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Purple Phoenix Games (2266 KP) rated Block Ness in Tabletop Games
May 10, 2021
The Loch Ness monster has been a thorn in the side of believers for so long now. We recently published a preview for a Sasquatch game, and a game featuring a werewolf. Today it’s Nessie’s turn. But this game isn’t necessarily about Nessie, but of giant water serpents vying for control over the too-small lake in which they find themselves. How did they get there? What do they eat? Will they truly come to get me if I don’t brush my teeth? I don’t know the answer to some of those questions, but here’s another: is a game about these creatures good?
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Purple Phoenix Games (2266 KP) rated Crazier Eights: Camelot in Tabletop Games
Dec 23, 2020
DISCLAIMER: We have previously reviewed Crazier Eights: Olympus and Crazier Eights: Pantheon, and this preview has much of the same verbiage as the family of games share most things. Near the end of the preview are my thoughts about the differences in Camelot vs Olympus and Pantheon.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Camelot.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Camelot (which I will from here call C8C) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8C strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Camelot! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Arthurian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the third Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and recently also reviewed Pantheon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
This Camelot set is slightly different than our previous experiences with both Olympus and Pantheon in a few ways. Firstly, it is more of a base game deck like Olympus instead of a standalone/expansion like Pantheon. Secondly, this set seems to use more cards that affect the assets of other players, specifically in destroying them. Additionally, I have noticed a few cards in the deck that specifically say if certain criteria are met one player automatically wins or loses the game. That’s it. Done-zo. Maybe I missed these cards in the other sets, but I do not remember them ever surfacing. Having each set focus on different aspects of the game and the manipulation of the rules ever so slightly to affect a player’s strategy from one set to the next is quite enchanting to me. Could you put all the sets together to make a massive meta-deck a la Munchkin with all the sets and expansions? Probably, but like Munchkin, I probably would rather keep them separate.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in Arthurian-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Camelot.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Camelot (which I will from here call C8C) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8C strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Camelot! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Arthurian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the third Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and recently also reviewed Pantheon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
This Camelot set is slightly different than our previous experiences with both Olympus and Pantheon in a few ways. Firstly, it is more of a base game deck like Olympus instead of a standalone/expansion like Pantheon. Secondly, this set seems to use more cards that affect the assets of other players, specifically in destroying them. Additionally, I have noticed a few cards in the deck that specifically say if certain criteria are met one player automatically wins or loses the game. That’s it. Done-zo. Maybe I missed these cards in the other sets, but I do not remember them ever surfacing. Having each set focus on different aspects of the game and the manipulation of the rules ever so slightly to affect a player’s strategy from one set to the next is quite enchanting to me. Could you put all the sets together to make a massive meta-deck a la Munchkin with all the sets and expansions? Probably, but like Munchkin, I probably would rather keep them separate.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in Arthurian-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
Purple Phoenix Games (2266 KP) rated Doctor Who: Time of the Daleks in Tabletop Games
Sep 2, 2021
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
graveyardgremlin (7194 KP) rated Slide (Slide, #1) in Books
Feb 15, 2019
<b>2.5 stars
Slide</b> features an intriguing idea though the results left me with mixed feelings. The concept is awesome, but the execution? Yeah, not so much. The writing is serviceable, neither bad nor great and it didn't draw me into the story straightaway. Both the way it is written and the storyline reminds me of some of the books I read as a pre-teen/teen way back during the Pleistocene epoch, otherwise known as the 1990s, with authors like Christopher Pike, R.L. Stine, Diane Hoh, Lois Duncan, Richie Tankersley Cusick, among others. It especially seems to fall right in between Pike and Stine. While the writing is more mature than Stine's, it's not quite as sophisticated as Pike's. The mystery is weak, and by the end, seems pointless as it's totally anti-climactic, over in a flash, like it was written just to finish the book up, and absurdly contrived. The whole ending is totally ludicrous and unbelievable. The clues leading up to it are obvious and not incorporated into the story well at all. These clues were so glaring they all but had a flashing sign pointing to them in cartoon-like fashion whenever they fell into the main character's path. Sylvia a.k.a. Vee wasn't written as a dummy, at first, but boy she was an absolute idiot about those clues and putting two and two together, or really much of anything until it slapped her in the face. While Vee is sympathetic, I can't say I felt much of anything for her, and even less for anyone else in book because of their lack of depth. No one is explained in any detail, either personality or looks, motivations, or whatever. Just a brief shallow summary if lucky. Speaking of.... What has happened in books today where there are no descriptions of how anybody looks, except "I have pink hair," "his blonde hair," or some other toss away adjective? I've seen it over and over again and all I'm left with is the visualization that these people have no faces, much like that episode of Doctor Who (The Idiot's Lantern). Frankly it's all rather creepy.
