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Kirk Bage (1775 KP) rated The Mandalorian in TV

Jan 22, 2021 (Updated Jan 22, 2021)  
The Mandalorian
The Mandalorian
2019 | Sci-Fi
Being a child of Star Wars, born in ’73, whose first memory of a cinema was A New Hope in ’77, of course the entire franchise is still close to my heart. I am no superfan, however. I do not need to remember every name of every character, or know the obscure names of planets to enjoy it. I remember that deeply competitive nature back in the playground – how important it was to prove Star Wars was yours by knowing more than any other kid! Fortunately I managed to let that go shortly after The Return of the Jedi. Ok, maybe 1995.

The Mandalorian is definitely for all Star Wars fans, but it is mostly for the kids that never grew up and need those details of “the canonical Star Wars” universe in their lives. And there are plenty of them. It is a geek’s wet dream! With chat rooms and fan sites going wild in debate and argument over the smallest of Easter eggs and hints to connections across the medium. As if this is a lost historical document that sheds light on the truth of many characters and events, that until now were shrouded in darkness and speculation only.

I find that phenomenon weird and a little creepy, but I do appreciate where it comes from. For me, I am merely glad it isn’t crap. It is nice to be in the Star Wars universe without holding your face in your hands for shame of lazy storytelling and moments that shit on the spirit of the original trilogy. The first thing that pleased me about The Mandolorian is how close it is in feel to the old school trilogy. In fact it surprised me, because, despite the very modern effects and full budget of Disney behind it, it feels very old fashioned, like a TV show from around 1986, maybe. And I wonder how they have achieved that every time I watch it. It has an intangible magic about it.

In fact, the feel of the show as a whole is often a little cheap, shockingly – the posters and toys and all associated media is as glossy and crisp as all money can afford, creating an image of the show that isn’t actually what the show is. In reality it is a cross between old spaghetti westerns, with The Mandalorian cast as The Man With No Name, and episodes of The A-Team or Knightrider. I kinda like it; very nostalgic, and a smart move by Jon Favreau and the other show-runners. It appeals to middle aged audiences and new alike, because it is a knowing hybrid of all things cool and nerdy!

Design-wise, the look of The Mandalorian himself is perfect fan bait and very cool. The music goes a long way to drawing you in – Ludwig Göransson, known for his work on Black Panther and Tenet, has hit on a career defining theme that blends Clint Eastwood and Star Wars in perfect harmony. I can’t imagine the show working half as well without that theme music! The spaceships and detail of every alien and weapon and costume is meticulous (if at times a little wobbly or cheap looking), and the wider feel of background and tertiary characters is pretty damn good.

But, let’s face it… The Mandalorian is the success it has been predominantly for one reason. I could give him his real name, but if you haven’t finished it yet that would count as a huge spoiler, so I will refer to him as The Child. The temptation to use the phrase Baby Yoda is hard to resist, and has been a cultural phenomenon that only comes along once or twice in a decade, but on this I agree with the fans: it is inaccurate and misleading. The Child is fine. It’ll do until you learn his true moniker.

In season one, where the build up of story, character and mystery is superb, we see very little of The Child at first. But we cannot take our eyes off him for every second he is on screen. The whole concept is so beyond cute and incredibly strong as a hook for a Star Wars story it is almost impossible not to squeal out loud at everything he does. Who is he? Why is he? What is he capable of? How will he fit in to the longterm idea for the story? So exciting, and total genius to keep everyone watching.

It isn’t all about The Child on his own though. It is about the unlikely symbiotic bond, like father and son, that develops between the tiny, vulnerable and childlike focal point, and the increasingly confident and loyal antihero, who will stop at nothing to protect his ward, as he struggles to find his own place in the universe. After a very short time, we care more about this relationship than 90% of all romances in all of TV history.

Through danger, mayhem and a touch of comedy, we grow to adore the two of them together, and can’t bear to think of them being apart. Some trick when you realise The Child is as much a mini-muppet style prosthetic as it is added CGI for expression and detail. Perhaps another callback to our 80s sensibilities, when we accepted ETs and Gremlins and all of the residents of Mos Eisley’s cantina as real without hesitation. It doesn’t have to look real, is the point, as long as it fits the story, is cool and is fun! Which The Child totally is – for entertainment value they have got the tone of the show so right.

