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Movie Metropolis (309 KP) rated The Giver (2014) in Movies
Jun 10, 2019
A Striking visual translation
Over the last decade, cinema-going audiences have had the treat of numerous adaptations of popular young adult novels. Some of them have been particularly great – the Harry Potter series the highlight – whilst others have been less than stellar – Twilight, I’m looking at you.
However, with The Hunger Games on the edge of its tantalising conclusion, director Phillip Noyce introduces teens and adults alike to a whole new world in The Giver, but can it seduce audiences which have already had numerous fantasy worlds to enjoy?
For the most part, yes. Noyce directs this adaptation with extreme visual flair and commands some great performances from the veteran actors, even if the young thespians pale a little in comparison.The-Giver-Brenton-Thwaites-character-poster-691x1024
The Giver follows a community dealing with the aftermath of a brutal conflict. The Elders (people in charge) have been forced to eradicate all feelings, emotion, colour and memories from the past to ensure that this doesn’t happen again. Unfortunately, the plan isn’t fool-proof and one person each generation must be tasked with storing information from the past to ensure the progression of the future.
The book’s intriguing premise brings a striking visual translation. The majority of the picture is shot in black and white which adds to the emotionless atmosphere – just how The Elders want it.
Meryl Streep plays the Chief Elder and despite her limited screen time manages to command each scene she is a part of – though we have come to expect nothing less from the woman who played Margaret Thatcher so beautifully. Jeff Bridges is the title character – The Giver, who manages to impart wisdom to the one teenager each generation.
The teenage characters, despite their constant presence on screen, lack the magic and sparkle of their older counterparts. Brenton Thwaites stars as The Receiver Jonas and is probably the best of the younger stars, though a decent turn by True Blood’s Alexander Skarsgard helps alleviate the offerings somewhat, and there’s even a small role for Taylor Swift.
Despite it’s reasonably small budget of $25million compared to The Hunger Games $78million, the special effects are all of a decent standard. Of course there’s a few lapses here and there in areas were most people would probably never notice, and a few larger issues involving unrealistic space ships – but there isn’t too much to criticise as the striking cinematography is were the eyes are drawn.
Overall, it’s easy to feel sorry for The Giver, it’s come at an awkward time when audiences aren’t ready to get invested in another young adult movie and therefore I predict its box office success will fall short of the quality of the film itself.
The acting is on the whole very good and it’s nice to see Meryl Streep getting her teeth into the role of a villain in a style similar to her role in The Devil Wears Prada, but it all feels a little unsure of itself. Is it a sentimental rom-com or a utopian thriller? Who knows, but it’s definitely worth a watch for the striking visuals alone.
https://moviemetropolis.net/2014/09/24/a-striking-visual-translation-the-giver-review/
However, with The Hunger Games on the edge of its tantalising conclusion, director Phillip Noyce introduces teens and adults alike to a whole new world in The Giver, but can it seduce audiences which have already had numerous fantasy worlds to enjoy?
For the most part, yes. Noyce directs this adaptation with extreme visual flair and commands some great performances from the veteran actors, even if the young thespians pale a little in comparison.The-Giver-Brenton-Thwaites-character-poster-691x1024
The Giver follows a community dealing with the aftermath of a brutal conflict. The Elders (people in charge) have been forced to eradicate all feelings, emotion, colour and memories from the past to ensure that this doesn’t happen again. Unfortunately, the plan isn’t fool-proof and one person each generation must be tasked with storing information from the past to ensure the progression of the future.
The book’s intriguing premise brings a striking visual translation. The majority of the picture is shot in black and white which adds to the emotionless atmosphere – just how The Elders want it.
Meryl Streep plays the Chief Elder and despite her limited screen time manages to command each scene she is a part of – though we have come to expect nothing less from the woman who played Margaret Thatcher so beautifully. Jeff Bridges is the title character – The Giver, who manages to impart wisdom to the one teenager each generation.