I feel like this could have been a great book if it was longer (the copy I read is only 250 pages of at least 1.5 spaced lines) and had much more depth. Add in a couple more suspects, motivations, etc., and maybe a little more information on Vee's "sliding" powers. Unfortunately it's only an "okay" read that's easy and moves at a rapid pace. I didn't hate the book by any means, it's just not one that'll stick in my head for more than a few days. On the plus side I love the cover composition and colors, so kudos to the artist(s). This works fine as a standalone, but is now part of a series, for some unfathomable reason. Frankly, I'm getting sick of every book that comes out, most usually in the YA genre, becoming a series. It's ridiculous how few standalone books there are anymore. Still, even with all my grumbling about the numerous series and everything else, I think I will check out [b:Impostor|13423265|Impostor (Slide, #2)|Jill Hathaway|http://d202m5krfqbpi5.cloudfront.net/books/1341084724s/13423265.jpg|18870053], the second book in the <i>Slide</i> series, as it sounds interesting. Who knows, this might have just been the stepping stone to bigger and better things. Although if Vee is as stupid as she was in this one, I'm outta there.
Originally Reviewed: October 16, 2012
Received: Amazon Vine
Slide</b> features an intriguing idea though the results left me with mixed feelings. The concept is awesome, but the execution? Yeah, not so much. The writing is serviceable, neither bad nor great and it didn't draw me into the story straightaway. Both the way it is written and the storyline reminds me of some of the books I read as a pre-teen/teen way back during the Pleistocene epoch, otherwise known as the 1990s, with authors like Christopher Pike, R.L. Stine, Diane Hoh, Lois Duncan, Richie Tankersley Cusick, among others. It especially seems to fall right in between Pike and Stine. While the writing is more mature than Stine's, it's not quite as sophisticated as Pike's. The mystery is weak, and by the end, seems pointless as it's totally anti-climactic, over in a flash, like it was written just to finish the book up, and absurdly contrived. The whole ending is totally ludicrous and unbelievable. The clues leading up to it are obvious and not incorporated into the story well at all. These clues were so glaring they all but had a flashing sign pointing to them in cartoon-like fashion whenever they fell into the main character's path. Sylvia a.k.a. Vee wasn't written as a dummy, at first, but boy she was an absolute idiot about those clues and putting two and two together, or really much of anything until it slapped her in the face. While Vee is sympathetic, I can't say I felt much of anything for her, and even less for anyone else in book because of their lack of depth. No one is explained in any detail, either personality or looks, motivations, or whatever. Just a brief shallow summary if lucky. Speaking of.... What has happened in books today where there are no descriptions of how anybody looks, except "I have pink hair," "his blonde hair," or some other toss away adjective? I've seen it over and over again and all I'm left with is the visualization that these people have no faces, much like that episode of Doctor Who (The Idiot's Lantern). Frankly it's all rather creepy.
I feel like this could have been a great book if it was longer (the copy I read is only 250 pages of at least 1.5 spaced lines) and had much more depth. Add in a couple more suspects, motivations, etc., and maybe a little more information on Vee's "sliding" powers. Unfortunately it's only an "okay" read that's easy and moves at a rapid pace. I didn't hate the book by any means, it's just not one that'll stick in my head for more than a few days. On the plus side I love the cover composition and colors, so kudos to the artist(s). This works fine as a standalone, but is now part of a series, for some unfathomable reason. Frankly, I'm getting sick of every book that comes out, most usually in the YA genre, becoming a series. It's ridiculous how few standalone books there are anymore. Still, even with all my grumbling about the numerous series and everything else, I think I will check out [b:Impostor|13423265|Impostor (Slide, #2)|Jill Hathaway|http://d202m5krfqbpi5.cloudfront.net/books/1341084724s/13423265.jpg|18870053], the second book in the <i>Slide</i> series, as it sounds interesting. Who knows, this might have just been the stepping stone to bigger and better things. Although if Vee is as stupid as she was in this one, I'm outta there.
Originally Reviewed: October 16, 2012
Received: Amazon Vine
Phillip McSween (751 KP) rated Hard Candy (2005) in Movies
Feb 21, 2019
Solid Movie
Hardy Candy is as good as it is unsettling. There is an art in movies to making you feel creeped out and director David Slade definitely pulls it off here. I don’t really want to disclose too much of the plot in fear of giving it away for those that haven’t seen it, but I will say that it starts with a teenager meeting a thirty-something year-old in a chat room and agreeing to meet him in person. I definitely wasn’t expecting or ready for what happened next.
