and trying to avoid fires. Three fires and the hearts are lost and the turn over. Players may stop rolling any time they wish and bank the hearts they have won to that point. The hearts then transfer to Love Points that are tracked at the bottom of the Character Profile card.
Should a player roll three flames and have no way to mitigate them, they lose all earned hearts for that round and their turn is over. They were, after all, Burned by a Dragon. The End of Turn is a cleanup phase to setup for the next player (or next round if playing solo). Play continues in this fashion until a player reaches 21+ Love Points in a multiplayer game or after the solo player has gone on five complete dates. Total the points to see who is the winner, or compare against the Love Meter card to see where you stack up.
Components. I’m just going to come out and say it now: I love everything about the components in this game. The dice are excellent and feature GOOD colors (not just boring primary colors). The app cards look like a phone’s screen and that’s brilliant. The Location cards are using a review service named Whelp, and also a stroke of brilliance. The art is amazing, save for the somewhat boring Second Chance cards, and one of the fonts is the same as my favorite game of all time – Valeria: Card Kingdoms, so I am fan for sure.
It’s no use hiding the fact that I am giddy playing this game. Even solo! Yes, I missed out on being able to date dragons from other players’ Dating Pools, but I have access to all the dragons anyway! Being able to adjust your choices during the game as a result of dragon powers or location powers is a neat twist that I wasn’t expecting. Those powers and bonuses are great and can really change the game, and contribute to an already large replayability score from me. It’s just a superb game that I love more and more every time I play it.
Cindr will probably never make my Top 10 Games of All Time, but it will most certainly remain in my Top 100 for years. Again, I wish I had not missed out on the Kickstarter for this one as I am gluttonous for KS stretch goal extras, but I am quite happy with where this game is at retail level. If you are looking for a great game with a hilarious and wonderful theme, plays quickly, and is excellent as a solo game too, then check out Cindr. You will never look at dragon dating sites the same way again. I promise.

Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.

Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.

Gareth von Kallenbach (980 KP) rated Transformers: The Last Knight (2017) in Movies
Jun 19, 2019
Director Michael Bay is back with “Transformers” The Last Knight”, and even before the Paramount logo could fade; Bay’s trademark fire and explosions light up the screen. This is a big indication of what is to come as from the start we are bombarded with fire, explosions, and lots of slow motion shots of people being thrown about.
The film stars Mark Wahlberg as Cade Yeager who continues to try to help the Autobots despite being declared illegal for their destructive war with the Decepticons which has left a path of human death and destruction in its wake.
While Cade runs afoul of the government, he reluctantly helps those in need including a young girl named Izabella (Isabela Moner), who also has a soft spot for the kind Autobots.
The two warring factions are in a race to find a mythical object that they believe will restore they damaged home world but of course, will lay waste to the Earth in the process. One would say ok with this storyline we have enough to work with. Unfortunately the film keeps cramming in plot points and subplots that do not really go anywhere. We are introduced to characters that appear important and then vanish for most of the film without contributing much of any significance. The audience is also bombarded with a barrage of chases, action sequences and of course; fiery explosions after another but without anything in the form of suspense or excitement.
Sir Anthony Hopkins appears and for a few moments I had hopes that the film would start to be more coherent and gain some focus, but thanks to his erratic and annoying character and even more annoying robotic butler, the film almost becomes unwatchable. It was like watching a two-plus hour FX reel for people with short attention spans. The dialogue is groan inducing even for an action film and it seems as if every character can only say Sh*t when they are frustrated or stressed.
I do not expect a great plot, acting, or writing for a film based on a popular toy series but we have seen much better examples in the prior films.
It seems that Bay is so content to simply let the very impressive visuals of the film carry the day and things such as a plot, character development, and a brisker run time simply got in the way of his desire to blow more things up and fill each shot with as many FX sequences as possible regardless of how annoying they were and if they were needed at all.
I am not a Michael Bay basher as has a solid track record of success and you know what you are getting with him. But if the franchise is to move forward, it will need an infusion of fresh ideas and creativity as this was borderline unwatchable at points. The fans and the franchise deserve much better than this effort.
http://sknr.net/2017/06/20/transformers-last-knight/
The film stars Mark Wahlberg as Cade Yeager who continues to try to help the Autobots despite being declared illegal for their destructive war with the Decepticons which has left a path of human death and destruction in its wake.
While Cade runs afoul of the government, he reluctantly helps those in need including a young girl named Izabella (Isabela Moner), who also has a soft spot for the kind Autobots.
