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Rachel King (13 KP) rated Finding the Light of Jesus in Books
Feb 11, 2019
When I first started to read this book, I realized very quickly how simply written this book is. The first ten chapters read as if I were sitting in a therapy session with the author and she were talking to me. They are written without much emphasis on detail, and seemed to focus largely on how a person feels in regards to stress and depression. Though the author writes extensively on the light of Jesus, she does not quote a single Bible verse, though she attempts to paraphrase a few - without citations. The beginning and end of each of these ten chapters also contain a poem she wrote and calls prayers, though the poetry is badly written and has little resemblance to an actual prayer, in my opinion. Also scattered through the chapters are activities that the author recommends for the reader, such as journaling and answering questions.
The final chapter is actually a collection of prayers and reflections that the reader is supposed to follow over the course of seven days. This is followed by a section of "Conversations With Jesus" that focus on different topics such as anger, jealousy, being overwhelmed, and fear. This is followed by five pages in which she quotes a scripture from the New American Bible, and leaves a blank space for the reader to journal the answers to her questions about the scripture verse. This is followed by more of her prayers and a further 30 days of prayer and reflection.
Overall, the author presents a Jesus that is only concerned about a person's feelings, whom the author seems to believe that everyone has inside of him or her from birth. She further indicates that everyone goes to heaven, and Jesus' strongest quality is being a "light." No mention is made of the basic precepts of Bible-based Christianity, such as sin, salvation, and the resurrection of Jesus Christ. Instead she writes things that seem to contradict parts of scripture, such as stating that Jesus does not judge us and that we are the "light," as well as what I previously mentioned about everyone going to heaven. In the context of that paragraph, I almost expected the author to write that we are all Jesus. I also noticed while reading that nowhere does she ever refer to Him as Jesus Christ either. The entire book has a vague New Age feel, as many of the things Tuttle writes mimic the doctrine of a New Age Jesus.
The author, Cindy Tuttle, has a background of working in the mental health industry for more than twenty-five years. Based on what I have read in this book, I have no doubt that she is good at her job and finds great success with her patients, but I do not find this book of the same calibur.
The final chapter is actually a collection of prayers and reflections that the reader is supposed to follow over the course of seven days. This is followed by a section of "Conversations With Jesus" that focus on different topics such as anger, jealousy, being overwhelmed, and fear. This is followed by five pages in which she quotes a scripture from the New American Bible, and leaves a blank space for the reader to journal the answers to her questions about the scripture verse. This is followed by more of her prayers and a further 30 days of prayer and reflection.
Overall, the author presents a Jesus that is only concerned about a person's feelings, whom the author seems to believe that everyone has inside of him or her from birth. She further indicates that everyone goes to heaven, and Jesus' strongest quality is being a "light." No mention is made of the basic precepts of Bible-based Christianity, such as sin, salvation, and the resurrection of Jesus Christ. Instead she writes things that seem to contradict parts of scripture, such as stating that Jesus does not judge us and that we are the "light," as well as what I previously mentioned about everyone going to heaven. In the context of that paragraph, I almost expected the author to write that we are all Jesus. I also noticed while reading that nowhere does she ever refer to Him as Jesus Christ either. The entire book has a vague New Age feel, as many of the things Tuttle writes mimic the doctrine of a New Age Jesus.
The author, Cindy Tuttle, has a background of working in the mental health industry for more than twenty-five years. Based on what I have read in this book, I have no doubt that she is good at her job and finds great success with her patients, but I do not find this book of the same calibur.
JT (287 KP) rated Godzilla (2014) in Movies
Mar 23, 2020
Does what it says on the tin
Big action blockbusters probably don’t get much bigger than this, certainly, the budgets don’t. Just ask Gareth Edwards, who is making his second feature (again about monsters) brings to life one of the films most iconic.
Edwards as a director landed on peoples radar with his 2010 micro-budgeted Monsters which drew on strong character development and their ongoing relationships in the aftermath of an alien invasion. In this reboot, which if there was ever a need for a remake this might well have been it, Edwards plumps for well crafted central characters while teasing us with glimpses of prehistoric beings saving the money shots for the big action set pieces.