Acting: 10
Ellen Page plays the role of the aforementioned teenager Hayley Stark. In a word: Fantastic. I can almost imagine a role of this nature being somewhat freeing and therapeutic. I love the angle that she took as Hayley, calm on the surface but a loose cannon ready to explode. The emotional range here is noticed and appreciated.
Shout-out to Patrick Wilson playing the role of Jeff Kohlver the thirty-something. He, just like Page, excels in playing a multi-dimensional character that has that “other” side. Seeing the two work on screen together is like magic.
Beginning; 10
Characters: 9
The story centers around Hayley and Patrick but, in a way, one could argue that the movie is about four people: Their characters and the ones underneath the surface. The way they play off of each other is fascinating. You want to see more of them, know more about what got them to this point. It’s a cat-and-mouse game and you don’t quite know who’s who.
Cinematography/Visuals: 8
Colors and tones play a significant role in setting the mood of the movie. Again, it’s that eery creepiness Slade manages to capture in every shot, even when things feel normal. Emotional moments are captured in a way that manage to magnify the way a viewer feels. That’s where I feel the visuals succeed the most. On the downside, it got somewhat monotonous having the characters be in one location for the majority of the movie. Maybe breaking it up with flashbacks or something would have made the pill a little easier to swallow.
Conflict: 4
Let’s just say I was expecting a lot more to happen than what actually did. In other words, there was DEFINITELY room for more conflict here. Just slightly more subtle than I was hoping for.
Genre: 5
This score would have been higher had there been just a bit more action and a fluctuation of location changes. While it checks most boxes for what makes a quality movie, I have seen better dramas that are worth the higher score.
Memorability: 7
Pace: 10
Sometimes intensity can magnify a situation and that’s one of a number of things Hard Candy is great at. Because you’re dealing with two characters that are loaded pistols, you don’t really know what’s going to unfold from one scene to the next. That’s ultimately what makes the movie so fun to watch. There is always something to pay attention to here.
Plot: 10
Resolution: 10
Overall: 83
Hard Candy is a great example of why I created my scoring system in the first place. Some movies slip in some areas and they get called a bad movie as a result. When you look at all the moving parts separately, however, you potentially learn the opposite. Is it a perfect movie? Not at all. Is it a solid, fun movie to watch. Absolutely.
Acting: 10
Ellen Page plays the role of the aforementioned teenager Hayley Stark. In a word: Fantastic. I can almost imagine a role of this nature being somewhat freeing and therapeutic. I love the angle that she took as Hayley, calm on the surface but a loose cannon ready to explode. The emotional range here is noticed and appreciated.
Shout-out to Patrick Wilson playing the role of Jeff Kohlver the thirty-something. He, just like Page, excels in playing a multi-dimensional character that has that “other” side. Seeing the two work on screen together is like magic.
Beginning; 10
Characters: 9
The story centers around Hayley and Patrick but, in a way, one could argue that the movie is about four people: Their characters and the ones underneath the surface. The way they play off of each other is fascinating. You want to see more of them, know more about what got them to this point. It’s a cat-and-mouse game and you don’t quite know who’s who.
Cinematography/Visuals: 8
Colors and tones play a significant role in setting the mood of the movie. Again, it’s that eery creepiness Slade manages to capture in every shot, even when things feel normal. Emotional moments are captured in a way that manage to magnify the way a viewer feels. That’s where I feel the visuals succeed the most. On the downside, it got somewhat monotonous having the characters be in one location for the majority of the movie. Maybe breaking it up with flashbacks or something would have made the pill a little easier to swallow.
Conflict: 4
Let’s just say I was expecting a lot more to happen than what actually did. In other words, there was DEFINITELY room for more conflict here. Just slightly more subtle than I was hoping for.
Genre: 5
This score would have been higher had there been just a bit more action and a fluctuation of location changes. While it checks most boxes for what makes a quality movie, I have seen better dramas that are worth the higher score.
Memorability: 7
Pace: 10
Sometimes intensity can magnify a situation and that’s one of a number of things Hard Candy is great at. Because you’re dealing with two characters that are loaded pistols, you don’t really know what’s going to unfold from one scene to the next. That’s ultimately what makes the movie so fun to watch. There is always something to pay attention to here.
Plot: 10
Resolution: 10
Overall: 83
Hard Candy is a great example of why I created my scoring system in the first place. Some movies slip in some areas and they get called a bad movie as a result. When you look at all the moving parts separately, however, you potentially learn the opposite. Is it a perfect movie? Not at all. Is it a solid, fun movie to watch. Absolutely.
Synopsis: Learn to live, love, and lead courageously--as you boldly choose to trust God.
