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Paul Chesworth (3 KP) created a post
Feb 20, 2018
Purple Phoenix Games (2266 KP) rated Cosmic Run: Regeneration in Tabletop Games
Jun 12, 2019
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/
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/
Purple Phoenix Games (2266 KP) rated Mountain Goats in Tabletop Games
Mar 14, 2021
Fun fact about me: I thoroughly enjoy watching nature documentaries. I just think they’re so fascinating and I love getting to see all different kinds of animals from across the world. Some of my favorites have definitely been mountain goats. You know, those goats that somehow end up way up high on mountainsides that are basically sheer cliffs? How do they get up there? How do they not fall?? Maybe it’s just me, but those goats are extra intriguing to me. Along comes a game called Mountain Goats, so obviously, I had to try it.
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
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Whatchareadin (174 KP) rated Don't You Cry in Books
May 10, 2018
Quinn wakes up on Sunday morning to discover that her roommate, Esther, is gone. Quinn isn't sure what she should do. The window to the fire escape was left open, but there is no note or sign of where Esther could be. Should she go to the police or wait for Esther to return? When Quinn starts to find things that make her question the integrity of her roommate, she's not sure if she wants her to be found.
A few hours away on the shores of Lake Michigan, Alex, an 18 year old boy is on his way to work at the local diner. He's cleaning dishes, when the most beautiful girl he has ever seen walks in. It's all he can do to concentrate on his work and not watch her watching whatever it is she is looking at outside the window. Who is she and where did she come from? Alex is determined to find the answers to those questions.
This is the first book I have read by Mary Kubica. I have heard nothing but great things about all of her books. Recently, I won a copy of her most recent book, [b:Every Last Lie|32735394|Every Last Lie|Mary Kubica|https://images.gr-assets.com/books/1486762991s/32735394.jpg|53325365], and wanted to read something else of hers to get a feel for her writing style. When I first started the book, I dove in head first, I was very intrigued from the start and wanted to know what was going to happen.
I will say, that I found out what was going to happen about a third of the way through the book, although I was surprised at the end that I wasn't completely right. That is why I gave the book 3 stars.
What would you do if you found your roommate missing? A girl who you thought was one of the sweetest people you had ever known. Then you found evidence that maybe she wasn't so sweet after all, and maybe it was a good thing she was now gone. Quinn enlists the help of her friend and co-worker, Ben, who also knows Esther to help her get to the bottom of the mystery. When stranger and stranger details start to emerge, Quinn has no choice, but to go to the police for help. But will they help, or will they just assume, Esther has gone of her own free will and doesn't want to be found.
For Alex his motive is quite different. His life is not filled with much excitement, so when a new face appears in town and can shake up his boring world a bit, he's all for taking a chance on getting to know this girl. She is quite a change from dealing with his alcoholic father and the agoraphobic woman, Ingrid, who he frequently brings food to from the diner. But this girl won't tell him her name(he calls her Pearl because of her bracelet) or where she came from or why she is here. So he makes assumptions and tries his best to get to know her and find out who she is.
Are Esther and Pearl the same person? That is the question that plagues us through the whole book. You will have to read it to find out!
A few hours away on the shores of Lake Michigan, Alex, an 18 year old boy is on his way to work at the local diner. He's cleaning dishes, when the most beautiful girl he has ever seen walks in. It's all he can do to concentrate on his work and not watch her watching whatever it is she is looking at outside the window. Who is she and where did she come from? Alex is determined to find the answers to those questions.
This is the first book I have read by Mary Kubica. I have heard nothing but great things about all of her books. Recently, I won a copy of her most recent book, [b:Every Last Lie|32735394|Every Last Lie|Mary Kubica|https://images.gr-assets.com/books/1486762991s/32735394.jpg|53325365], and wanted to read something else of hers to get a feel for her writing style. When I first started the book, I dove in head first, I was very intrigued from the start and wanted to know what was going to happen.
I will say, that I found out what was going to happen about a third of the way through the book, although I was surprised at the end that I wasn't completely right. That is why I gave the book 3 stars.
What would you do if you found your roommate missing? A girl who you thought was one of the sweetest people you had ever known. Then you found evidence that maybe she wasn't so sweet after all, and maybe it was a good thing she was now gone. Quinn enlists the help of her friend and co-worker, Ben, who also knows Esther to help her get to the bottom of the mystery. When stranger and stranger details start to emerge, Quinn has no choice, but to go to the police for help. But will they help, or will they just assume, Esther has gone of her own free will and doesn't want to be found.