In an opening credits history lesson which gives us a background into the creation of the gargantuan predator, and the reason for all that nuclear testing, we are fast-forwarded to 1999 was the discovery of giant remains sparks fears that something else has been awoken and ready to cause some havoc.
I wasn’t particularly blown away by this one, the first half is exceptional as Cranston’s Joe Brody is encapsulated in a collapsing nuclear power plant disaster and then goes a bit crackpot as he looks to unearth his theory that the government are trying to cover something up.
Once the dust settles on that and the force of nature have revealed themselves in the shape of Godzilla and his foe the M.U.TO.s (Massive Unidentified Terrestrial Objects) there is little to do but sit back and watch the carnage unfurl.
With so much going on the character performances are practically dwarfed by the 350 ft beasts going toe to toe, and you really pay little attention to what is going on in the background. Some of the cast add little if anything which is a shame, Ken Watanabe does a lot of starring into space with his jaw-dropping onto the floor. His partner in science Sally Hawkins merely attempts to add snippets of useless information and poor Elizabeth Olsen is reduced to a bit part love interest.
Taylor-Johnson looks suitably beefed up and manages to hold his own, taking centre stage to save the world from possible annihilation, as if that hasn’t already been achieved by the Dawrinesque nuclear creation. There are parts within the film that are ludicrous, and parts that you can stare in amazement at none more so than the final fight which if anything is certainly worth the admission price.
Visually as you would expect it’s a stunning film but is somewhat disjointed throughout. There were enough subtle references to suggest a sequel (which there was) and that Gareth Edwards will in someway get another crack and wreaking havoc somewhere else (which he didn’t).
Edwards as a director landed on peoples radar with his 2010 micro-budgeted Monsters which drew on strong character development and their ongoing relationships in the aftermath of an alien invasion. In this reboot, which if there was ever a need for a remake this might well have been it, Edwards plumps for well crafted central characters while teasing us with glimpses of prehistoric beings saving the money shots for the big action set pieces.
In an opening credits history lesson which gives us a background into the creation of the gargantuan predator, and the reason for all that nuclear testing, we are fast-forwarded to 1999 was the discovery of giant remains sparks fears that something else has been awoken and ready to cause some havoc.
I wasn’t particularly blown away by this one, the first half is exceptional as Cranston’s Joe Brody is encapsulated in a collapsing nuclear power plant disaster and then goes a bit crackpot as he looks to unearth his theory that the government are trying to cover something up.
Once the dust settles on that and the force of nature have revealed themselves in the shape of Godzilla and his foe the M.U.TO.s (Massive Unidentified Terrestrial Objects) there is little to do but sit back and watch the carnage unfurl.
With so much going on the character performances are practically dwarfed by the 350 ft beasts going toe to toe, and you really pay little attention to what is going on in the background. Some of the cast add little if anything which is a shame, Ken Watanabe does a lot of starring into space with his jaw-dropping onto the floor. His partner in science Sally Hawkins merely attempts to add snippets of useless information and poor Elizabeth Olsen is reduced to a bit part love interest.
Taylor-Johnson looks suitably beefed up and manages to hold his own, taking centre stage to save the world from possible annihilation, as if that hasn’t already been achieved by the Dawrinesque nuclear creation. There are parts within the film that are ludicrous, and parts that you can stare in amazement at none more so than the final fight which if anything is certainly worth the admission price.
Visually as you would expect it’s a stunning film but is somewhat disjointed throughout. There were enough subtle references to suggest a sequel (which there was) and that Gareth Edwards will in someway get another crack and wreaking havoc somewhere else (which he didn’t).
Darren (1599 KP) rated 12 Rounds 3: Lockdown (2015) in Movies
Jun 20, 2019
Contains spoilers, click to show
Story: 12 Rounds 3: Lockdown starts as Burke (Cross) and his fellow officers learning of an incriminating set of photos of his men’s corruption. We move on to meet Burke’s former partner John Shaw (Ambrose) who is returning to work after being shot in the line of duty. It isn’t too long before we see the clash between Burke and Shaw which leads to Shaw investigating the bust.
