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Cosmic Run: Regeneration
Cosmic Run: Regeneration
2018 | Dice Game, Racing, Space
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!

Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.

I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.

The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.

That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.

Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!

https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
  
Stepsister
Stepsister
Jennifer Donnelly | 2019 | Young Adult (YA)
8
8.0 (6 Ratings)
Book Rating
Review by Disney Bookworm
I took a break from the Disney Twisted Tales collection to check out a new novel by the New York Times best-selling author Jennifer Donnelly and wow am I glad I did!
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?

Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.

Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!

Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
 
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.

Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
  
The Ghost of Villa Winter
The Ghost of Villa Winter
Isobel Blackthorn | 2020 | Crime, Mystery
3
3.0 (1 Ratings)
Book Rating
A cult (1 more)
Description of environment
All of the characters (1 more)
Amateur writing mistakes
Little does the reader know when they pick up a copy of The Ghost of Villa Winter by Isobel Blackthorn that a cult is lurking about inside the pages.

We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "

It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.

The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.

My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "

The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.

The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.

I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.

With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
  
Cinderella is Dead
Cinderella is Dead
Kalynn Bayron | 2020 | LGBTQ+, Young Adult (YA)
10
7.5 (2 Ratings)
Book Rating
Contains spoilers, click to show
Thank you to Netgalley and Kalynn Bayron for giving me the opportunity to read an advance copy of Cinderella is Dead in exchange for an honest review.

With such a strong title to a novel, it’s easy to predict that an author would struggle to maintain the sense of danger and mystery that is immediately evoked. However, as Kalynn Bayron opens on the revelation that Cinderella has been dead for 200 years and introduces us to two young women hiding from those who are sure to kill them, I think it is safe to say that she has the drama side of things covered!

The kingdom of Mersaille was once ruled by none other than Prince Charming and Cinderella. After her untimely death, Cinderella’s tale is held in almost biblical stature for generations, with young girls reciting it each night in preparation for their own chance to attend an annual ball once they turn 16 and wishing for their own fairy godmother to grant their happily ever after.
However, as the reader enters the town of Lille 200 years later, we witness that life within the kingdom is far from that of a fairytale. The balls that act as a tribute to Cinderella are mandatory meat markets with lecherous “suitors”, domestic violence and the suppression of women is commonplace and the ruler, Prince Manford, thrives on the power, fear and violence.
 
The reader witnesses this abysmal society through Bayron’s use of a first-person perspective: that of our protagonist Sophia. Sophia is everything a modern protagonist should be: she questions the unjust world around her and, having just turned 16 is preparing to attend her first ball, not with excitement, but with trepidation.
Sophia reveals to the reader that a girl only has three chances to be chosen by a suitor at the ball, after that she is considered forfeit, taken away from her family in disgrace and placed either into a workhouse or service. Men, however, are under no such conditions: they can attend balls when they wish and can choose a number of girls if they want to. Many girls’ singular hope is to be chosen by a good man at the ball, one who will not beat her, perhaps even one who will take them away from Lille. This is not enough for Sophia, she wants more for her life and, as she says herself:
“I don’t want to be saved by some knight in shining armor. I’d like to be the one in the armor, and I’d like to be the one doing the saving.”

At the beginning of the book, Sophia’s main gripe with the society she lives in is that it will not allow her to be with Erin, the girl she loves. As the book continues, the underlying theme of the rights and treatment of women strengthens, along with Sophia, but the first few pages at least are centered on the teenage relationship between Sophia and Erin.
What I absolutely adored about Bayron’s writing style here is the complete lack of shock or awe in this relationship: it is mentioned right from the start and at no point in this novel does Sophia “come out”, there is simply no need. All those around Sophia, who know her and care for her, are aware of her feelings for Erin and, although Sophia is occasionally referred to as “different”, the author chooses to abolish any unnecessary labels within her novel.