Whether you're facing struggles with singleness, the mounting challenges of marriage and motherhood, health issues, a financial crisis--God has equipped you to walk in freedom and confidence as you abide in Him, strengthened by His power and provision. Through the stories of eleven brave women of the Bible who made faith-filled choices that positioned them for success, LaTan Roland Murphy exhorts, encourages, and empowers women of all ages. With warmth and wit, she illustrates how you, like Deborah, Jael, Mary, and others, can look beyond your circumstances and lay hold of the courage needed to
· draw closer to Jesus when facing illness, isolation, or rejection;
· live and give generously, even amid financial hardship; and
· step out into faithful, fearless living as a wife, mother, friend or coworker--no matter the season of life or what lies ahead.
Thought-provoking study questions and an interactive journaling section will help take you even deeper in your quest for a more courageous, confident life, either on your own or with a group.
My Thoughts: What are you afraid of? Is it stepping out and doing what God has called you to do? Is it facing an illness, a death? Or maybe some other type of hardship or even a new venture in life. LaTan Roland Murphy has written an excellent book, using women of the Bible to help illustrate how we can overcome our fear and insecurities. In this study the reader will take a look into the lives of Deborah, The woman with the issue of blood, The widow with two coins, Jael, Abigail Bathsheba, just to name a couple.
This is a working book, the author takes you on a journey into each of these women's lives and has you search and see how they found the courage they needed to live their lives and accomplish what God intended for them to do.
I love the way she has written this book, You read a chapter, then the author has you read scripture and apply what you learned by answering questions at the end of each chapter. She has a style of writing that is easy to read and understand. You can follow along and immerse yourself in the book.
This can be a study you do alone, or in a group setting. I recommend this book for all Christian women to read, young or old, it will certainly draw you closer to God, and give you the courage to carry on.
LaTan Roland Murphy is an award-winning author and speaker with writing featured in HOAwomen magazine. She is the author of Becoming a Woman of Interior Elegance and coauthor of God's Provision in Tough Times. She is also the founder of The Colors of His Love Women's Conference. She and her husband, Joe, have three adult children and two delightful grandchildren. They live in Raleigh, North Carolina. Please visit her website at www.latanmurphy.com.
I received this book free from the publisher. I was not required to write a positive review and the opinions I have expressed are my own. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255 : “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
Whether you're facing struggles with singleness, the mounting challenges of marriage and motherhood, health issues, a financial crisis--God has equipped you to walk in freedom and confidence as you abide in Him, strengthened by His power and provision. Through the stories of eleven brave women of the Bible who made faith-filled choices that positioned them for success, LaTan Roland Murphy exhorts, encourages, and empowers women of all ages. With warmth and wit, she illustrates how you, like Deborah, Jael, Mary, and others, can look beyond your circumstances and lay hold of the courage needed to
· draw closer to Jesus when facing illness, isolation, or rejection;
· live and give generously, even amid financial hardship; and
· step out into faithful, fearless living as a wife, mother, friend or coworker--no matter the season of life or what lies ahead.
Thought-provoking study questions and an interactive journaling section will help take you even deeper in your quest for a more courageous, confident life, either on your own or with a group.
My Thoughts: What are you afraid of? Is it stepping out and doing what God has called you to do? Is it facing an illness, a death? Or maybe some other type of hardship or even a new venture in life. LaTan Roland Murphy has written an excellent book, using women of the Bible to help illustrate how we can overcome our fear and insecurities. In this study the reader will take a look into the lives of Deborah, The woman with the issue of blood, The widow with two coins, Jael, Abigail Bathsheba, just to name a couple.
This is a working book, the author takes you on a journey into each of these women's lives and has you search and see how they found the courage they needed to live their lives and accomplish what God intended for them to do.
I love the way she has written this book, You read a chapter, then the author has you read scripture and apply what you learned by answering questions at the end of each chapter. She has a style of writing that is easy to read and understand. You can follow along and immerse yourself in the book.
This can be a study you do alone, or in a group setting. I recommend this book for all Christian women to read, young or old, it will certainly draw you closer to God, and give you the courage to carry on.
LaTan Roland Murphy is an award-winning author and speaker with writing featured in HOAwomen magazine. She is the author of Becoming a Woman of Interior Elegance and coauthor of God's Provision in Tough Times. She is also the founder of The Colors of His Love Women's Conference. She and her husband, Joe, have three adult children and two delightful grandchildren. They live in Raleigh, North Carolina. Please visit her website at www.latanmurphy.com.
I received this book free from the publisher. I was not required to write a positive review and the opinions I have expressed are my own. I am disclosing this in accordance with the Federal Trade Commission’s 16 CFR, Part 255 : “Guides Concerning the Use of Endorsements and Testimonials in Advertising.”