The two warring factions are in a race to find a mythical object that they believe will restore they damaged home world but of course, will lay waste to the Earth in the process. One would say ok with this storyline we have enough to work with. Unfortunately the film keeps cramming in plot points and subplots that do not really go anywhere. We are introduced to characters that appear important and then vanish for most of the film without contributing much of any significance. The audience is also bombarded with a barrage of chases, action sequences and of course; fiery explosions after another but without anything in the form of suspense or excitement.
Sir Anthony Hopkins appears and for a few moments I had hopes that the film would start to be more coherent and gain some focus, but thanks to his erratic and annoying character and even more annoying robotic butler, the film almost becomes unwatchable. It was like watching a two-plus hour FX reel for people with short attention spans. The dialogue is groan inducing even for an action film and it seems as if every character can only say Sh*t when they are frustrated or stressed.
I do not expect a great plot, acting, or writing for a film based on a popular toy series but we have seen much better examples in the prior films.
It seems that Bay is so content to simply let the very impressive visuals of the film carry the day and things such as a plot, character development, and a brisker run time simply got in the way of his desire to blow more things up and fill each shot with as many FX sequences as possible regardless of how annoying they were and if they were needed at all.
I am not a Michael Bay basher as has a solid track record of success and you know what you are getting with him. But if the franchise is to move forward, it will need an infusion of fresh ideas and creativity as this was borderline unwatchable at points. The fans and the franchise deserve much better than this effort.
http://sknr.net/2017/06/20/transformers-last-knight/

Haley Mathiot (9 KP) rated A Certain Wolfish Charm (Westfield Wolves, #1) in Books
Apr 27, 2018
Rating:
3.75
Lily is worried about her nephew, Oliver, whom she has raised since he was six. He’s nearly doubled in size, he’s always angry, and she’s never raised a boy before so she has no idea what to think. So she turns to his legal guardian, Simon Westfield the duke of Blackmoor, who has never been involved in the 12-year old’s life except to send money when Lily writes to him. When she finally finds him, he won’t talk to her, won’t listen to her, and won’t help her.
But then Simon seems to realize what the problem is—because he experienced it himself: Oliver is turning into a werewolf—and demands to take Oliver under his control, to help and raise him himself. Lilly refuses to leave her nephew, and finds herself falling for Simon, then engaged to him in order to protect her reputation.
But Simon doesn’t want Lily in his life—though he can’t deny the attraction he has for her—because of the horrible stories of werewolf love going wrong. But how can he keep her away when she’s all he wants?
A Certain Wolfish Charm is book 1 in the series. The other two books center around the other two brothers Westfield, but all three books cover the same period of time.
My favorite thing about the book was the characters. I love the characters, especially the interaction between the three brothers. They love each other quite obviously, but they bicker and argue all the time. one will randomly throw something at another with lethal intents, and the other will duck and go on with life as if it was normal. which, it is. They are always threatening to kill each other, though I doubt they ever would. But let’s just say it’s a good thing werewolves heal fast.
Another thing I liked was the plot. It was simple, no crazy thriller or mystery, It was just a simple romance. But it was compelling, and had enough story to it to keep you reading.
Simon… goodness he’s a passionate one (I’m pretty sure it’s illegal to be that handsome). Lily, at times, seemed dense and silly, especially for not talking out her problems with her husband. And they were both a bit melodramatic at times, but that was rare and it only felt that way because of the sentence structure. With that in mind, the sentences may have changed as I got the ARC for review, not the finished version.
It was a bit difficult to tell if they had accents or not due to the writing. Sometimes it felt like they did, and sometimes it felt like they didn’t and it was a bit annoying. However their voices were all very clear in my head.
The writing was fine, it wasn’t fantastic but it was readable and enjoyable. I don’t particularly like the cover, I think they could have done more werewolfish stuff and less typical romance novel stuff.
A Certain Wolfish Charm was really cute, highly addictive, and fast paced. I can’t wait to read the other two!
Content: Some sex, a little swearing, mention of nudity. no violence.
Recommendation: Ages 18+ for anyone who loves a good werewolf story.
3.75
Lily is worried about her nephew, Oliver, whom she has raised since he was six. He’s nearly doubled in size, he’s always angry, and she’s never raised a boy before so she has no idea what to think. So she turns to his legal guardian, Simon Westfield the duke of Blackmoor, who has never been involved in the 12-year old’s life except to send money when Lily writes to him. When she finally finds him, he won’t talk to her, won’t listen to her, and won’t help her.
But then Simon seems to realize what the problem is—because he experienced it himself: Oliver is turning into a werewolf—and demands to take Oliver under his control, to help and raise him himself. Lilly refuses to leave her nephew, and finds herself falling for Simon, then engaged to him in order to protect her reputation.
But Simon doesn’t want Lily in his life—though he can’t deny the attraction he has for her—because of the horrible stories of werewolf love going wrong. But how can he keep her away when she’s all he wants?