What doesn’t hold up that strongly to critical scrutiny though is quite a lot of the scripts, the repetitive nature of the context of many episodes and missions the duo find themselves on, the mismatch quality of the guest directors abilities, and quite a lot of the dodgy acting by supporting characters. It’s as if at some production meeting at one early point they all said, look it’s Star Wars, we make the aliens and the spaceships and the weapons look good and we can’t fail… plus we have The Child and Boba Fett’s (yes, I know) armour, we can’t fail!

The basic storyline is enough to hook it on, just about, it is the detail that sometimes feels weak and lazy. But don’t worry, any minute something cool to look at and a big fight will happen, so we’re all good! I’m sure Pedro Pascal (the actor under the armour) can’t believe his luck! He is one of the biggest stars in TV all of a sudden, for basically doing a fairly monotone voice-over performance of some seriously dodgy dialogue. That is the magic of Star Wars.

So, I came to season one late, having no access at that time to Disney plus. In fact, I watched all of season one in a day the day before the launch of season two, so the switch to a new episode to look forward to suited me well. It gave me something to look forward to on a Friday between Halloween and Christmas. Trouble was that, although still having fun with the exploits of The Kid, I was starting to weary of the plotlines, and put my viewing on hold after S2E4 in favour of the far superior scripting of His Dark Materials on BBC.

I must have needed the hiatus, because when I came back to mop it up and finish season two a few days ago I realised that I had in fact missed it. It also helped that episode 5 onwards is when the season gets really good again. Rosario Dawson as Ashoka Tano (known well by fans of The Clone Wars) was a truly great addition that the show much needed by that point.

I had no trouble after that in bingeing to the end. You could feel a climax and a revelation coming, and although the character of Moff Gideon (Giancarlo Esposito) crumbled disappointly away into nothing much, the last 15 minutes of the final episode had me slack jawed in fan wonderment. I felt 9 years old again, and I loved it! I had been amazingly lucky not to stumble upon spoilers, I guess. Amazing ending, and all faults forgiven for that unforgettable moment and feel. Wonderful stuff!

To say any more, again, is to spoil. So, let’s just talk about it privately, or, you know, in about a year when season 3 is over and it is old news. Hmmm, season 3…? I wonder where they will take that now…? Actually, properly exciting, in a back in the playground kind of way.
  
Shadows & Dreams
Shadows & Dreams
Alexis Hall | 2014 | LGBTQ+, Paranormal, Science Fiction/Fantasy
1
3.3 (3 Ratings)
Book Rating
Review** spoiler alert ** *Warning: contains spoilers, bad words, and quite a long rant*


To be honest, I was very disappointed in this book. It had a great premise, which meant it had the potential to be a really good story, but the writing style of the author just completely ruined this book for me.

The basic idea behind the story is that Kate Kane, a paranormal PI, sets off on a case to find the brother of a woman she slept with once, and during this investigation, she runs into ALL MANNER OF TROUBLE. There are vampires and werewolves and ex-girlfriends around every corner, just lurking and waiting to pounce on Miss Kane. It's a very busy and involved story, and if it had been better written, I would have easily given it four stars at least, but there was just TOO much about this book -- style-wise -- that drove me insane.

For instance:

1. The plot, itself, is actually fairly well thought out and developed and is nowhere NEAR as cheesy as it sounds when you hear, "Vampires fighting werewolves," -- which, let's be honest, these days is so trite and overdone that it is scoffed at on a regular basis. However, there IS a good story in this novel. But the way Hall writes the not-cheesy story is so cheesy that it makes you THINK the story is cheesy. A lot of cheese, huh? A little confusing? Well then, let me give you an example.

Page 7-8: "Truth be told it was a little bit awkward, but my social weirdness threshold has gone way up since my girlfriend tried to murder my ex-girlfriend because her ex-girlfriend tried to murder her."

Okay... a bit ridiculous, especially seven/eight pages in, but I can roll with it. However, at the bottom of page eight:

Kane asks, "Who saw him last?"
Her assistant -- who is actually a statue brought to life and gifted to Kate by a group of rats who are apparently all seeing and all knowing God-types -- says, "I don't know. [...] Probably somebody at the hospital."
Kane asks, "Which one?"
And the assistant replies with this fantastic line: "The Whittington. He broke his leg changing a light bulb. Because he was standing on a swivel chair because he's an idiot."

Okay, I concede that maybe this line is supposed to sound ridiculous and funny, so I can even let that one slide. But then, three pages later, Hall completely turns me off to the book with this:

"Well, fuck. I was about to be hired by a woman I'd very nearly slept with to find her missing brother who was working for the woman who'd left me for a tech startup at the tech startup she left me for."