Unfortunately, Bayron does not have an easy ride in store for Sophia: reeling from a firm separation from Erin, Sophia is cast a lifeline, an “easy way out” in the form of a local boy who is also “different”. Sadly, this option is quickly and dramatically ripped away from her: forcing her to find her strength pretty damn quickly as she begins a life as an outlaw.
Along her path, Sophia meets two strong female characters: Constance and Amina. Although, wildly different, both these women play a significant role in Sophia’s self-discovery.
Amina is as far from the traditional fairy godmother image as you can get and, although she feels guilt for her previous actions, it takes meeting Sophia for her to recognise her previous denial and to help change the way of the world. Amina is a protector to Sophia right to the end, in her own unique way.
Constance, what can we say about Constance? I defy anyone to read this book and not fall in love with this girl! Constance possesses the strength that Sophia does not yet recognise within herself; she is fiery and, as a descendant of an “evil stepsister”, leads a resistance movement to uncover and publicise the truth about the real tale of Cinderella. Despite, technically saving Sophia towards the beginning of the story, Constance is not Sophia’s saviour: nor is Sophia the saviour; however, the power that they find together is monumental.
Constance is a complete juxtaposition to Erin: whereas Erin accepts the rules of society out of fear for herself and her family, Constance actively rebels against them. It is almost as if they represent the paths Sophia has to choose from. Nevertheless, along their adventure, Sophia and Constance’s relationship strengthens into love. This is no fairytale, love at first sight deal though! If anything, the slow-burning romance between the two made it more believable and I really appreciated that Sophia didn’t just rebound due to Erin’s choices: she had been burnt and she was still unsure of her own feelings never mind anyone else’s.

At the hands of Bayron, Sophia experiences heartbreak, friendship, murder, love and conspiracy: she is on the brink of danger too many times to count and is constantly second guessing who she can trust. Yet, it is clear that the author adores her main character: Sophia’s journey to realise that she is enough is incredible and the strength that she finds within herself is inspirational. Sophia is also surrounded by a cast of strong female characters: there are no Prince Charming’s in this novel that’s for sure!

I wasn’t that far into this book when I decided I need to read more of Kalynn Bayron’s work. I love how there are no chapters in this novel, we are taken on this relentless journey with Sophia: the reader is not given a chance to stop and take stock, reflect or rest until it is all over and this creates the tensest experience. Even we don’t know who to trust towards the end!
‘Cinderella is Dead’ is powerful, thought-provoking and is constantly leaving the reader guessing. On a basic level the novel deals with violence, love, politics and a little bit of necromancy thrown in there for good measure. However, the intelligent writing as well as the massive plot twist and the subjects of LGBTQ love, women’s rights and domestic violence lifts this novel from that basic level into, what I predict could be a bestseller.
  
Tomorrowland (2015)
Tomorrowland (2015)
2015 | Sci-Fi
With Tomorrowland's lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your future will undoubtedly be better off if it doesn't involve watching this movie.
Disney’s Tomorrowland implores us to imagine a world without limitation. One where nothing is impossible, and all of our wildest dreams can come true. (Sounds very trademark Disney, doesn’t it?) In the movie, that world exists in the form of a secret utopian society that has been built by only the brightest of minds. It is a place that exists free of politics and corruption, where people can push the boundaries of possibility as far as their imaginations will take them. Tomorrowland is a world meant to inspire, to evoke wonder, and to nurture creativity. It’s a stunning shame then, that all I ever felt while watching the movie was sheer boredom. For all of its endless opportunity, Tomorrowland ends up being almost completely uninteresting. With Tomorrowland‘s lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your own future will undoubtedly be better off if it doesn’t involve ever watching this movie.

With the star talent of George Clooney, the directorial skill of Brad Bird, and the film’s promising trailers, I must admit that I was caught off guard by Tomorrowland‘s lackluster execution. The greatest compliment I can give the film is that it’s blandly passable, but in no area is it particularly good, engaging, or thought-provoking. For being a film that is about celebrating creativity, it sure is lacking in that regard. Tomorrowland itself feels like a poorly-realized pipe dream. It’s supposed to be this wonderfully ingenious world of innovation, but nothing about it struck me as notably exciting or exceptional. From the surface, it looks like your typical futuristic metropolis, complete with jetpacks and flying cars. Beyond that, I couldn’t really tell you what makes Tomorrowland so special, and I believe that’s largely because we’re given so little access to it. The movie treats us as outsiders to this place, and we spend the majority of the film tagging alongside the two main characters as they try to get in, but we’re never given any sort of rewarding payoff once we get there. The world of Tomorrowland is practically nothing more than a shallow, fantasy world facade.