A Certain Wolfish Charm is book 1 in the series. The other two books center around the other two brothers Westfield, but all three books cover the same period of time.
My favorite thing about the book was the characters. I love the characters, especially the interaction between the three brothers. They love each other quite obviously, but they bicker and argue all the time. one will randomly throw something at another with lethal intents, and the other will duck and go on with life as if it was normal. which, it is. They are always threatening to kill each other, though I doubt they ever would. But let’s just say it’s a good thing werewolves heal fast.
Another thing I liked was the plot. It was simple, no crazy thriller or mystery, It was just a simple romance. But it was compelling, and had enough story to it to keep you reading.
Simon… goodness he’s a passionate one (I’m pretty sure it’s illegal to be that handsome). Lily, at times, seemed dense and silly, especially for not talking out her problems with her husband. And they were both a bit melodramatic at times, but that was rare and it only felt that way because of the sentence structure. With that in mind, the sentences may have changed as I got the ARC for review, not the finished version.
It was a bit difficult to tell if they had accents or not due to the writing. Sometimes it felt like they did, and sometimes it felt like they didn’t and it was a bit annoying. However their voices were all very clear in my head.
The writing was fine, it wasn’t fantastic but it was readable and enjoyable. I don’t particularly like the cover, I think they could have done more werewolfish stuff and less typical romance novel stuff.
A Certain Wolfish Charm was really cute, highly addictive, and fast paced. I can’t wait to read the other two!
Content: Some sex, a little swearing, mention of nudity. no violence.
Recommendation: Ages 18+ for anyone who loves a good werewolf story.

Sophia (Bookwyrming Thoughts) (530 KP) rated The Guardian's Wyrd in Books
Jan 23, 2020
The Guardian's Wyrd didn't exactly hit the bull's eye with me, and half the time my mind was telling me to just click the DNF button because there wasn't much going on.
Or maybe I just need to lower down the chances of trying to catch my attention from 50% down to 25%. A quarter just seems a tad bit harsh, and 50 just seems like a nice number compared to 38. :p
The book focuses on a guy named Jason September, in which I actually thought he was a she and "her" name was September. Confused? Yeah... that was me for 10% of the book. Is it a girl, or is it a guy? It sounds like a guy, but is his name Jay (preferred nickname), or is it September? And if it's September, why does that sound like a girl's name? That's like my parents naming me Jace May (if you really fell for that, you must be a newcomer. Welcome. Please take a moment to look at who posted this if that is the case). I'm not exactly sure how that works, and that probably says I should remain a single pringle, in which I'm happy to oblige. Just be sure to buy me a pack of Pringles every Valentine's Day.
Said dude who isn't actually a girl in the long run apparently has a crush on his music teacher, lives in Cape Town (I'm sort of a fan for books that are well... set in not so major cities like LA or NYC), an oddball at school who gets picked on a lot and dreams of being a famous musician. The Guardian's Wyrd seems to focus a lot on Jay's dreams of being a musician. I think that probably shows how determined he is to go after his dreams, which isn't always a bad thing.
Problem is, when you're too busy daydreaming of being the next Harry Styles, it doesn't actually keep my attention forever. Oh, and he has a temper problem. LOTS of anger. >_<
<img border="0" src="http://3.bp.blogspot.com/-ISpQyM6f4zY/U3qB1NhQnYI/AAAAAAAADRA/wqRU0-4YX4s/s1600/giphy.gif" height="179" width="320">
It's not until around 34% of the book that things actually catch my attention, when View Spoiler » . Then it sort of gets ruined a bit a few moments later when Jay meets a birdy and ends up kissing her. Within 3 pages, actually. Fortunately it doesn't seem like it's instalove, so that's not exactly a problem (yush).
While I did get warned that the language may not be what I'm used to, what does larny or jawellnofine even mean? I don't think it's in the dictionary either, so if anyone knows, do tell me. And if any of the definitions are as bad as twerking or even remotely close to it, please. Don't even say a word. Because I do NOT want to know. o_o
------------
Advanced copy provided by the publisher for review
Original Rating: 3.5 out of 5
This review and more can be found over at <a href="http://bookwyrming-thoughts.blogspot.com/2014/05/arc-review-the-guardians-wyrd-by-nerine-dorman.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://4.bp.blogspot.com/-Gi5Rk5yLloA/UtliaUbdL3I/AAAAAAAACbE/J27z92_qrYU/s1600/Official+Banner.png" /></a>
Or maybe I just need to lower down the chances of trying to catch my attention from 50% down to 25%. A quarter just seems a tad bit harsh, and 50 just seems like a nice number compared to 38. :p
The book focuses on a guy named Jason September, in which I actually thought he was a she and "her" name was September. Confused? Yeah... that was me for 10% of the book. Is it a girl, or is it a guy? It sounds like a guy, but is his name Jay (preferred nickname), or is it September? And if it's September, why does that sound like a girl's name? That's like my parents naming me Jace May (if you really fell for that, you must be a newcomer. Welcome. Please take a moment to look at who posted this if that is the case). I'm not exactly sure how that works, and that probably says I should remain a single pringle, in which I'm happy to oblige. Just be sure to buy me a pack of Pringles every Valentine's Day.