The teenage characters, despite their constant presence on screen, lack the magic and sparkle of their older counterparts. Brenton Thwaites stars as The Receiver Jonas and is probably the best of the younger stars, though a decent turn by True Blood’s Alexander Skarsgard helps alleviate the offerings somewhat, and there’s even a small role for Taylor Swift.
Despite it’s reasonably small budget of $25million compared to The Hunger Games $78million, the special effects are all of a decent standard. Of course there’s a few lapses here and there in areas were most people would probably never notice, and a few larger issues involving unrealistic space ships – but there isn’t too much to criticise as the striking cinematography is were the eyes are drawn.
Overall, it’s easy to feel sorry for The Giver, it’s come at an awkward time when audiences aren’t ready to get invested in another young adult movie and therefore I predict its box office success will fall short of the quality of the film itself.
The acting is on the whole very good and it’s nice to see Meryl Streep getting her teeth into the role of a villain in a style similar to her role in The Devil Wears Prada, but it all feels a little unsure of itself. Is it a sentimental rom-com or a utopian thriller? Who knows, but it’s definitely worth a watch for the striking visuals alone.
https://moviemetropolis.net/2014/09/24/a-striking-visual-translation-the-giver-review/
Amy (7 KP) rated Goddess of Troy in Books
Jan 17, 2018 (Updated Jan 17, 2018)
Terrible. Total destruction.
Contains spoilers, click to show
The premise is one that P.C. Cast recycles throughout her work which is of taking modern women and dropping them into the worlds of myth and magic.
A brilliant idea, occasionally well done in her other novels...not unfortunately for this one.
The problem begins with the plot the goddesses send the women back to end the war...okay, but why not do it themselves? The flimsy excuses just don't hold up. The plot is weakly manipulated and transparently executed to make the neccessity of the modern women going back possible.
Problem 2-is the blatant racism of making the indipendant modern black woman into a white slave girl.
Problem 3- problematic sex scenes which read as thinly disguised rape scenes. A male character is hypnotises and the main female character has sex with him....this is made okay by him giving her consent afterwards. Which is not how consent works. This book being intended for young women just becoming sexual is at best concerning and at most incredibly damaging whilst promoting male rape under the guise of female empowerment.
The dialogue when more old fashioned from the warriors is charming and engaging...from the modern women we are forced to deal with censored cringy curse words, way too much teenage level gossip, and not a smidge of maturity in sight...from grown ass women.
For thirty plus successful women the character profiles should have engaged and fascinated, unfortunately those profiles were ignored during in-story application and replaced with twittering, childish teens who giggle over the word penis and lose their minds over the most vacuous and senseless things.
The plot centres around a boring, romance, and changes the original relationship of Achilles and Patroclus from its canonical implied romance to one of cousins...this at best is a misguided deviation from the canonical Iliad relationship they had.
It could easily be read as a blatant attack and hideous misuse of the original content, that could given the sheer overwhelming heteronormaty we are forced to endure be at its worst an erasure of rare LGBT representation from historical content.
The relationships are forced, and their happy endings so saccharine it hurts to read.
The siege of Troy is horrifically rewritten to make the main female lead the deciding factor that ensured victory and removed nearly all canonical battle events.
Throughout the novel not much happens, and by time something does you just want the novel over with.
It doesn't read as mythology inspired, the myths and characters are used as cheap prop and staging whilst removing the deep themes, and messages that ensured their endurance throughout time.
The vocabulary is below pre-teen level, the grammar is sub-par, and the pacing and plotting absolutely abysmal.
How this book ever made it to print in this state is a large and curious mystery for me.
I cannot urge you to skip this book enough, Margaret George's 'Helen of Troy' is a far more valuable use of your time if you are in want of mythology inspired fantasy...and does so without annihilating the entire original stories.
A brilliant idea, occasionally well done in her other novels...not unfortunately for this one.
The problem begins with the plot the goddesses send the women back to end the war...okay, but why not do it themselves? The flimsy excuses just don't hold up. The plot is weakly manipulated and transparently executed to make the neccessity of the modern women going back possible.