For Alex his motive is quite different. His life is not filled with much excitement, so when a new face appears in town and can shake up his boring world a bit, he's all for taking a chance on getting to know this girl. She is quite a change from dealing with his alcoholic father and the agoraphobic woman, Ingrid, who he frequently brings food to from the diner. But this girl won't tell him her name(he calls her Pearl because of her bracelet) or where she came from or why she is here. So he makes assumptions and tries his best to get to know her and find out who she is.
Are Esther and Pearl the same person? That is the question that plagues us through the whole book. You will have to read it to find out!
LilyLovesIndie (123 KP) rated Red Sky in Morning in Books
Nov 5, 2018
Check out the review on my blog, Lily Loves Indie, here http://lilylovesindie.co.uk/?p=27
I received this book through NetGalley in return for an honest review, and that I am very grateful for this opportunity to broaden my reading experience. This is a very different book to what I would usually read, with a different style of writing and plot development. Nevertheless, I did find it somewhat enjoyable, even if it was lacking in a couple of places.
The story follows the harsh life of Coll Coyle, a young Irish man struggling to keep his home for his family from a vile landlord. It seems things can only get worse as the saga progresses, with John Faller, a formidable gentleman, following him all the way around the world. Although he meets a good friend, his heart never truly leaves the loved ones left behind in Ireland.
Initially, this story is rather tough to get into, and that isn't something that changes much over the course of the book. Written in a strong Irish brogue, at times it can be quite difficult to read, however this becomes easier as you go further through the book. It does help you feel more immersed in the story though as it strangely flows quite naturally when you're reading.
The plot is something that, if I'm totally honest, needs a little work. It's just rather plodding and slow at times, and even after finishing it, I don't feel like the story really went anywhere and was never aiming for a conclusion. In addition, at times it was very depressing to read, and I had to put it down in favour of something a little more light-hearted.
All that as it was, there is one major redeeming feature in this book that had me reading to the end. The imagery is truly exquisite - Lynch really does have great skill at weaving the description through the story. This was a delight to read as the images just appeared with minimal effort from myself straight into my head.
Overall, I enjoyed this book, but it probably wouldn't be one I'd read over and over again. The description is by far it's greatest feature but it is, on the whole, something I'm glad I've read.
I received this book through NetGalley in return for an honest review, and that I am very grateful for this opportunity to broaden my reading experience. This is a very different book to what I would usually read, with a different style of writing and plot development. Nevertheless, I did find it somewhat enjoyable, even if it was lacking in a couple of places.
The story follows the harsh life of Coll Coyle, a young Irish man struggling to keep his home for his family from a vile landlord. It seems things can only get worse as the saga progresses, with John Faller, a formidable gentleman, following him all the way around the world. Although he meets a good friend, his heart never truly leaves the loved ones left behind in Ireland.
Initially, this story is rather tough to get into, and that isn't something that changes much over the course of the book. Written in a strong Irish brogue, at times it can be quite difficult to read, however this becomes easier as you go further through the book. It does help you feel more immersed in the story though as it strangely flows quite naturally when you're reading.
The plot is something that, if I'm totally honest, needs a little work. It's just rather plodding and slow at times, and even after finishing it, I don't feel like the story really went anywhere and was never aiming for a conclusion. In addition, at times it was very depressing to read, and I had to put it down in favour of something a little more light-hearted.
All that as it was, there is one major redeeming feature in this book that had me reading to the end. The imagery is truly exquisite - Lynch really does have great skill at weaving the description through the story. This was a delight to read as the images just appeared with minimal effort from myself straight into my head.
Overall, I enjoyed this book, but it probably wouldn't be one I'd read over and over again. The description is by far it's greatest feature but it is, on the whole, something I'm glad I've read.
Steven Sklansky (231 KP) rated The Space Between Us (2017) in Movies
Sep 6, 2017
Story (2 more)
Characters
Making you feel connected to the Movie
Zero Consequences (1 more)
Timing of events
Fun and Exciting From Start to Finish
From the start of the movie it really grabs with how the world is perceived today. The earth is becoming a place that is environmentally unfit to live. Although it seems that the time doesn't really show that there is an urgent need to move off the planet.
The story starts with a group of astronauts leaving for Mars to test the living capabilities and seeing if we can survive. What we end up getting is a story about a boy born on Mars and not being able to leave the planet because he would be able to survive earth's atmosphere. You really feel for Gardener through out the movie because of how trapped his life feels. He only has one friend that is a robot and other that lives on earth and can only chat through computer. I know you have to give this kid a love interest, but he is supposed to be a secret. I don't know how he found his way in to a chat site that would give him access to earth, but they should have tried a lot harder. He knew he was a secret but he really could have told her everything.