Said dude who isn't actually a girl in the long run apparently has a crush on his music teacher, lives in Cape Town (I'm sort of a fan for books that are well... set in not so major cities like LA or NYC), an oddball at school who gets picked on a lot and dreams of being a famous musician. The Guardian's Wyrd seems to focus a lot on Jay's dreams of being a musician. I think that probably shows how determined he is to go after his dreams, which isn't always a bad thing.
Problem is, when you're too busy daydreaming of being the next Harry Styles, it doesn't actually keep my attention forever. Oh, and he has a temper problem. LOTS of anger. >_<
<img border="0" src="http://3.bp.blogspot.com/-ISpQyM6f4zY/U3qB1NhQnYI/AAAAAAAADRA/wqRU0-4YX4s/s1600/giphy.gif" height="179" width="320">
It's not until around 34% of the book that things actually catch my attention, when View Spoiler » . Then it sort of gets ruined a bit a few moments later when Jay meets a birdy and ends up kissing her. Within 3 pages, actually. Fortunately it doesn't seem like it's instalove, so that's not exactly a problem (yush).
While I did get warned that the language may not be what I'm used to, what does larny or jawellnofine even mean? I don't think it's in the dictionary either, so if anyone knows, do tell me. And if any of the definitions are as bad as twerking or even remotely close to it, please. Don't even say a word. Because I do NOT want to know. o_o
------------
Advanced copy provided by the publisher for review
Original Rating: 3.5 out of 5
This review and more can be found over at <a href="http://bookwyrming-thoughts.blogspot.com/2014/05/arc-review-the-guardians-wyrd-by-nerine-dorman.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://4.bp.blogspot.com/-Gi5Rk5yLloA/UtliaUbdL3I/AAAAAAAACbE/J27z92_qrYU/s1600/Official+Banner.png" /></a>

Kirk Bage (1775 KP) rated Black Mirror: Bandersnatch (2018) in Movies
Mar 3, 2020
Over a year on from this novelty being the first fully interactive film released by Netflix there is still no evidence of a similarly user controlled show out there. The streaming service had promised, after scooping a primetime Emmy for outstanding TV movie, that it was commissioning many more like it. But as of January 2020 they are nowhere to be seen.
Could it be that without the context of being a Black Mirror mind game, wrapped in Charlie Brooker’s clever if flimsy script, that it would just feel too intrusive and unnecessary for a mainstream drama audience? Not to mention the extra cost and hassle of filming multiple scenarios on a production. It’s fine as a distracting experiment, but would we want to have choices as a normal part of watching something?
Especially when looking back on Bandersnatch and realising that without this gimmick it is probably one of the weaker entries under the banner of Black Mirror quality. I can see how it would work well in children’s programming, as a way of keeping young audiences engaged. But beyond that, why not just play an actual video game, if an immersive interactive story that you control is what you want?
Fionn Whitehead of Dunkirk fame, does a fine job as 80s teen computer geek Stefan, as does the versatile yet under-used Will Poulter, in roles that in a straight drama would feel massively under-written. The impressive thing is how smooth the whole experience is. And you do feel increasingly uncomfortable the more you begin to influence Stefan, choosing more and more sinister actions simply out of a dark curiosity of where that will take him, and you!
The idea of reaching a dead end and having to go back to relive a moment, whilst cleverly woven in here to reflect a “choose your own adventure” book, does become a fault and a bit annoying. Something of a cheat! What would be truly impressive would be to branch the story in ways that never allow you to go back, but still results in the story making sense. Although the logistics of that script boggles the mind.
I do like the idea of no two people ever watching the same film, sort of. I also hate it. Because a good film has enough ambiguity to encourage debate anyway, and knowing everyone has watched the same story as you feels like a shared experience. No matter how interesting it might be in theory, you can’t escape the fact that Xbox and Playstation have this covered, especially as VR gaming becomes more common.
And that is the ultimate failing of Bandersnatch, in that you can’t really talk about the story in any other way than to wonder which ending you got? Apparently, it has five possible outcomes. By the time I had gone over it and found three, I was pretty much done with it. My curiosity certainly didn’t extend to going back and discovering the consequences of every possible choice.