Problem 2-is the blatant racism of making the indipendant modern black woman into a white slave girl.
Problem 3- problematic sex scenes which read as thinly disguised rape scenes. A male character is hypnotises and the main female character has sex with him....this is made okay by him giving her consent afterwards. Which is not how consent works. This book being intended for young women just becoming sexual is at best concerning and at most incredibly damaging whilst promoting male rape under the guise of female empowerment.
The dialogue when more old fashioned from the warriors is charming and engaging...from the modern women we are forced to deal with censored cringy curse words, way too much teenage level gossip, and not a smidge of maturity in sight...from grown ass women.
For thirty plus successful women the character profiles should have engaged and fascinated, unfortunately those profiles were ignored during in-story application and replaced with twittering, childish teens who giggle over the word penis and lose their minds over the most vacuous and senseless things.
The plot centres around a boring, romance, and changes the original relationship of Achilles and Patroclus from its canonical implied romance to one of cousins...this at best is a misguided deviation from the canonical Iliad relationship they had.
It could easily be read as a blatant attack and hideous misuse of the original content, that could given the sheer overwhelming heteronormaty we are forced to endure be at its worst an erasure of rare LGBT representation from historical content.
The relationships are forced, and their happy endings so saccharine it hurts to read.
The siege of Troy is horrifically rewritten to make the main female lead the deciding factor that ensured victory and removed nearly all canonical battle events.
Throughout the novel not much happens, and by time something does you just want the novel over with.
It doesn't read as mythology inspired, the myths and characters are used as cheap prop and staging whilst removing the deep themes, and messages that ensured their endurance throughout time.
The vocabulary is below pre-teen level, the grammar is sub-par, and the pacing and plotting absolutely abysmal.
How this book ever made it to print in this state is a large and curious mystery for me.
I cannot urge you to skip this book enough, Margaret George's 'Helen of Troy' is a far more valuable use of your time if you are in want of mythology inspired fantasy...and does so without annihilating the entire original stories.
Ivana A. | Diary of Difference (1171 KP) rated Beautiful Demons (The Shadow Demons Saga #1) in Books
Aug 21, 2018
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<img src="https://gipostcards.files.wordpress.com/2018/07/book-review1.png?w=544"/>
I used to read a lot of Young Adult, Fiction and Fantasy books before. My little sister mentioned to me a few weeks ago that she started reading this genre. I decided that it would be a good thing to join her in this adventure, and to read some of the books she's reading.
I have also asked for recommendations on the bookshelf that I made especially for this, and received so many responses. Thank you to all of you who contributed, and this is the list that we have now - <a href="https://www.goodreads.com/review/list/28198445-ivana-a?shelf=tea-s-wishlist">Tea's Wishlist</a>
<b><i>Beautiful Demons is the first book of the Shadow Demons series.</i></b>
It is a story about Harper Madison, an orphan, that went from one family to another, causing troubles all her life and on one occasion, unintentionally made fire and burned people to death. With no family willing to take her now, she has to go to Shadowford, a place for troubled orphan girls.
<b><i>But what if everything happens for a reason? And why is this whole town so mysterious? Why, for the first time, she actually belongs somewhere?
Everyone in this town seems to be hiding something? And that is just the beginning…</i></b>
<img src="https://gipostcards.files.wordpress.com/2018/07/book-cover-1.png?w=544"/>
Even though this book is quite short, I was actually amused as to how much it was able to cover. I was pulled in from the first chapter, and this kept me going until the last.
We have all seen the new girl, new town, new school, being bullied type of scenario, and the cheerleaders owning the school and dating the jocks. This is the same, except it isn’t. It is spiced up with mystery and magic, and cheerleaders are just a metaphor of all that lies behind it. I will only reveal this much - the moment you get accepted to become a cheerleader, your life changes. But that is also the moment you realise it's only the beginning.
I liked Harper's character, and how she was presented. Sometimes she was too naïve and vulnerable for her own good, sometimes a bit too reckless when she didn't have enough information and clues. She was though, a nice young girl example of making brave decisions, but also a bad example of making stupid decisions…
The plot twist in the end was amazing, and I could never see that coming.