The movie starts off with an uncomfortably awkward recruitment video recorded by Tomorrowland’s two main characters, Frank Walker (George Clooney) and Casey Newton (Britt Robertson), in which they argue over how they should tell their story. It’s a poor attempt at humor with banter that feels entirely forced. If anything, this overly long introduction should have served as an early indicator that I was about to embark on a two-hour snooze-fest. From there we transition to each of their character’s respective origin stories, and their separate journeys that led them to Tomorrowland.

Frank’s story takes us to the 1964 World’s Fair at Disneyland where as a young boy he’s trying to enter with his faulty jetpack creation. His invention is rejected, but he still manages to catch the attention of a girl named Athena, who gives him a special pin with the Tomorrowland logo. Young Frank is ordered to secretly follow her in the theme park, leading to the “It’s A Small World” ride, where he’s magically transported to Tomorrowland. Here we’re given our first glimpse of this futuristic world, but the entire sequence isn’t nearly as fun or awe-inspiring as it should be. Frank takes to the skies in his newly-repaired jetpack and yet this significant moment somehow winds up feeling surprisingly empty. The movie fails to capture that youthful element of whimsy and excitement that comes from discovery.

Next we learn the much more recent story of Casey, an enthusiastic high school student with a passion for making the world a better place. She’s the daughter of a struggling inventor who gets herself in trouble with the law after trying to sabotage the government’s planned demolition of a NASA launch pad. Once bailed out of jail, Casey finds a mysterious Tomorrowland token among her belongings, and upon touching it, she is magically transported to a wheat field with the distinguished metropolis of Tomorrowland in the distance. However, when trying to reach this futuristic city, she finds that boundaries in the real world inhibit her in this golden future world, even though she cannot see them while holding the token. It’s a novel idea, and one of the movie’s better moments, but if you’ve seen the film’s trailers then you’ve already seen most of how it plays out.

The trailers also spoiled Tomorrowland‘s best, and arguably only good action sequence, in which androids invade Frank’s house in an attempt to capture Casey, who possesses that coveted Tomorrowland token. It’s a well-crafted and exciting moment that demonstrates Brad Bird’s talent, but it’s also an unfortunately rare instance of entertainment in what is otherwise a dull film. As for the aforementioned androids, they’re unbelievably cheesy and lame. These robot villains are sourced from the pinnacle of technological advancement, and yet they’re remarkably derivative and hokey. The most original thing about them is that they blink their eyelids alternatively. That’s some real cutting edge creativity right there! To top it off, Tomorrowland even throws in an android-to-human love story for good measure, because why not? Robots need love too, you guys!

You know what the most troubling thing about Tomorrowland is for me? The fact that Brad Bird was the very first choice to direct Star Wars: Episode 7 and he turned it down to make this movie instead. That is almost incomprehensible to me. Even more so when you consider that Tomorrowland features a comic book store scene that is literally brimming with Star Wars props. It’s a decision that may come back to haunt him, but given how poor this movie is, I’m now actually thanking my lucky Death Stars that he’s not the one making the upcoming Star Wars: The Force Awakens.

In the end, Tomorrowland is a movie that I don’t feel any connection to. I wasn’t captivated by the characters or the performances (not even George Clooney could save this one). The plot was a total bore. The sci-fi elements missed the mark. The visuals were mostly just decent, and tended to look more fake than impressive. The underlying message of hope was weak, and please, don’t even get me started on that cliché “two wolves” story that was needlessly tacked in. Nothing about the movie ever reminded me of the actual Tomorrowland from Disneyland Park, nor did it share its level of creativity. The longer the movie went on, the more I wanted it to end. I can honestly tell you that I have had more enjoyment standing in line for two hours for a ride in Disneyland’s Tomorrowland than I ever had while watching this movie. If this is how dull our ideal future is going to be, then sign me up for a front row ticket to the apocalypse where the future belongs to the mad!