Mothergamer (1546 KP) rated Warframe in Video Games
Apr 3, 2019
A friend of mine suggested that I check out the game Warframe. They thought I would like it since I like games like Phantasy Star Online and Mass Effect. Warframe is a free to play co-operative third person shooter game. It's a science fiction futuristic role playing game. You can play Warframe on the PC, Xbox One, or the Playstation 4. Unfortunately there is no cross platform play with this, but at least you have a choice about which one you want to play on.
You play as a member of the Tenno, a race of ancient warriors who have awoken from cryosleep and find themselves at war with a race known as the Grineer who appear to be human clones with metal mods and the Corpus a corporation with robots and laser technology. I found that concept pretty intriguing and decided to check it out on my computer.
There are three starter warframes to choose from; Mag, Volt, and Excalibur. I decided to go with Mag and started my adventure in Warframe and named her Pirotess Dragontamer like my Final Fantasy XIV character. The introductory tutorial is quite helpful which gave me a chance to get used to the battle controls. I also liked that you can change the colors of your warframe and customize it to your tastes.
My Mag warframe is pretty cool.
There are so many missions you can do on each planet ranging from rescue missions to spy missions. You can do these missions solo, but it's definitely easier to do them with friends. The max number of people on a team is four and it does make a mission go a lot faster when you have a full team. Finding a team is fairly easy as you can make your match settings public and the game will match you with people who are doing the same mission.
Pirotess doing a mission with her friends.
I'm glad I tried Warframe out because I love it. It's a lot of fun to play and the story is very interesting. The graphics for the game look great and the voice acting and music is really good as well. It's hard to believe it's a free to play online game because there is so much content and so many great areas to explore.
You can also do crafting in the game and it isn't boring. In many of the missions you get blueprints for weapons and different warframes which you can build in your ship. Level grinding is not boring at all because of the variety of the missions. You also have solo missions for ranking up your warframe. The max level for a warframe is 30 and you can level up your weapons and pets as well.
Pirotess on her Frost warframe.
My husband Ron plays Warframe with me as well and he's really enjoying it also. It's a lot of fun playing the game together and with our friends. Having a good clan helps too because they can help you get missions done as well as helping with getting blueprints and items you need for crafting and modding equipment.
I'm also looking forward to the new expansion for the game, Plains of Eidolon because it looks fantastic and there's going to be even more things added including a new warframe. Warframe is so much fun and I love just exploring and doing all the events and missions with everyone. It's fast paced and fits in my wheel house for sci-fi space games. Now, I'm off to explore more of the galaxy!
You play as a member of the Tenno, a race of ancient warriors who have awoken from cryosleep and find themselves at war with a race known as the Grineer who appear to be human clones with metal mods and the Corpus a corporation with robots and laser technology. I found that concept pretty intriguing and decided to check it out on my computer.
There are three starter warframes to choose from; Mag, Volt, and Excalibur. I decided to go with Mag and started my adventure in Warframe and named her Pirotess Dragontamer like my Final Fantasy XIV character. The introductory tutorial is quite helpful which gave me a chance to get used to the battle controls. I also liked that you can change the colors of your warframe and customize it to your tastes.
My Mag warframe is pretty cool.
There are so many missions you can do on each planet ranging from rescue missions to spy missions. You can do these missions solo, but it's definitely easier to do them with friends. The max number of people on a team is four and it does make a mission go a lot faster when you have a full team. Finding a team is fairly easy as you can make your match settings public and the game will match you with people who are doing the same mission.
Pirotess doing a mission with her friends.
I'm glad I tried Warframe out because I love it. It's a lot of fun to play and the story is very interesting. The graphics for the game look great and the voice acting and music is really good as well. It's hard to believe it's a free to play online game because there is so much content and so many great areas to explore.
You can also do crafting in the game and it isn't boring. In many of the missions you get blueprints for weapons and different warframes which you can build in your ship. Level grinding is not boring at all because of the variety of the missions. You also have solo missions for ranking up your warframe. The max level for a warframe is 30 and you can level up your weapons and pets as well.
Pirotess on her Frost warframe.
My husband Ron plays Warframe with me as well and he's really enjoying it also. It's a lot of fun playing the game together and with our friends. Having a good clan helps too because they can help you get missions done as well as helping with getting blueprints and items you need for crafting and modding equipment.
I'm also looking forward to the new expansion for the game, Plains of Eidolon because it looks fantastic and there's going to be even more things added including a new warframe. Warframe is so much fun and I love just exploring and doing all the events and missions with everyone. It's fast paced and fits in my wheel house for sci-fi space games. Now, I'm off to explore more of the galaxy!