Once he got to earth he found her really easily. For someone who has never been to Earth I find it hard to believe he could find his way around with no help.
Once he did find her it was nothing but stealing cars and running from the cops till they found his dad. Which no one got in trouble for.
With all the unrealistic plot points and timeline that really didn't fit. The story behind it all was very well told and was very enjoyable. The chemistry between all the actors and actresses was fantastic. The movie really did grab you and pull you in and allow you to feel for these characters. I like any movie that keeps in and focused.
I recommend that everyone see this movie if you like a little tug at the heart strings.
The story starts with a group of astronauts leaving for Mars to test the living capabilities and seeing if we can survive. What we end up getting is a story about a boy born on Mars and not being able to leave the planet because he would be able to survive earth's atmosphere. You really feel for Gardener through out the movie because of how trapped his life feels. He only has one friend that is a robot and other that lives on earth and can only chat through computer. I know you have to give this kid a love interest, but he is supposed to be a secret. I don't know how he found his way in to a chat site that would give him access to earth, but they should have tried a lot harder. He knew he was a secret but he really could have told her everything.
Once he got to earth he found her really easily. For someone who has never been to Earth I find it hard to believe he could find his way around with no help.
Once he did find her it was nothing but stealing cars and running from the cops till they found his dad. Which no one got in trouble for.
With all the unrealistic plot points and timeline that really didn't fit. The story behind it all was very well told and was very enjoyable. The chemistry between all the actors and actresses was fantastic. The movie really did grab you and pull you in and allow you to feel for these characters. I like any movie that keeps in and focused.
I recommend that everyone see this movie if you like a little tug at the heart strings.
Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games
Jul 29, 2019 (Updated Jul 9, 2020)
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!
A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L
Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.
Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!
For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.
That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.
Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.
So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L
Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.
Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!
For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.
That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.
Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.
So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
Lee (2222 KP) rated Shazam! (2019) in Movies
Apr 8, 2019 (Updated Apr 8, 2019)
Shazam is the latest DC superhero to land himself a standalone movie and continues to highlight the fact that these self contained DC offerings really do seem to be a lot better than their rushed ensemble movie output. It also shows how much better they can be when straying from the traditional dark DC gloom and deciding to inject a bit more humour and fun into it all. Aquaman recently showed just how much of a box office success that formula can be, Wonder Woman before it to a certain extent, and although Shazam does certainly have some dark themes and moments, it’s ultimately a lot more fun than either of those.
Shazam does take it’s time in introducing our superhero though, not to mention our super-villain, and the result is a much more grounded and believable movie. We begin with young boy Thaddeus Sivana, traveling by car with his elder brother and father. It’s the first of a number of dark scenes involving the Sivana family, really helping us to get a better understanding and appreciation of the man he later becomes and the motivation that drives him. We then head to present day Philadelphia, where 15 year old Billy Batson is using whatever means possible, legal or otherwise, to try and locate the birth mother he became separated from as a young boy while at a crowded funfair. Since then, Billy has been in the foster care system, and now finds himself in the care of Victor and Rosa – former foster kids themselves, who now run a home for a small group of foster children. Billy is sharing a room with Freddy, a disabled boy with an interest in superheroes and the proud owner of some pretty cool superhero memorabilia, including a batarang from Batman and a genuine bullet, flattened from having bounced off the man of steel himself! The foster home is a pretty close knit group and Billy initially struggles to fit into this large new ready made family.
And then one day, while on the run after standing up to a couple of older kids who were bullying Freddy, Billy finds himself transported to a dark mysterious cave where he inherits the powers of aged wizard Shazam (Djimon Hounsoul). The wizard is the last Shazam, currently protecting the world from an invasion of the Seven Deadly Sins, but now so weak that he must transfer his powers to someone who is true of heart. Absorbing his power, Billy becomes a grown up superhero (Zachari Levy), but by saying the word Shazam he is able to alternate between his teen body and that of the mighty superhero whenever he wants.