I think the purpose of this book was to make a nice scene building for the next books in the series, and to raise our curiosity. A lot of questions were raised, and not many were answered, which proves my point.
I really enjoyed the beginning of this series, and will definitely be reading the next books.
<img src="https://gipostcards.files.wordpress.com/2018/07/book-review1.png?w=544"/>
I used to read a lot of Young Adult, Fiction and Fantasy books before. My little sister mentioned to me a few weeks ago that she started reading this genre. I decided that it would be a good thing to join her in this adventure, and to read some of the books she's reading.
I have also asked for recommendations on the bookshelf that I made especially for this, and received so many responses. Thank you to all of you who contributed, and this is the list that we have now - <a href="https://www.goodreads.com/review/list/28198445-ivana-a?shelf=tea-s-wishlist">Tea's Wishlist</a>
<b><i>Beautiful Demons is the first book of the Shadow Demons series.</i></b>
It is a story about Harper Madison, an orphan, that went from one family to another, causing troubles all her life and on one occasion, unintentionally made fire and burned people to death. With no family willing to take her now, she has to go to Shadowford, a place for troubled orphan girls.
<b><i>But what if everything happens for a reason? And why is this whole town so mysterious? Why, for the first time, she actually belongs somewhere?
Everyone in this town seems to be hiding something? And that is just the beginning…</i></b>
<img src="https://gipostcards.files.wordpress.com/2018/07/book-cover-1.png?w=544"/>
Even though this book is quite short, I was actually amused as to how much it was able to cover. I was pulled in from the first chapter, and this kept me going until the last.
We have all seen the new girl, new town, new school, being bullied type of scenario, and the cheerleaders owning the school and dating the jocks. This is the same, except it isn’t. It is spiced up with mystery and magic, and cheerleaders are just a metaphor of all that lies behind it. I will only reveal this much - the moment you get accepted to become a cheerleader, your life changes. But that is also the moment you realise it's only the beginning.
I liked Harper's character, and how she was presented. Sometimes she was too naïve and vulnerable for her own good, sometimes a bit too reckless when she didn't have enough information and clues. She was though, a nice young girl example of making brave decisions, but also a bad example of making stupid decisions…
The plot twist in the end was amazing, and I could never see that coming.
I think the purpose of this book was to make a nice scene building for the next books in the series, and to raise our curiosity. A lot of questions were raised, and not many were answered, which proves my point.
I really enjoyed the beginning of this series, and will definitely be reading the next books.
Phil Leader (619 KP) rated The Magicians' Guild (Black Magician Trilogy, #1) in Books
Nov 20, 2019
Trudi Canavan has been on my 'to read' list for a long time (far too long really). I finally found the time to read The Magicians' Guild - book one of the Black Magician trilogy.
The story revolves around Sonea, a girl living amongst the poor and near-poor of Imardin. The city is home to the titular guild, where the greatest magicians in the world learn and teach.
Those showing magical talent only come from the ruling classes. But Sonea has magical talent so the guild need to either break tradition and train her or block her powers as unless she is trained they will unleash themselves and kill her. The problem is that Sonea (along with the rest of the less privileged city dwellers) distrusts and fears the guild.
The book is in two parts - the first involves Sonea hiding from the guild and their attempts to find her. This is quite a clever strategy from a story telling point of view since the world and characters can be gradually introduced. We meet Sonea and her friends, and also the Thieves that control the slums. On the magicians' side we find some are sympathetic towards Sonea while others are outraged at the thought of training a slum girl - some for more personal reasons than others.
The second half involves Sonea's initial training at the guild. I do try not to give away major plot direction in these reviews, but I don't think it's much of a spoiler that she does end up in the guild, given the name of the book. In this part we find out more about magic and the guild, plus the plot that forms the core of this book moves forward and is resolved in a satisfactory - and dramatic - style.