Would I still recommend it? Well, yes. Anyone that hasn’t tried it probably should, at least have a go, to be able to say been there, done that. Would I like to see interaction as a part of my favourite shows? Definitely not.
Could it be that without the context of being a Black Mirror mind game, wrapped in Charlie Brooker’s clever if flimsy script, that it would just feel too intrusive and unnecessary for a mainstream drama audience? Not to mention the extra cost and hassle of filming multiple scenarios on a production. It’s fine as a distracting experiment, but would we want to have choices as a normal part of watching something?
Especially when looking back on Bandersnatch and realising that without this gimmick it is probably one of the weaker entries under the banner of Black Mirror quality. I can see how it would work well in children’s programming, as a way of keeping young audiences engaged. But beyond that, why not just play an actual video game, if an immersive interactive story that you control is what you want?
Fionn Whitehead of Dunkirk fame, does a fine job as 80s teen computer geek Stefan, as does the versatile yet under-used Will Poulter, in roles that in a straight drama would feel massively under-written. The impressive thing is how smooth the whole experience is. And you do feel increasingly uncomfortable the more you begin to influence Stefan, choosing more and more sinister actions simply out of a dark curiosity of where that will take him, and you!
The idea of reaching a dead end and having to go back to relive a moment, whilst cleverly woven in here to reflect a “choose your own adventure” book, does become a fault and a bit annoying. Something of a cheat! What would be truly impressive would be to branch the story in ways that never allow you to go back, but still results in the story making sense. Although the logistics of that script boggles the mind.
I do like the idea of no two people ever watching the same film, sort of. I also hate it. Because a good film has enough ambiguity to encourage debate anyway, and knowing everyone has watched the same story as you feels like a shared experience. No matter how interesting it might be in theory, you can’t escape the fact that Xbox and Playstation have this covered, especially as VR gaming becomes more common.
And that is the ultimate failing of Bandersnatch, in that you can’t really talk about the story in any other way than to wonder which ending you got? Apparently, it has five possible outcomes. By the time I had gone over it and found three, I was pretty much done with it. My curiosity certainly didn’t extend to going back and discovering the consequences of every possible choice.
Would I still recommend it? Well, yes. Anyone that hasn’t tried it probably should, at least have a go, to be able to say been there, done that. Would I like to see interaction as a part of my favourite shows? Definitely not.

Darren (1599 KP) rated Stephen King's A Good Marriage (2014) in Movies
Jun 20, 2019
Story: A Good Marriage starts with the anniversary party of Darcy (Allen) and Bob Anderson (LaPaglia) with their grown up children Petra (Connolly) and Donnie (Stockman). Everything on the outside looks like it is going great for the couple and what could possibly be shocking about them? The couple seem to have a follower in Holt Ramsey (Lang) but why?
Darcy’s life takes a sudden change when searching for batteries she finds a hidden box with the drivers licences of woman who are found dead. As Darcy struggles to deal with the realisation that she is married to a serial killer we watch how Bob is tracking down him latest victim while away on business. We have to watch how Bob and Darcy try to work through the problems because spilling the secret could ruin the family.
A Good Marriage really does end up coming off very dull, the concept sounds very interesting. I feel this story should have been a hell of a lot tenser because of the action of the husband especially with the idea that the wife doesn’t want to destroy her children’s lives with the secret. I can honestly say I was expecting a look into the husband’s killing and an actual confrontation rather than just a calm talking about his actions. Overall the story doesn’t come off very well at all and I can honestly say this will disappoint any and all the Stephen King Fans out there. (2/10)
Actor Review
Joan Allen: Darcy Anderson is the loving mother and wife who discovers her husband’s secret. Darcy has to try and figure out what to do because talking will destroy the family but she also knows the next victim will now be here fault. Joan does a solid job but doesn’t reach the levels you would expect to make you feel like her character is scared or keeping a brave face. (5/10)
Anthony LaPaglia: Bob Anderson is the account husband of Darcy who has been living a different life behind his family’s back as a serial killer. When his wife discovers his secret he has to convince her not to go to the cops and ruin the life the children think they have had. Anthony is an actor I would expect to be able to play this role really well but he doesn’t seem to get into the role enough to make us believe he is a killer. (3/10)
Support Cast: A Good Marriage has a supporting cast that are mostly people Darcy is trying to protect from the truth, but it also has a man trying to find out the truth about the killer.