Once he manages to convince Freddy that he is in fact Billy and not some crazy guy in a suit, they have a lot of fun trying to work out which powers Shazam actually has and how to best make use of them. If you’ve seen the trailer, you’ll know that this is where a lot of the fun lies within the movie and it’s definitely very entertaining. But Billy eventually begins having a little too much fun for Freddy’s liking, and when all he is doing is skipping school to go shoot off lightning bolts for a gathered crowd, Freddy becomes frustrated that he is wasting his gift. With great power comes great responsibility and all that. Meanwhile, young Thaddeus Sivana has now become Dr Sivana (Mark Strong), acquiring some pretty impressive powers of his own and forging his own dark path in a scene which really pushes the 12A age rating for the movie. All his life, Sivana has been seeking the power that Billy has now acquired, so when this larger than life hero shows up, goofing around and not really taking that power seriously, Dr Sivana goes after Shazam to try and take the power for himself.
From there, the rest of the movie is pretty much a cat and mouse chase between Sivana and Shazam across the city, up in the sky and down on the streets as they smash through shopping malls and buildings before culminating in a fairground showdown. It’s actually a lot more fun than it sounds, although the whole movie could probably benefit from having about 10-15 minutes cut from it. Also, the dark threat introduced so shockingly earlier on in the movie, suddenly doesn’t become so shocking or menacing towards the end. It’s indicative of the tone of the movie as a whole really, trying to remain rooted in the traditional DC gloom, but striving for family friendly box office success. These are all very minor negatives for me though – overall Shazam is a lot of fun and very lighthearted, with a lot to say about the importance of family. And the Boardman family had an absolute blast watching it!
Shazam does take it’s time in introducing our superhero though, not to mention our super-villain, and the result is a much more grounded and believable movie. We begin with young boy Thaddeus Sivana, traveling by car with his elder brother and father. It’s the first of a number of dark scenes involving the Sivana family, really helping us to get a better understanding and appreciation of the man he later becomes and the motivation that drives him. We then head to present day Philadelphia, where 15 year old Billy Batson is using whatever means possible, legal or otherwise, to try and locate the birth mother he became separated from as a young boy while at a crowded funfair. Since then, Billy has been in the foster care system, and now finds himself in the care of Victor and Rosa – former foster kids themselves, who now run a home for a small group of foster children. Billy is sharing a room with Freddy, a disabled boy with an interest in superheroes and the proud owner of some pretty cool superhero memorabilia, including a batarang from Batman and a genuine bullet, flattened from having bounced off the man of steel himself! The foster home is a pretty close knit group and Billy initially struggles to fit into this large new ready made family.
And then one day, while on the run after standing up to a couple of older kids who were bullying Freddy, Billy finds himself transported to a dark mysterious cave where he inherits the powers of aged wizard Shazam (Djimon Hounsoul). The wizard is the last Shazam, currently protecting the world from an invasion of the Seven Deadly Sins, but now so weak that he must transfer his powers to someone who is true of heart. Absorbing his power, Billy becomes a grown up superhero (Zachari Levy), but by saying the word Shazam he is able to alternate between his teen body and that of the mighty superhero whenever he wants.
Once he manages to convince Freddy that he is in fact Billy and not some crazy guy in a suit, they have a lot of fun trying to work out which powers Shazam actually has and how to best make use of them. If you’ve seen the trailer, you’ll know that this is where a lot of the fun lies within the movie and it’s definitely very entertaining. But Billy eventually begins having a little too much fun for Freddy’s liking, and when all he is doing is skipping school to go shoot off lightning bolts for a gathered crowd, Freddy becomes frustrated that he is wasting his gift. With great power comes great responsibility and all that. Meanwhile, young Thaddeus Sivana has now become Dr Sivana (Mark Strong), acquiring some pretty impressive powers of his own and forging his own dark path in a scene which really pushes the 12A age rating for the movie. All his life, Sivana has been seeking the power that Billy has now acquired, so when this larger than life hero shows up, goofing around and not really taking that power seriously, Dr Sivana goes after Shazam to try and take the power for himself.
From there, the rest of the movie is pretty much a cat and mouse chase between Sivana and Shazam across the city, up in the sky and down on the streets as they smash through shopping malls and buildings before culminating in a fairground showdown. It’s actually a lot more fun than it sounds, although the whole movie could probably benefit from having about 10-15 minutes cut from it. Also, the dark threat introduced so shockingly earlier on in the movie, suddenly doesn’t become so shocking or menacing towards the end. It’s indicative of the tone of the movie as a whole really, trying to remain rooted in the traditional DC gloom, but striving for family friendly box office success. These are all very minor negatives for me though – overall Shazam is a lot of fun and very lighthearted, with a lot to say about the importance of family. And the Boardman family had an absolute blast watching it!