Wh-wh-what?! Are you kidding me? Could that sentence BE anymore convoluted or that plot-point any more ridiculously stereotypical?

And what is truly awful is that the story itself REALLY WASN'T THAT BAD. I mean, the writing was awful, which, overall, meant that the novel was -- in my opinion, of course -- bad, but the way the story progressed WAS interesting. It was nowhere near as bad as these 'recaps' by the main character make it sound, but the problem is that Hall throws in these inner-monologues for Kane ALL throughout the book, and they are terrible! Which, in turn, decreases the value of the entire story.

Another example falls right on the heels of the page 11 jewel.

Page 14: "I really really hoped this wasn't going to be another zombie plague. There'd been an outbreak when I'd taken Eve up to Lake Windermere for our third anniversary, and we'd spent the whole weekend under siege in the hotel, making molotovs from the minibar and clubbing re-animated tourists to death with souvenir walking sticks."

Really? Zombies now? On top of the vampires, witches, and werewolves? Can we POSSIBLY fit anymore para into this normal?

Enough with that.

Now on to point number 2. The girl on girl sex scenes in this book between sexy, snarky PI and her vampire girlfriend, the Prince (yes, Prince) of Cups, should be hot, right? No. They are forced, fake, and ridiculous. Halfway through the first one, I thought, "Jesus. This isn't lesbian sex. This is lesbian sex if it was written by a man who WISHES he could see some lesbian sex." That was the point at which I decided to look up more info on Alexis Hall, and I found out that he is, in fact, a man, which at least explains the sex scenes.

#3. Speaking of sex scenes, Hall also has this really irritating -- and distracting -- habit of throwing in random, explicitly sexual thoughts at TOTALLY inappropriate times. Right in the middle of the most stressful situations -- being locked up, about to be killed, thrown in prison/on trial -- Kate Kane begins inner-monologuing with herself about how much she'd like to fuck whatever female happens to be standing in front of her. RIDICULOUS! And annoying. Hated it.

4. One of the MOST annoying things about this book, however, was that it was in DESPERATE need of a SERIOUS case of editing. All throughout the book there were glaring errors that any first year college student should have caught while reading. I'm willing to discount SOME of these "errors" as simply being lost in translation, as the book is written with a British tone, and I am very much American. However, SOME of these errors simply CANNOT be due to anything other than careless editing.

For instance, page 113: "It's main distinguishing feature, right, was that was it was blue."

WAS that WAS it WAS blue? What does that even mean? Oh, yes, it means that no one bothered editing this beast before printing.

Page 141: "Piercing the heart will paralyse, but it won't kill, and anything will do, it doesn't have to wood."

Okay, so maybe the "paralyse" is simply British, but surely the "doesn't have to wood" bit needs a "be" in there somewhere, right?

Page 157: "Have we have achieved case closed, Miss Kane?"

Yes, yes have we have.

There are several -- SEVERAL -- more examples of these type errors, but I'm not about to point them all out. If you read the book, I'm sure you'll easily catch them on your own.

5. Another thing that drove me NUTS was the repetition. The awful thing is I'm fairly certain that Hall used these repetitious lines PURPOSELY to create some kind of effect -- humor, maybe? Whatever the desired result, it failed to do anything other than annoy me.

For instance, page 163: "'Hi. So. Look.' I tried to find a way to express the fact I had some good news and some bad news that wasn't I've got some good news and some bad news. 'I've got some good news and some bad news.'"

...blink... ...falls over...

Page 177: "All the more reason to tell them. [...] If they know that we know that she has returned, then they will not be tempted to conspire against us out of the false belief that we do not know. Of course, they may already know, but at present, we have no way to know what they know. If we tell them, we will know what they know, and all we will not know is how long they have known it."

Oh. Jumping. Jesus. On. A. Pogo. Stick. Please tell me you aren't serious.

And there was this one thing that repeated over and over again throughout the book. The first time, it was actually pretty clever. The second time, even, was okay. But by the time I'd read it nine times -- yes, NINE TIMES, no exaggeration whatsoever -- I was ready to never EVER read anything like it ever again.

This particular phrase was something Kate Kane internalized or muttered aloud to herself each time she decided to do something stupid OR she felt her life was in danger. The basic format went something like this:

"Here lies Kate Kane, died peacefully in her sleep aged 94. Beloved daughter."

