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The Choosing (Seer, #1)
8
8.0 (1 Ratings)
Book Rating
I am finding it difficult to write a review without giving too much of the story away! This book is filled with so many aspects that left my mind reeling, my heart aching, and my stomach churning. But through it all, the message is clear. The Father has chosen us, chosen me. I am beautiful, I have worth. There is freedom in the truth.

With multiple viewpoints and storylines to follow, this book is intense and pretty heavy at times. But LIFE and TRUTH bleed through in even the most dreadful moments. Rachelle has created a brilliant dystopian world with intriguing characters. Reading this book kept me up late and had me biting my nails. I even had a dream or two about the story. It gets inside your head for sure! Watching Carrington develop and grow and become a seer of truth was beautiful.

The Choosing is the first book of a series and definitely leaves you wanting more. However, it does end with a fairly satisfying conclusion...for now. I enjoyed Rachelle Dekker's debut novel and look forward to continuing this series.

I received The Choosing as a gift. I was not required to write a review. All opinions expressed are mine alone.
  
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Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
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!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
Mutants
Mutants
2019 | Card Game, Fighting, Video Game Theme
Boy, we have some crazy ideas when it comes to what the world will look like in the future. Flying cars? Probably. Robot house butlers? Maybe. Mutant fighters that can be formed immediately and placed into battle seconds after “birth?” Now, that’s a stretch. But, embrace the stretch here, because Mutants is all about it.

Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.


To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.

The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.

Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.

If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.

At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.


Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!

For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.

This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
  
Saving Private Ryan (1998)
Saving Private Ryan (1998)
1998 | Action, Drama, War
A classic
Film #14 on the 100 Movies Bucket List: Saving Private Ryan

When I think of war films, I immediately think of Saving Private Ryan. This is partly because I shamefully haven’t seen the majority of the older classic war films (but I may have done by the time I reach the end of this list), and also because this is the first war film I ever saw. I have my dad to thank for introducing me to this, he was obsessed with anything war related, and while I would never admit this to him as a teenager, even back then I could appreciate how brilliant this film was.

Saving Private Ryan is a 1998 World War II epic from Steven Spielberg that follows a group of soldiers as they embark on a mission across France to rescue a man who’s 3 brothers have been killed in action. It stars Tom Hanks as Captain Miller as he leads a host of recognisable faces including Vin Diesel (Caparzo), Barry Pepper (Jackson), Tom Sizemore (Horvath), Giovanni Ribisi (Wade), Edward Burns (Reiben) and Jeremy Davies as Upham as they trek across country to find Matt Damon’s Private Ryan.

The main plot is definitely very Hollywood, but the film itself looks and feels like anything but a glamorous Hollywood blockbuster. This is by far the grittiest, darkest and most horrific war film I’ve seen to date. Spielberg does not shy away from displaying the true horror of war, from the blood and gore of the fighting to the physical and psychological effects it had on the soldiers , it’s all here in all of its horrifying glory. One of the most memorable scenes of any war film is the opening sequence of the D-Day landings, that shows a haunting and frightfully bloody side of the war that no other films have managed to capture in such a dark and emotionally draining manner. Even the opening scene in Arlington Cemetery, especially when paired with a moving score from John Williams, is a tearjerker only a few minutes into the 2.5 hour runtime. I don’t know how factually realistic this whole film is, but it’s definitely one of the most compellingly believable films I’ve ever seen, especially the death scenes.

Visually the cinematography helps with the dark and gritty feeling. Everything looks grey and drab, even hazy at times, and this only helps to promote the overall tone of the film. Admittedly there are parts of this now that do look a little dated and there are a few early scenes with a strange out of place camera flare, but considering it was released 23 years ago, it’s aged pretty well and still looks quite good. It’s helped by a truly stellar cast lead by the ever brilliant Tom Hanks, who’s turn as Captain Miller is hauntingly good. The fact that he didn’t win the Oscar for his performance is criminal. Him alongside the rest of the cast, including memorably brash Brooklynite Reiben (Burns) and God-fearing elite sniper Jackson (Pepper), completely embody the camaraderie, friendship and sometimes hostility shown by the group of men perfectly. My only slight criticism of this film is that after growing to know and like these men over the course of the film, there is a question mark over some of their fates at the end which is a tiny bit disappointing.

Saving Private Ryan won 5 Oscars, including Best Director and Best Cinematography, but was nominated for many others including Best Picture, which in my opinion it deserved far more than the film that won in 1999 (Shakespeare in Love), as this is undoubtedly an all time classic war film.
  
A Monster Calls (2016)
A Monster Calls (2016)
2016 | Drama, Fantasy
Story – The story here is clear for everyone watching, this is one family a son, mother, grandmother and dad dealing with the impending death of a loved one. We get to see how Conor the son deals with everything in his own way that means he doesn’t get punished for anything, we get to see how the mother must stay strong for her son until the very end and how the grandmother must deal with the upcoming death of her daughter while being the only one there for grandson. This will make you cry it is as simple as that because his is one of the hardest hitting emotional punches you will ever receive.

Fantasy – We are thrown into a fantasy world that Conor creates to help him deal with the tragic events that are happening within his life, we are left to decide for ourselves which side of the story is real or not with the fantasy element too.

Characters/Performance – Conor is a character that we could see in so many situations when a parent is terminally ill, he struggles to find his place when he knows his future but can’t face it. When we look at the adults we get to see the struggling mother with her health, the father who isn’t around and the grandmother who doesn’t really know how to act because she will be losing her daughter but needing to be strong for her grandson. The tree monster is a great character in its own right, even if it is created to help Conor deal with the problems in his life.

When you look at the performance youngest Lewis MacDougall is brilliant in this role going through the full range of emotions while the bigger name actors let him take the centre stage.

Settings – The settings used make us feel like this is just a normal family that has had to deal with its ups and downs but now it will be taking on the biggest down. We don’t get any iconic settings but we get everything we need to feel the pain the characters go through.

Special Effects – The special effects here are brilliant making us fully believe there is in fact a monster with Conor helping him through this difficult time.

Final Thoughts – This is easily one of the most heart-breaking films of the year but shows just how difficult the situation would be for a young boy.

 

Overall: Bring your tissues to this film that will leave you emotional exhausted by the end.

https://moviesreview101.com/2017/01/26/a-monster-calls-2016/
  
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