(This review was originally posted at 5mmg.com on 5.26.15.)
  
Jurassic Parts
Jurassic Parts
2020 | Animals
Is it just me or are we experiencing a surge in dinosaur-themed board games lately? I certainly am NOT complaining, as I was one of those dinosaur-obsessed kids growing up (shout out to the dino sheet set I rocked as a kid in the 80s). We have had dino theme parks, and digging for dinos, but we haven’t really gotten this particular spin on paleontology. Yeah, you can find individual bones and dig them up, but what if you found a gigantic slab of rock that encased many different species’ bones? How would you split it up? And what happens when you aren’t the only team to make the discovery?

Jurassic Parts is an interesting mix and spins of area control, enclosure, and set collection for two to five players. In it, players are all paleontologists bent on claiming the biggest and best bones from a giant slab of rock containing dozens of dino species. The catch? Each paleontologist is trying to claim the bones for themselves. Sharp wit, good luck, and a bevvy of sharpened chisels spells success and fame for the paleontologist who wins at collecting Jurassic Parts.

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, set aside one of the Pile of Bones (a wild card, of which there are several in the game) and shuffle the rest of the tiles. Split them into two stacks, flip one stack face-down, and build a slab around the Pile of Bones set aside earlier. This creates the slab of rock the players will be splitting. Each player receives their choice of paleontologist character sheet, chisels in their chosen color, and any pre-start resources per the rulebook. The slab is now ready for splitting!
On a turn, the active player will have several options. Firstly, however, the player must sharpen three chisels by moving them from the Dull Chisels are on the right of their sheet to the Sharp Chisels area on the left. Now the player may place their chisels anywhere on the slab, as long as it is on the gap between two tiles. The purpose of this is to create a wonky line of chisels that will break off sections of the slab from the larger chunk. Players will need to beware of rock piles on either side of their preferred placement, as each rock icon on either side of the placement will require an extra chisel to be dulled and discarded. If a chisel placement would cause a line to be completed, a hunk of the slab is separated from the master slab. Players consult with the line of chisels (as shown below) to determine which player has contributed more to the split than the others. This will rank out all contributing players. The player with the most chisels contributed will be able to claim their choice of HALF of the tiles split off, rounded UP (so a player would receive five tiles from a nine-tile split). The next player in contribution order will then have their choice of HALF of the remaining tiles, rounded UP (so the second player would receive two tiles from the previous example, as there would be four left). Subsequent players would then receive HALF of what is left until all tiles have been claimed, or there remains just one tile. This final tile is then given to the Field Leader for his collection.

In addition to this splitting and claiming on a turn, the active player may also make transactions with the Field Leader at any point during their turn. Actions that can be taken while transacting with the Field Leader are selling one tile to him in exchange for an Amber piece, spending Amber to: ignore rocks on the subsequent two chisel placements, sharpen two additional chisels this turn, take any of the leftover fossil tiles from the Field Leader, or take any fossil tile from the slab (as long as it doesn’t create a split). The first action from the Field Leader will cost the player one Amber. Should they wish to enact another action, its cost is two Amber. Subsequent actions on the same turn cost three Amber each.

As you will notice, fossil tiles from the slab will show plant fossils, Pile of Bones (wild), or actual bones belonging to specific dinosaurs. These specific bones will show an alphabetic letter pair icon to denote to which dinosaur it belongs. If, at the end of the game, players are able to assemble the correct type of fossil tiles belonging to specific dinosaurs, they will score many more points than if the dino skeleton were incomplete. For example, at the end of the game, each fossil tile is worth 1VP if from an incomplete skeleton. However, should a player have completed a Velociraptor skeleton, they will receive 4VP for those two tiles. A completed Triceratops scores 7VP, a T-Rex scores 10VP, a Brachiosaurus scores 15VP, and a tiny Pterodactyl scores 1VP for a complete skeleton because it spans only one tile. The Pile of Bones tiles in the game can be used in place of any other fossil tile to complete a skeleton, and Plant tiles score increasingly more points for a larger collection of them.