Director Review: Peter Askin – Peter doesn’t give us enough tension in a film that should be filled to the rim with tension because of the subject matter. (3/10)
Thriller: A Good Marriage is a film that should be filled with tension but this manages to let it all go without capitalising on the idea. (2/10)
Settings: A Good Marriage keeps the settings great because the idea would be that the killer is in plain sight living a normal life. (9/10)
Suggestion: A Good Marriage has to go down as one to avoid because it really does disappoint trying to tell an easy story. (Avoid)
Best Part: Hard to find anything.
Worst Part: No Tension.
Improve Ideas: High tension level.
Believability: The idea does come from a real serial killer but the outcome on film doesn’t really work. (3/10)
Chances of Tears: No (0/10)
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Runtime: 1 Hour 42 Minutes
Trivia: This is Stephen King’s first self-adapted screenplay since “Pet Sematary,” which was released 25 years earlier. The last feature film script he wrote was “Sleepwalkers,” released in 1992. Since then he has written TV movies, mini-series and shows, such as “The Stand,” “The Shining” and “Kingdom Hospital.”
Overall: Very disappointing thriller with no actual tension.
https://moviesreview101.com/2015/06/04/a-good-marriage-2014/
Darcy’s life takes a sudden change when searching for batteries she finds a hidden box with the drivers licences of woman who are found dead. As Darcy struggles to deal with the realisation that she is married to a serial killer we watch how Bob is tracking down him latest victim while away on business. We have to watch how Bob and Darcy try to work through the problems because spilling the secret could ruin the family.
A Good Marriage really does end up coming off very dull, the concept sounds very interesting. I feel this story should have been a hell of a lot tenser because of the action of the husband especially with the idea that the wife doesn’t want to destroy her children’s lives with the secret. I can honestly say I was expecting a look into the husband’s killing and an actual confrontation rather than just a calm talking about his actions. Overall the story doesn’t come off very well at all and I can honestly say this will disappoint any and all the Stephen King Fans out there. (2/10)
Actor Review
Joan Allen: Darcy Anderson is the loving mother and wife who discovers her husband’s secret. Darcy has to try and figure out what to do because talking will destroy the family but she also knows the next victim will now be here fault. Joan does a solid job but doesn’t reach the levels you would expect to make you feel like her character is scared or keeping a brave face. (5/10)
Anthony LaPaglia: Bob Anderson is the account husband of Darcy who has been living a different life behind his family’s back as a serial killer. When his wife discovers his secret he has to convince her not to go to the cops and ruin the life the children think they have had. Anthony is an actor I would expect to be able to play this role really well but he doesn’t seem to get into the role enough to make us believe he is a killer. (3/10)
Support Cast: A Good Marriage has a supporting cast that are mostly people Darcy is trying to protect from the truth, but it also has a man trying to find out the truth about the killer.
Director Review: Peter Askin – Peter doesn’t give us enough tension in a film that should be filled to the rim with tension because of the subject matter. (3/10)
Thriller: A Good Marriage is a film that should be filled with tension but this manages to let it all go without capitalising on the idea. (2/10)
Settings: A Good Marriage keeps the settings great because the idea would be that the killer is in plain sight living a normal life. (9/10)
Suggestion: A Good Marriage has to go down as one to avoid because it really does disappoint trying to tell an easy story. (Avoid)
Best Part: Hard to find anything.
Worst Part: No Tension.
Improve Ideas: High tension level.
Believability: The idea does come from a real serial killer but the outcome on film doesn’t really work. (3/10)
Chances of Tears: No (0/10)
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Runtime: 1 Hour 42 Minutes
Trivia: This is Stephen King’s first self-adapted screenplay since “Pet Sematary,” which was released 25 years earlier. The last feature film script he wrote was “Sleepwalkers,” released in 1992. Since then he has written TV movies, mini-series and shows, such as “The Stand,” “The Shining” and “Kingdom Hospital.”
Overall: Very disappointing thriller with no actual tension.
https://moviesreview101.com/2015/06/04/a-good-marriage-2014/

Bob Mann (459 KP) rated Mary Poppins Returns (2018) in Movies
Sep 28, 2021
A valiant attempt to recreate a masterpiece.
How do you repaint a masterpiece: the Mona Lisa of children’s fantasy cinema? Some would say “You shouldn’t try”.
As I’ve said before, Mary Poppins was the first film I saw when it came out (or soon afterwards) at a very impressionable age…. I was said to have bawled my eyes out with “THE MAGIC NANNY IS GOING AWAY!!” as Julie Andrews floated off! So as my last cinema trip of 2018 I went to see this sequel, 54 years after the original, with a sense of dread. I’m relieved to say that although the film has its flaws it’s by no means the disaster I envisaged.