Canavan's writing is focused firmly on character, although the world around them is fully realised, with the slums suitably dingy and grubby and the guild grand and opulent. The characters are allowed to develop through the pages. I found the start a little slow going, but I think that was mostly because the previous book I read was for more action based. There is also very little dramatic tension about Sonea ending up in the guild, but I don't think that is the purpose of the first half of the book anyway.
This story is clearly there to set up the characters for the trilogy as a whole - and as the plot progresses Sonea discovers some things that are clearly going to be important in her future. The way the ending is left is therefore very finely balanced between the resolution of the main plot and leaving the threads for the next book, and Canavan is spot on in delivering this.
Overall I really liked this book and will read the other installments as time allows without hesitation. If you are looking for some brutal anti-hero cutting a swathe of destruction through his enemies this is not the book for you. If you want some careful characterisation and a personality driven and human-scale plot, pick up this book. It is also refreshing to have a female main protagonist in the traditionally macho world of fantasy. Recommended.
The story revolves around Sonea, a girl living amongst the poor and near-poor of Imardin. The city is home to the titular guild, where the greatest magicians in the world learn and teach.
Those showing magical talent only come from the ruling classes. But Sonea has magical talent so the guild need to either break tradition and train her or block her powers as unless she is trained they will unleash themselves and kill her. The problem is that Sonea (along with the rest of the less privileged city dwellers) distrusts and fears the guild.
The book is in two parts - the first involves Sonea hiding from the guild and their attempts to find her. This is quite a clever strategy from a story telling point of view since the world and characters can be gradually introduced. We meet Sonea and her friends, and also the Thieves that control the slums. On the magicians' side we find some are sympathetic towards Sonea while others are outraged at the thought of training a slum girl - some for more personal reasons than others.
The second half involves Sonea's initial training at the guild. I do try not to give away major plot direction in these reviews, but I don't think it's much of a spoiler that she does end up in the guild, given the name of the book. In this part we find out more about magic and the guild, plus the plot that forms the core of this book moves forward and is resolved in a satisfactory - and dramatic - style.
Canavan's writing is focused firmly on character, although the world around them is fully realised, with the slums suitably dingy and grubby and the guild grand and opulent. The characters are allowed to develop through the pages. I found the start a little slow going, but I think that was mostly because the previous book I read was for more action based. There is also very little dramatic tension about Sonea ending up in the guild, but I don't think that is the purpose of the first half of the book anyway.
This story is clearly there to set up the characters for the trilogy as a whole - and as the plot progresses Sonea discovers some things that are clearly going to be important in her future. The way the ending is left is therefore very finely balanced between the resolution of the main plot and leaving the threads for the next book, and Canavan is spot on in delivering this.
Overall I really liked this book and will read the other installments as time allows without hesitation. If you are looking for some brutal anti-hero cutting a swathe of destruction through his enemies this is not the book for you. If you want some careful characterisation and a personality driven and human-scale plot, pick up this book. It is also refreshing to have a female main protagonist in the traditionally macho world of fantasy. Recommended.
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Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
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, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
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, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
postapocalypticplayground (27 KP) rated The Cruel Prince in Books
Mar 12, 2018
Underwhelming sadly
I’m feeling a little underwhelmed if I’m honest, I have never read a Holly Black book before and with the hype surrounding this I fully felt I would be blown away, I was left with a gentle simmer. I have to say I really didn’t enjoy the characters and I’m finding it hard to think of one that was particularly likeable. Jude and her sister Tarryn are now living as wards of the man who brutally murdered their parents when they were very young, yet they seem to embrace him and throughout it doesn’t appear to be any thirst for revenge against him that fuels her, instead it seems to be focused on the torment and bullying she receives from the “cruel” prince Carden and getting back at him and his posse. I say “cruel” because it’s actually quite ambiguous, there are plenty of princes who are truly cruel in this story, more so than Carden who is just a by product of his experiences. I certainly wouldn’t agree with the blurb that he is the “wickedest of the Kings sons.” All the male characters are written without much in the way of redeeming features and most of the girls are scheming. Sadly, I didn’t really care about Jude and I found the situations she found herself in slowly more and more ludicrous almost as if it was ultimately forgotten that she was human playing fae.