The "Here lies Kate Kane" part remained constant, as did the "Beloved daughter." It was only the middle part that changed, for instance, "Here lies Kate Kate. Should have minded her own business. Beloved daughter." Or perhaps, "Here lies Kate Kane. She made a difference to dozens. Beloved daughter."

This continued NINE TIMES. It is not cute, funny, or clever after about the second time, definitely after the third. BUT NINE TIMES?! Come on!

And finally, my last complaint.

6. Several of the items, scenes, quotes, etc. in this book seemed waaaaaaaaaay too close to things from other books for my taste. Perhaps it is simply a coincidence and the author did not intentionally siphon plot points and details from other authors -- except, of course, when he obviously did in his quotations, such as his use of "Not all those who wander are lost" and "As old as my tongue, a little bit older than my teeth" which are DIRECTLY taken from other books, but I'm hoping those were intentional and not attempted-to-get-away-with-it plagiarism.

But there are several things in this novel that could have been taken from Jim Butcher's "Dresden Files", Lewis' "Narnia" chronicles, and Tolkien's "Lord of the Rings" series. I'm hoping, however, that they weren't, but they were very, very similar.

All in all, I'm disappointed to say that I was not a fan of this book at all, and I will most likely not be reading anymore Kate Kane books.
  
TE
The Exalted Gate
8
8.0 (1 Ratings)
Book Rating
(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>.


I absolutely love the cover of this book. It is gorgeous!! Anyway, this book has ten stories in it, so I will review and rate each one individually.
*
Boots

Judith (of an undisclosed age) is a girl that hates wearing shoes. However, she is in a play where she has to play a Polish tramp. She doesn't want to wear shoes, but the director says even tramps wear shoes. She finds some beat up looking boots in the prop room and puts them on. As soon as they are on her feet, it's like they have a mind of their own. They take Judith where they want to go. What ensues in an adventure that Judith won't soon forget.

I thought the story of Boots was a really cute and interesting read. I definitely think this will appeal to children of all ages. The only slight problem was with punctuation, but that's nothing that major. Judith is an interesting girl. I'd recommend this story.

I'd give Boots a 4.5 out of 5.
*
Five Gifts

Lonia is a thirteen year old girl whose parents are already nagging her to get married. (Yeah, it's a bit much, but it does say in the story that this was way back in the day). She'd rather spend her days in the children's glade talking to her elf friend, Pintak. One day, Pintak is kidnapped by a mean old wizard, and Lonia decides that she must go rescue him. She is given five gifts from different creatures of the forest to help her on her quest.

I was impressed with this story, and I found it quite interesting. There's also a lesson to be learned about experimenting on animals. Lonia was definitely a brave little girl and was willing to risk everything to save her friend. There are a few punctuation mistakes and a mispelt word, but other than that, this story was a good one.

I'd give Five Gifts a 5 out of 5.
*
Sintinko

Sintinko is a story set in Japan back when it was all emperors and generals. The emperor is jealous of Sintinko and wants to have him killed. It's only because of Ilyo, Sintinko's love interest, that the emperor spares his life. However, Sintinko is banished from Japan until he can find a maple tree that can sit in the hand of the emperor. Ilyo and Sintinko know that they will most likely never see each other. Unbeknownst to Sintinko and everyone else, Ilyo disguises herself as a geisha to help Sintinko on his journey. Love and loss are the themes of this story.

This was such a bittersweet love story. I felt sorry for both Sintinko and Ilyo. Sintinko thought he would never see his beloved again and swore off any type of relationship. Ilyo had her beloved right there in front of her, yet she couldn't do anything about it.

The names, being Japanese, were a bit hard to pronounce, but it's easy to get past that since the story is so strong. Speaking of names, this story even lets us know how the Bonsai tree got its name.

There's a few punctuation mistakes, but nothing that takes away from the story.

I think this story would be better suited for ages 11+. Personally, I found the story a bit slow, but not painfully slow.

I'd give Sintinko a 3.5 out of 5.
*
Tivurambhat

Tivurambhat is the story of a ghost by the same name of the title who helps people out in times of need in India. A mean man forces people to work for him by letting them borrow money, putting the interest up, and paying them such low wages they can never afford to pay him pack. One man decides to do something about it and goes to Tivurambhat for help.