Play continues in this fashion of sharpening and placing chisels, breaking off sections of the slab and claiming fossil tiles, and utilizing actions at the Field Leader until all slab tiles have been assigned. The player with the most points from complete and incomplete skeletons and plants will be crowned the winner and the greatest paleontologist in the land… until the next playthrough.
Components. You know how you come to expect certain things from publishers, and can just imagine the quality of the game you are about to receive before seeing it? Such is the case with 25th Century Games. I KNOW that I will be receiving a quality product every time, and this certainly is no exception. The fossil tiles are great and sturdy. The chisels are neatly-designed and multifaceted (which I appreciate, as it would be easy to include tubular chisels and have them rolling around the table everywhere). The amber bits are the typical gemstones you find in Century: Golem Edition, but are the absolute PERFECT color and usage for this game. And did you see that first player marker? It’s a mosquito inside a polished amber stone. I mean, COME ON! How perfect is that? I’m excited just TALKING about the components. I haven’t even touched on art yet, and this is longer than most of my components paragraphs. The art is fabulous. It fits the game and the theme so perfectly – I could not have chosen a better fit myself. Has 25th Century Games set the bar too high for themselves, or will they continue to offer high quality games from here on out? I cannot wait to find out!

So sure, it looks great, but what about the gameplay? Do the art and components merely shield a mediocre game? No. Not at all. Being able to place chisels anywhere you like on the board offers players a freedom that is refreshing, but weighing that against the pressure to contribute to an existing or emerging line of chisels so that you are included in the split is just wonderful. Contemplating turns to sell off fossil tiles in order to earn enough amber to gain more chisels, or bypass rocks, or simply take the perfect tile for your collection offers just enough tacticization (why isn’t that a word…) to warm up the brain without indulging the AP in some players.

This is not at all a heavy game, and it certainly doesn’t need to be. It is just a fun time with friends and family that utilizes interesting twists of mechanics that I enjoy. It feels reminiscent of several games (hints of Through the Desert and a twist on I Split You Choose), but it entirely its own design. Purple Phoenix Games gives this one very rewarding 10 / 12. I generally enjoy most dinosaur-themed games, I understand, but this one sits among the best I have played. If you are looking for something that feels both familiar and fresh, with incredible art and components, you need to grab a copy of Jurassic Parts. There are just so many interesting choices to be made and strategies to attempt. I think I will setup a game right now. Want to come play?
  
Transformers: Age of Extinction (2014)
Transformers: Age of Extinction (2014)
2014 | Action, Sci-Fi
There's a lot of good, fun, over-the-top, explosive action! (2 more)
Age of Extinction features an incredible showcase of special effects.
Great acting from Tucci and Grammar, and a solid new star for the franchise with Mark Wahlberg.
With a 2 hour and 45 minute run-time, the movie goes on far too long and loses steam before the finale. (1 more)
The plot is completely overloaded with enough content to easily cover two films.
Transformers: Age of Extinction is a fun summer movie that sticks to Michael Bay's usual mode of operation, but it's jam-packed and overly ambitious, stretching the run time far longer than it ever should.
After the events of Transformers: Dark of the Moon, referred to in the film as The Battle of Chicago, the surviving Autobots are being hunted to extinction. The United States government is bent on exterminating all Transformers, good and bad, believing them to be an unwelcome global threat. All the while, the hypocritical government has simultaneously partnered with a wealthy inventor who is trying to create his own superior, man-made variations of Transformers. Furthermore, they’re working with the help of the Transformer bounty hunter Lockdown to search out and annihilate Optimus Prime, the famed leader of the Autobots. Prime has been forced into hiding and has sent out a distress call encouraging his comrades to follow suit. When amateur inventor Cade Yeager inadvertently stumbles upon a disguised Optimus Prime, he helps to repair the damaged Transformer who must reunite with his remaining allies to fight for their right to live.

Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.

Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.

Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.

While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.

On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.

Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.

(This review was originally posted at 5mmg.com on 9.22.14.)