However, after the first 8 chapters the story moves from High School drama to something more fantasy based, Jude finds herself tasked with an unusual role which she hopes will find her favour within the court (Tarryn gets reduced to wanting to be a good little wife to a high lord – urgh) and ultimately secure her a role in which she will win respect. Jude must learn to become tough, to learn secrets and to ultimately become a pawn in a much larger game for power. Despite my reservations Holly Black worked some magic on me that led me to not want to put the book down, there were twists and turns, truths and lies, and a plot that left me reeling, if not a little confused sometimes. It’s a book that feels like it is trying to be many things, there is one scene that feels particularly Game of Thrones esq, but it does for the most part mange to keep it’s own identity.
I have struggled to write this review and I did hover between 2 and 3 stars for a long time, I have decided on 3 as for about 2/3 I did actually enjoy the underlying story, if not the characters themselves. I found it richly woven with plenty to keep me thinking ahead and an intriguing back story. There are a number of games in play and lots of clues of being dotted around, unfortunately Jude is too caught up to put the pieces together properly which isn’t surprising as even I was struggling to keep up with all the things going on! Despite myself, I will probably read book 2 as for some reason that I can’t entirely fathom I really want to know what happens next, perhaps it’s a glamour from the pages themselves…….
However, after the first 8 chapters the story moves from High School drama to something more fantasy based, Jude finds herself tasked with an unusual role which she hopes will find her favour within the court (Tarryn gets reduced to wanting to be a good little wife to a high lord – urgh) and ultimately secure her a role in which she will win respect. Jude must learn to become tough, to learn secrets and to ultimately become a pawn in a much larger game for power. Despite my reservations Holly Black worked some magic on me that led me to not want to put the book down, there were twists and turns, truths and lies, and a plot that left me reeling, if not a little confused sometimes. It’s a book that feels like it is trying to be many things, there is one scene that feels particularly Game of Thrones esq, but it does for the most part mange to keep it’s own identity.
I have struggled to write this review and I did hover between 2 and 3 stars for a long time, I have decided on 3 as for about 2/3 I did actually enjoy the underlying story, if not the characters themselves. I found it richly woven with plenty to keep me thinking ahead and an intriguing back story. There are a number of games in play and lots of clues of being dotted around, unfortunately Jude is too caught up to put the pieces together properly which isn’t surprising as even I was struggling to keep up with all the things going on! Despite myself, I will probably read book 2 as for some reason that I can’t entirely fathom I really want to know what happens next, perhaps it’s a glamour from the pages themselves…….
Louise (64 KP) rated Mad About the Hatter in Books
Jul 2, 2018
I received a free copy of this book to review from Netgalley.
Hatter has been kept prisoner in the red queens dungeons for longer than he can remember. Eventually the day has come, he has been summoned by the Queen herself what can only be for none the less a beheading as everyone knows this is her favourite pastime. To the Hatters amazement she is sparing his head by striking a deal that he can’t refuse (really he can’t refuse) by capturing ‘boy Alice’ – and returning him for a right old head lolloping.
‘Boy Alice’ is in fact Alice’s younger brother Henry(17). He has never believed Alice’s stories of wonderland and always thought she was attention seeking, for which they have never seen eye to eye.
All Henry remembers is Alice apologising after their recent altercation, handing him a glass of punch and telling him to find the Hatter!
Henry finds himself in a mysterious place of oversized flowers and a caterpillar sitting upon a mushroom that speaks in riddles – can it really be Wonderland? Was Alice really an attention seeking twit?.
When Hatter finds Henry they grow to like each other and try to figure a plan to get Henry back to his home but by doing so they have to cross some challenging areas within Wonderland such as the Neverglades and Drawrof, during this adventure the relationship between the Hatter and Henry blossom.