Purple Phoenix Games (2266 KP) rated Tussie Mussie in Tabletop Games
Jun 13, 2019
It is the Victorian Age. Music is getting better. Wardrobes are getting frillier. Friendships are getting… confusing. How do you tell your dear friend that they have upset you but you still very much care for them? By giving them a carefully crafted bouquet of flowers, with each bloom symbolizing a snippet of information you wish to relay. Thus is the story of Tussie-Mussies, the texting of the Victorian Age.
OK, I am not really a flower guy. My wife can attest to that. I like them. I think they are great outside in the landscaping. I just do not have an eye for combining them into intricate, meaningful bunches that really state my feelings. So when we received Tussie-Mussie from Button Shy Games, I was hopeful that I would not need to draw upon my severely-lacking knowledge of beautiful blossoms.
Thankfully, the game we received is a quick filler card game in Button Shy’s Wallet line, and it’s delightful. On your turn you will draw two cards from the deck and decide which you would like to offer to your neighbor face-up and which will be offered face-down (similar to the card assignments in Biblios). Your neighbor will then decide which card they will take, with the other card being returned to you for your collection. All players will offer cards to their neighbors and once the players each have four cards in front of them you may complete any card-driven actions. Once all players have had their chance to complete the printed actions the bouquets will be scored. Add your scores over three rounds of play to determine the winner of Tussie-Mussie.
Components. This is an 18-card micro-game that comes in the typical Button Shy Wallet. The wallet is fine and does what it sets out to do – protect the cards during transport. The cards themselves are of good quality, though I know not whether the quality of cards will be adjusted once the game completes its Kickstarter campaign upgrades through any planned stretch goals. The art is what really makes this game impressive. Beth Sobel knocks it out of the park again with the art here. The colors are vibrant, the flowers look amazing, and the layout is great. I have no complaints on components and art at all.
Is the game good? Yes! I think the game is very solid for what it is. I caution you not to go into this game with strategies devised and tactics you would like to try. This is not that kind of game. Since you never know the types of cards you will be receiving from your neighbors, your best strategy is trying to bluff and manipulate your neighbors into passing you the cards you really want. And isn’t that what the Victorian Age was really about, anyway? When you just cannot put together a winning collection of cards, just laugh it off and appreciate your gorgeous bouquet that you have assembled.
In the end, this game is really good for a quick light filler with amazing art that you will want to keep playing. The components are excellent, the game play is fun and light, and it helps to finish a game night or palette cleanse for the next game. Quite enjoyable! Here here!
OK, I am not really a flower guy. My wife can attest to that. I like them. I think they are great outside in the landscaping. I just do not have an eye for combining them into intricate, meaningful bunches that really state my feelings. So when we received Tussie-Mussie from Button Shy Games, I was hopeful that I would not need to draw upon my severely-lacking knowledge of beautiful blossoms.
Thankfully, the game we received is a quick filler card game in Button Shy’s Wallet line, and it’s delightful. On your turn you will draw two cards from the deck and decide which you would like to offer to your neighbor face-up and which will be offered face-down (similar to the card assignments in Biblios). Your neighbor will then decide which card they will take, with the other card being returned to you for your collection. All players will offer cards to their neighbors and once the players each have four cards in front of them you may complete any card-driven actions. Once all players have had their chance to complete the printed actions the bouquets will be scored. Add your scores over three rounds of play to determine the winner of Tussie-Mussie.
Components. This is an 18-card micro-game that comes in the typical Button Shy Wallet. The wallet is fine and does what it sets out to do – protect the cards during transport. The cards themselves are of good quality, though I know not whether the quality of cards will be adjusted once the game completes its Kickstarter campaign upgrades through any planned stretch goals. The art is what really makes this game impressive. Beth Sobel knocks it out of the park again with the art here. The colors are vibrant, the flowers look amazing, and the layout is great. I have no complaints on components and art at all.
Is the game good? Yes! I think the game is very solid for what it is. I caution you not to go into this game with strategies devised and tactics you would like to try. This is not that kind of game. Since you never know the types of cards you will be receiving from your neighbors, your best strategy is trying to bluff and manipulate your neighbors into passing you the cards you really want. And isn’t that what the Victorian Age was really about, anyway? When you just cannot put together a winning collection of cards, just laugh it off and appreciate your gorgeous bouquet that you have assembled.
In the end, this game is really good for a quick light filler with amazing art that you will want to keep playing. The components are excellent, the game play is fun and light, and it helps to finish a game night or palette cleanse for the next game. Quite enjoyable! Here here!
Heather Cranmer (2721 KP) rated Altered (Crewel World, #2) in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
First off, I don't think Altered would work as a stand alone novel, so therefore, I'd suggest reading Crewel first so as not to be too confused. Oh, and if you haven't read Crewel, this review may contain some spoilers for it.