The plot
It’s a fairly lightweight story. Now all grown up, young Michael from the original film (Ben Whishaw) has his own family. His troubles though come not singly but in battalions since not only is he grieving a recent loss but he is also about to be evicted from 17 Cherry Tree Lane. Help is at hand in that his father, George Banks, had shares with the Fidelity Fiduciary Bank. But despite their best efforts neither he, his sister Jane (Emily Mortimer) nor their chirpy “strike a light” lamplighter friend Jack (Lin-Manuel Miranda) can find the all-important share certificates. With the deadline from bank manager Wilkins (Colin Firth) approaching, it’s fortuitous that Mary Poppins (Emily Blunt) drops in to look after the Banks children – John (Nathanael Saleh), Anabel (Pixie Davies) and Georgie (Joel Dawson) – in her own inimitable fashion.
Songs that are more Meh-ry Poppins
I know musical taste is very personal. My biggest problem with the film though was that the songs by Marc Shaiman were, to me, on the lacklustre side. Only one jumped out and struck me: the jaunty vaudeville number “A Cover is not the Book”. Elsewhere they were – to me – unmemorable and nowhere near as catchy as those of “The Greatest Showman“. (What amplified this for me was having some of the classic Sherman-brothers themes woven into the soundtrack that just made me realise what I was missing!) Richard M Sherman – now 90 – was credited with “Music Consultant” but I wonder how much input he actually had?
The other flaws
Another issue I had with the film was that it just tried WAAYYY too hard to tick off the key attributes of the original:
‘Mary in the mirror’ – check
‘Bottomless carpet bag’ – check
‘Initial fun in the nursery’ – check
‘Quirky trip to a cartoon land’ – check
‘Dance on the ceiling with a quirky relative’ – check
‘Chirpy chimney sweeps’ – check (“Er… Mr Marshall… we couldn’t get chimney sweeps… will lamplighters do?” “Yeah, good enough”)
Another thing that struck me about the film – particularly as a film aimed at kids – is just how long it is. At 2 hours and 10 minutes it’s a bladder-testing experience for adults let alone younger children. (It’s worth noting that this is still 9 minutes shorter than the original, but back in the 60’s we had FAR fewer options to be stimulated by entertainment and our attention spans were – I think – much longer as a result!)
What it does get right
But with this whinging aside, the film does get a number of things spit-spot on.
Emily Blunt is near perfection as Poppins. (In the interests of balance my wife found her bizarrely clipped accent very grating, but I suspect P.L. Travers would have approved!). Broadway star Lin-Manuel Miranda also does a good job as Jack, although you wonder whether the ‘society of cockney actors’ must again be in a big grump about the casting! I found Emily Mortimer just delightful as the grown-up Jane, although Ben Whishaw‘s Michael didn’t particularly connect with me.
Almost unrecognisable was David Warner as the now wheelchair-bound Admiral Boom. His first mate is none other than Jim Norton of “Father Ted” Bishop Brennan fame (thanks to my daughter Jenn for pointing that one out)!
Also watch out (I’d largely missed it before I realised!) for a nice pavement cameo by Karen Dotrice, the original Jane, asking directions to number 19 Cherry Tree Lane.
What the film also gets right is to implement the old-school animation of the “Jolly Holidays” segment of the original. That’s a really smart move. Filmed at Shepperton Studios in London, this is once again a great advert for Britain’s film technicians. The London sets and the costumes (by the great Sandy Powell) are just superb.
Some cameo cherries on the cake
Finally, the aces in the hole are the two cameos near the end of the film. And they would have been lovely surprises as well since neither name appears in the opening credits. It’s therefore a CRYING SHAME that they chose to let the cat out of the bag in the trailer (BLOODY MARKETING EXECS!). In case you haven’t seen the trailer, I won’t spoil it for you here. But as a magical movie experience the first of those cameos moved me close to tears. He also delivers a hum-dinger of a plot twist that is a genuinely welcome crossover from the first film.
Final Thoughts
Rob Marshall directs, and with a pretty impossible task he delivers an end-product that, while it didn’t completely thrill me, did well not to trash my delicate hopes and dreams either. Having just listened to Kermode and Mayo’s review (and it seems that Mark Kermode places Poppins on a similar pedestal to me) the songs (and therefore the “Place Where Lost Things Go” song) just didn’t resonate with me in the same way, and so, unlike Kermode, I mentally never bridged the gap to safely enjoying it.
But what we all think is secondary. Because if some three or four year old out there gets a similarly lifelong love of the cinema by watching this, then that’s all that matters.
As I’ve said before, Mary Poppins was the first film I saw when it came out (or soon afterwards) at a very impressionable age…. I was said to have bawled my eyes out with “THE MAGIC NANNY IS GOING AWAY!!” as Julie Andrews floated off! So as my last cinema trip of 2018 I went to see this sequel, 54 years after the original, with a sense of dread. I’m relieved to say that although the film has its flaws it’s by no means the disaster I envisaged.