I loved the message behind the story. Towards the ending, it even had me smiling. I couldn't pronounce the names since they were all Indian names, so I just shortened them so my American self could pronounce them. I loved the character of Tiv. He kind of reminded me of an American version of Casper for some reason. I really enjoyed the conversation between Pradesh and Tiv the most. This was such a happy story!

Again, there's some punctuation mistakes and a few grammar ones as well, but the story itself was excellent.

I'd give Tivurambhat a 5 out of 5.
*
St. Penalyn's Well

St Penalyn's Well tells the story of Rebecca (of an undisclosed age) who ventures into an overgrown garden with her dog. She stumbles across a well with an inscription. It is while reading this inscription that she becomes trapped in the well. Lucky for her, she meets an elf named Opickle who keeps her company and gives her the inspiration she needs to find her way out.

This was definitely an interesting story. I was hooked all the way through. It's a story about friendship amongst diversity and not giving up. I found Opickle to be just a tad bit of a snob but not enough to put me off the story.

A few punctuation mistakes throughout the story but not enough to be distracting.

St. Penalyn's Well gets a 5 out of 5 from me.
*
Quint and Trout's Mistake

Quint and Trout's Mistake is a story I didn't finish because of the name calling and making fun of someone who is overweight. It starts out innocently enough. A lake is being overrun by a white smelly substance. Two brothers, Quint and Trout, talk their friend Ned into investigating why this is happening. Ned swims down to the bottom of the lake and finds an overweight creature living in a cave who has been kicked out of his house. This is when the name calling starts, and I stopped reading.

I do not like stories aimed at children that condone name calling of any sort whether it be because of weight, disabilities, race, etc. Children do not need to read something like this and feel bad about themselves or view it as an excuse to tease others. I was very disappointed something like this was in a children's book.

Quint and Trout's Mistake gets a 0 out of 5 from me. What a vile story!
*
Densus

Densus is a boy who was born with blue fingernails and blue streaks in his hair. This is because he has a destiny to fulfill. When a crab named Arnold asks him if he'd go tell a giant that he has found a perfect wife for him, Densus agrees because it's his destiny even if there's a possibility the giant could kill him.

This is a story about destinies. It lets us know that we all have destinies if only we weren't too busy trying to find out what they are. This is a fun story which I think children would love! I loved Arnold the crab!! I think a majority of children would love him.

Again, there's a few punctuation and grammar mistakes but nothing major.

I'd give Densus a 5 out of 5.
*
Alice's Granddaughter

Alice's Granddaughter takes place years after Alice in Wonderland. Alice's granddaughter, Alicia, is recruited by a thief named Cheng to go down into a rabbit hole to get him a yellow dragon. Alicia discovers that things in Wonderland haven't changed much.

I thoroughly enjoyed this story! I'm a sucker for everything Alice in Wonderland-esque, and this was no exception! I loved how the author still managed to preserve the original Wonderland in his tale and how he even managed to keep the style of writing similar to that of Lewis Carroll. My favorite character was definitely the talking table. My only gripe is that I wish this story would've been longer!

As like with the previous story, there are some punctuation and grammar mistakes that can be overlooked.

Alice's Granddaughter gets a bit 5 out of 5.
*
The Dragon

The Dragon is a story about death. In this story, we follow a dragon in her very last moments as she dies of what I assume to be old age. We get to see her memories of when she was her prime and when she takes her last breath.

This is a sad story and probably one for the older children unless younger children can handle the topic of death. It's not written in a morbid way though. It's actually written quite beautifully especially when we get to see the memory of the dragon in her prime. I think this story can show that death is not always bad.

There are grammar and punctuation mistakes but nothing that deters from the story.

The Dragon gets a 3.75 out of 5.
*
The Wisdom of a Dog

The Wisdom of a Dog is about a man named Keith and his dog who go on an adventure and wind up in a crystal city. Keith must found out who is destroying the city and save it.

This story was a good read, and I think most children would enjoy it especially as it involves a talking dog. I enjoyed how the author even placed his own dialogue in the story. This is a good versus bad story that shows that bad people never win.

Again, there are grammar and punctuation mistakes, but it doesn't take away from the story.

The Wisdom of a Dog gets a 3.5 out of 5.
*

The Exalted Gate by Daniel Nanavati averages out to a 3.5 out of 5. I'd definitely recommend this book to old and young alike!

(I received a free physical copy of this title from the publisher in exchange for a fair and honest review).
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L

Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!

Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.


Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.

A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.

Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.


Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
  
Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.