"Rules are merely a fistful of conundrums, obstacles and barriers knotted and twisted together for the sole purpose of sucking the last bit of fun out of every experience"
I loved this book so much! The world-building was amazing that I felt like I was in Wonderland alongside the Hatter and Henry. Every section of Wonderland they crossed was so different from the last and every bit as magical.
The book is only 190 pages so a very fast and easy read. I liked that all the original characters were used and they all had the same traits as from Alice in Wonderland and that new creatures added and were blended in well.
The friendship between Henry and that Hatter was very sweet and heartwarming as they ventured on through the mystical lands and defied death, the feelings for one another become more than companions.
There were some particularly funny moments in the book that did make me laugh out loud as they were quite witty and there were still some essence of nonsense but not as much as Alice in Wonderland.
Alice to me was the only character that I didn’t really feel genuine, it felt a bit forced like she had to been in the book because it was based on Alice in Wonderland by C.S Lewis.
Nearing the end of the book there was a particular cheesy bit that I didn’t really like as it was a bit of a cliché but other than that I thoroughly enjoyed the book. I was sucked in to the magical world that was Wonderland!
I think there is definitely room for a sequel.
"That’s the secret to Wonderland. Believing. It’s what fuels magic"
I would recommend this book for anyone that reads/likes Young Adult and Lite fantasy novels.
I have never read anything else by Dakota Chase, though she has other books published such as ‘Changing Jamie’ and ‘Monster Town’.
Overall I rate this 4 out of 5 stars
Hatter has been kept prisoner in the red queens dungeons for longer than he can remember. Eventually the day has come, he has been summoned by the Queen herself what can only be for none the less a beheading as everyone knows this is her favourite pastime. To the Hatters amazement she is sparing his head by striking a deal that he can’t refuse (really he can’t refuse) by capturing ‘boy Alice’ – and returning him for a right old head lolloping.
‘Boy Alice’ is in fact Alice’s younger brother Henry(17). He has never believed Alice’s stories of wonderland and always thought she was attention seeking, for which they have never seen eye to eye.
All Henry remembers is Alice apologising after their recent altercation, handing him a glass of punch and telling him to find the Hatter!
Henry finds himself in a mysterious place of oversized flowers and a caterpillar sitting upon a mushroom that speaks in riddles – can it really be Wonderland? Was Alice really an attention seeking twit?.
When Hatter finds Henry they grow to like each other and try to figure a plan to get Henry back to his home but by doing so they have to cross some challenging areas within Wonderland such as the Neverglades and Drawrof, during this adventure the relationship between the Hatter and Henry blossom.
"Rules are merely a fistful of conundrums, obstacles and barriers knotted and twisted together for the sole purpose of sucking the last bit of fun out of every experience"
I loved this book so much! The world-building was amazing that I felt like I was in Wonderland alongside the Hatter and Henry. Every section of Wonderland they crossed was so different from the last and every bit as magical.
The book is only 190 pages so a very fast and easy read. I liked that all the original characters were used and they all had the same traits as from Alice in Wonderland and that new creatures added and were blended in well.
The friendship between Henry and that Hatter was very sweet and heartwarming as they ventured on through the mystical lands and defied death, the feelings for one another become more than companions.
There were some particularly funny moments in the book that did make me laugh out loud as they were quite witty and there were still some essence of nonsense but not as much as Alice in Wonderland.
Alice to me was the only character that I didn’t really feel genuine, it felt a bit forced like she had to been in the book because it was based on Alice in Wonderland by C.S Lewis.
Nearing the end of the book there was a particular cheesy bit that I didn’t really like as it was a bit of a cliché but other than that I thoroughly enjoyed the book. I was sucked in to the magical world that was Wonderland!
I think there is definitely room for a sequel.
"That’s the secret to Wonderland. Believing. It’s what fuels magic"
I would recommend this book for anyone that reads/likes Young Adult and Lite fantasy novels.
I have never read anything else by Dakota Chase, though she has other books published such as ‘Changing Jamie’ and ‘Monster Town’.
Overall I rate this 4 out of 5 stars