I really enjoyed Crewel, the first book in this series. I'd been wanting to read Altered since I finished Crewel. While this book takes a different direction from Crewel, I still really enjoyed it.
I like the title. It suits the book rather well. Even the Earth in this book has been altered from the Earth we know.
I really love the cover! I love the photo off Adelice within the whole sand timer thing. Adelice is running on borrowed time, and the cover depicts this perfectly.
The world building was done fantastically! It is quite a different world then that of Arras. Yes, I know it takes place on Earth, but this is a post apocalyptic type Earth with a sort of alternate history. In fact, there is one famous figure from history who makes an appearance in Altered which I didn't expect.
The pacing was done really well, and I was instantly drawn back into Adelice's world. I never wanted to put the book down!
Again, the plot is very original. I was confused a little bit through out the book, but I think that was because it had been awhile since I had read Crewel (well over a year ago). I had to try to remember how Adelice can weave and her abilities. Saying that though, I did enjoy the whole plot throughout especially the whole alternate history take. The cliff hanger at the end of this book leave it open for another book in the seires (which I will be reading). There's also the whole love triangle with Jost and Eric again. With the last book, I was team Jost, but this book, I was team Eric!
Again, Albin does a fantastic job in writing well developed characters. Adelice feels like she's grown a lot emotionally in this book. She's more of a stronger female lead and less sarcastic in this book. Jost, to me, shows his true colors in Altered. We also get to learn more about Eric and his background. We are also introduced to another baddie in this book named Kincaid. Kincaid is more of a snake in the grass compared to Cormac who was an up front, in your face, sleazeball.
The dialogue is fantastic and never once feels awkward. I don't remember any swear words, and there is minor violence.
Overall, Altered is a much different book from its predecessor, but that's not a bad thing. There's more gritty, fast paced action as well as a whole new cast of characters.
I'd recommend this book to those aged 14+ who are into science fiction and post apocalyptic worlds.
<center><b>I'd give Altered (Crewel World #2) by Gennifer Albin a 4.75 out of 5.</b></center>
(I won this hardback book in a competition. I was not required to write a review).
First off, I don't think Altered would work as a stand alone novel, so therefore, I'd suggest reading Crewel first so as not to be too confused. Oh, and if you haven't read Crewel, this review may contain some spoilers for it.
I really enjoyed Crewel, the first book in this series. I'd been wanting to read Altered since I finished Crewel. While this book takes a different direction from Crewel, I still really enjoyed it.
I like the title. It suits the book rather well. Even the Earth in this book has been altered from the Earth we know.
I really love the cover! I love the photo off Adelice within the whole sand timer thing. Adelice is running on borrowed time, and the cover depicts this perfectly.
The world building was done fantastically! It is quite a different world then that of Arras. Yes, I know it takes place on Earth, but this is a post apocalyptic type Earth with a sort of alternate history. In fact, there is one famous figure from history who makes an appearance in Altered which I didn't expect.
The pacing was done really well, and I was instantly drawn back into Adelice's world. I never wanted to put the book down!
Again, the plot is very original. I was confused a little bit through out the book, but I think that was because it had been awhile since I had read Crewel (well over a year ago). I had to try to remember how Adelice can weave and her abilities. Saying that though, I did enjoy the whole plot throughout especially the whole alternate history take. The cliff hanger at the end of this book leave it open for another book in the seires (which I will be reading). There's also the whole love triangle with Jost and Eric again. With the last book, I was team Jost, but this book, I was team Eric!
Again, Albin does a fantastic job in writing well developed characters. Adelice feels like she's grown a lot emotionally in this book. She's more of a stronger female lead and less sarcastic in this book. Jost, to me, shows his true colors in Altered. We also get to learn more about Eric and his background. We are also introduced to another baddie in this book named Kincaid. Kincaid is more of a snake in the grass compared to Cormac who was an up front, in your face, sleazeball.
The dialogue is fantastic and never once feels awkward. I don't remember any swear words, and there is minor violence.
Overall, Altered is a much different book from its predecessor, but that's not a bad thing. There's more gritty, fast paced action as well as a whole new cast of characters.
I'd recommend this book to those aged 14+ who are into science fiction and post apocalyptic worlds.
<center><b>I'd give Altered (Crewel World #2) by Gennifer Albin a 4.75 out of 5.</b></center>
(I won this hardback book in a competition. I was not required to write a review).
Phillip McSween (751 KP) rated The Incredibles 2 (2018) in Movies
Dec 11, 2018
On Par With the Best
If The Incredibles isn’t one of the top five superhero films of all time, it’s definitely top ten. For awhile, I had it billed as the greatest. It has everything you need which created a tough act to follow. But follow it they did fourteen years later with The Incredibles 2. The sequel continues the story of the superhero family and their dealings with being abnormal in a normal world.