The plot
It’s a fairly lightweight story. Now all grown up, young Michael from the original film (Ben Whishaw) has his own family. His troubles though come not singly but in battalions since not only is he grieving a recent loss but he is also about to be evicted from 17 Cherry Tree Lane. Help is at hand in that his father, George Banks, had shares with the Fidelity Fiduciary Bank. But despite their best efforts neither he, his sister Jane (Emily Mortimer) nor their chirpy “strike a light” lamplighter friend Jack (Lin-Manuel Miranda) can find the all-important share certificates. With the deadline from bank manager Wilkins (Colin Firth) approaching, it’s fortuitous that Mary Poppins (Emily Blunt) drops in to look after the Banks children – John (Nathanael Saleh), Anabel (Pixie Davies) and Georgie (Joel Dawson) – in her own inimitable fashion.
Songs that are more Meh-ry Poppins
I know musical taste is very personal. My biggest problem with the film though was that the songs by Marc Shaiman were, to me, on the lacklustre side. Only one jumped out and struck me: the jaunty vaudeville number “A Cover is not the Book”. Elsewhere they were – to me – unmemorable and nowhere near as catchy as those of “The Greatest Showman“. (What amplified this for me was having some of the classic Sherman-brothers themes woven into the soundtrack that just made me realise what I was missing!) Richard M Sherman – now 90 – was credited with “Music Consultant” but I wonder how much input he actually had?
The other flaws
Another issue I had with the film was that it just tried WAAYYY too hard to tick off the key attributes of the original:
‘Mary in the mirror’ – check
‘Bottomless carpet bag’ – check
‘Initial fun in the nursery’ – check
‘Quirky trip to a cartoon land’ – check
‘Dance on the ceiling with a quirky relative’ – check
‘Chirpy chimney sweeps’ – check (“Er… Mr Marshall… we couldn’t get chimney sweeps… will lamplighters do?” “Yeah, good enough”)
Another thing that struck me about the film – particularly as a film aimed at kids – is just how long it is. At 2 hours and 10 minutes it’s a bladder-testing experience for adults let alone younger children. (It’s worth noting that this is still 9 minutes shorter than the original, but back in the 60’s we had FAR fewer options to be stimulated by entertainment and our attention spans were – I think – much longer as a result!)
What it does get right
But with this whinging aside, the film does get a number of things spit-spot on.
Emily Blunt is near perfection as Poppins. (In the interests of balance my wife found her bizarrely clipped accent very grating, but I suspect P.L. Travers would have approved!). Broadway star Lin-Manuel Miranda also does a good job as Jack, although you wonder whether the ‘society of cockney actors’ must again be in a big grump about the casting! I found Emily Mortimer just delightful as the grown-up Jane, although Ben Whishaw‘s Michael didn’t particularly connect with me.
Almost unrecognisable was David Warner as the now wheelchair-bound Admiral Boom. His first mate is none other than Jim Norton of “Father Ted” Bishop Brennan fame (thanks to my daughter Jenn for pointing that one out)!
Also watch out (I’d largely missed it before I realised!) for a nice pavement cameo by Karen Dotrice, the original Jane, asking directions to number 19 Cherry Tree Lane.
What the film also gets right is to implement the old-school animation of the “Jolly Holidays” segment of the original. That’s a really smart move. Filmed at Shepperton Studios in London, this is once again a great advert for Britain’s film technicians. The London sets and the costumes (by the great Sandy Powell) are just superb.
Some cameo cherries on the cake
Finally, the aces in the hole are the two cameos near the end of the film. And they would have been lovely surprises as well since neither name appears in the opening credits. It’s therefore a CRYING SHAME that they chose to let the cat out of the bag in the trailer (BLOODY MARKETING EXECS!). In case you haven’t seen the trailer, I won’t spoil it for you here. But as a magical movie experience the first of those cameos moved me close to tears. He also delivers a hum-dinger of a plot twist that is a genuinely welcome crossover from the first film.
Final Thoughts
Rob Marshall directs, and with a pretty impossible task he delivers an end-product that, while it didn’t completely thrill me, did well not to trash my delicate hopes and dreams either. Having just listened to Kermode and Mayo’s review (and it seems that Mark Kermode places Poppins on a similar pedestal to me) the songs (and therefore the “Place Where Lost Things Go” song) just didn’t resonate with me in the same way, and so, unlike Kermode, I mentally never bridged the gap to safely enjoying it.
But what we all think is secondary. Because if some three or four year old out there gets a similarly lifelong love of the cinema by watching this, then that’s all that matters.

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