Acting: 10
Beginning: 10
Characters: 10
Jack-Jack. Just…Jack-Jack. I could go into sophisticated detail about the depth of each of these characters and their internal struggles, but all you really need to know is Jack-Jack.
Cinematography/Visuals: 10
The animation in this movie is, for lack of a better word, incredible. Pixar seems to age like a fine wine, constantly improving upon themselves. Facial features are crisp, colors are vivid leaving the screen bursting with life. It operates just like a big budget superhero film and, in some ways, even better. Animation has a leg up because it allows you to always capture the desired moment at the perfect time. Watching the family work in tandem and seeing all their powers come together on screen is reminiscent of the first Avengers film.
Conflict: 10
No good battles arise without a good villain and Incredibles 2 doesn’t disappoint here. The movie is action-packed beset with high stakes. There are a handful of slow points where the film hiccups, but the fight sequences more than make up for it. Any scene with Dash in it and you never know what’s going to happen! He’s growing in his powers but still has yet to realize his own strength which makes him fun to watch.
Genre: 8
Doesn’t quite rank in the upper echelon of top superhero movies of 2018 (Black Panther, Avengers: Infinity War), but it’s not too far behind. It makes you feel, it makes you laugh, it makes you wow. Three things that make it a top choice for the year.
Memorability: 10
Jack-Jack Vs. The Raccoon is a scene I could watch a million times. Never gets old. The attention to detail in that scene and the way it unfolds is flawless. I also liked the fact that this movie seemed even darker than the first appealing more to adults at times than children. The first one toed the line, but the sequel jumped right over.
Pace: 8
As I mentioned earlier, there were some points in the movie where things got slow and you were waiting for it to pick back up. It didn’t happen often but definitely enough to be noticeable. Nothing that derailed the movie too much however as the action and hilarity more than made up for the slow points.
Plot: 8
Resolution: 10
Solid ending that ties the film up perfectly. It leaves you wanting more but, at the same time, if the series concluded here, I’d be good with it. No spoilers, but I’ll just say you’ll be satisfied.
Overall: 94
Incredibles 2 gets off to a fast start and doesn’t let you go. There is a scene with Edna and Jack-Jack that just makes me happy as hell and sums up my feeling for the whole movie experience. See it and love it.
Acting: 10
Beginning: 10
Characters: 10
Jack-Jack. Just…Jack-Jack. I could go into sophisticated detail about the depth of each of these characters and their internal struggles, but all you really need to know is Jack-Jack.
Cinematography/Visuals: 10
The animation in this movie is, for lack of a better word, incredible. Pixar seems to age like a fine wine, constantly improving upon themselves. Facial features are crisp, colors are vivid leaving the screen bursting with life. It operates just like a big budget superhero film and, in some ways, even better. Animation has a leg up because it allows you to always capture the desired moment at the perfect time. Watching the family work in tandem and seeing all their powers come together on screen is reminiscent of the first Avengers film.
Conflict: 10
No good battles arise without a good villain and Incredibles 2 doesn’t disappoint here. The movie is action-packed beset with high stakes. There are a handful of slow points where the film hiccups, but the fight sequences more than make up for it. Any scene with Dash in it and you never know what’s going to happen! He’s growing in his powers but still has yet to realize his own strength which makes him fun to watch.
Genre: 8
Doesn’t quite rank in the upper echelon of top superhero movies of 2018 (Black Panther, Avengers: Infinity War), but it’s not too far behind. It makes you feel, it makes you laugh, it makes you wow. Three things that make it a top choice for the year.
Memorability: 10
Jack-Jack Vs. The Raccoon is a scene I could watch a million times. Never gets old. The attention to detail in that scene and the way it unfolds is flawless. I also liked the fact that this movie seemed even darker than the first appealing more to adults at times than children. The first one toed the line, but the sequel jumped right over.
Pace: 8
As I mentioned earlier, there were some points in the movie where things got slow and you were waiting for it to pick back up. It didn’t happen often but definitely enough to be noticeable. Nothing that derailed the movie too much however as the action and hilarity more than made up for the slow points.
Plot: 8
Resolution: 10
Solid ending that ties the film up perfectly. It leaves you wanting more but, at the same time, if the series concluded here, I’d be good with it. No spoilers, but I’ll just say you’ll be satisfied.
Overall: 94
Incredibles 2 gets off to a fast start and doesn’t let you go. There is a scene with Edna and Jack-Jack that just makes me happy as hell and sums up my feeling for the whole movie experience. See it and love it.