When Shaw uncovers the truth he finds himself being hunted in the precinct by Burke and his men Gideon (Cudmore), Darrow (Munro) Harris (Olsson), Meeks (Levins) and Saul (Morrow). Shaw finds himself locked in the station with only the rookie Jenny Taylor (Smyth) not hunting him down like Burke’s men.
12 Rounds 3: Lockdown is an action film that does everything you need it to without making anything over complicated. We have the one man taking on the villains in a building with no escape to expose the truth. What more do you need in an action film. Saying that we have one final twist that comes off very cheap and forced. This is something that is easy to watch which will work for casual viewing.
Actor Review
Dean Ambrose: John Shaw is the honest cop that has just returned to work after being injured in the line of duty. He uncovers that his former partner has been Burke and his men have become corrupt. He has to survive a lockdown being hunted down by all of the men and being framed for everything to get the truth out. Dean is very good in this role with a potentially new action star.
Roger Cross: Tyler Burke is the former partner of Shaw but they have gone their separate ways with Burke entering into the world of corruption but when he is about to get busted he will kill anyone that gets in his way including Shaw who is the only man stopping his team from being exposed. Roger makes for a good leading villain role.
Daniel Cudmore: Gideon is one of the men working with Burke, he is the psychical presence that Shaw must overcome in the traditional big guy little guy fight in an action movie. Daniel is good for what he needs to be in this film without standing out any more than the rest of the bad guys.
Lochlyn Munro: Darrow is the tech guy on Burke’s team he does everything to make sure that Shaw can’t communicate or escape with the outside world. Lochlyn does well in this role which again is just like the rest of the bad guys.
Support Cast: 12 Rounds 3: Lockdown has a very simple used of supporting cast with most of them being the people trying to kill Shaw with the rest outside working out what to do.
Director Review: Stephen Reynolds – Stephen gives us an action film that is an easy watch as well as being non-stop.
Action: 12 Rounds 3: Lockdown has plenty of action going on from start to finish with the nothing being too over the top but never seems to stop.
Crime: 12 Rounds 3: Lockdown has all the criminals being police which is a nice take on the crime side of the story.
Thriller: 12 Rounds 3: Lockdown doesn’t stop which is always a good thing in an action film.
Settings: 12 Rounds 3: Lockdown keeps nearly all of the film inside the police station which helps keep the action in a small space.
Special Effects: 12 Rounds 3: Lockdown uses the special effects well without having to use them too often.
Suggestion: 12 Rounds 3: Lockdown is one for the action fans out there to enjoy, it is an easy watch. (Action Fans Watch)
Best Part: Ambrose is great with no previous experience.
Worst Part: Final Twist.
Believability: No
Chances of Tears: No
Chances of Sequel: Maybe
Post Credits Scene: No
Oscar Chances: No
Runtime: 1 Hour 30 Minutes
Trivia: Due to being in WWE where they perform in front of a live audience on live television, Dean Ambrose was used to reading his lines in one try and got aggravated when other actors forgot their lines.
Overall: Enjoyable action film that is easy to watch.
https://moviesreview101.com/2016/04/04/12-rounds-3-lockdown-2015/
When Shaw uncovers the truth he finds himself being hunted in the precinct by Burke and his men Gideon (Cudmore), Darrow (Munro) Harris (Olsson), Meeks (Levins) and Saul (Morrow). Shaw finds himself locked in the station with only the rookie Jenny Taylor (Smyth) not hunting him down like Burke’s men.
12 Rounds 3: Lockdown is an action film that does everything you need it to without making anything over complicated. We have the one man taking on the villains in a building with no escape to expose the truth. What more do you need in an action film. Saying that we have one final twist that comes off very cheap and forced. This is something that is easy to watch which will work for casual viewing.
Actor Review
Dean Ambrose: John Shaw is the honest cop that has just returned to work after being injured in the line of duty. He uncovers that his former partner has been Burke and his men have become corrupt. He has to survive a lockdown being hunted down by all of the men and being framed for everything to get the truth out. Dean is very good in this role with a potentially new action star.
Roger Cross: Tyler Burke is the former partner of Shaw but they have gone their separate ways with Burke entering into the world of corruption but when he is about to get busted he will kill anyone that gets in his way including Shaw who is the only man stopping his team from being exposed. Roger makes for a good leading villain role.
Daniel Cudmore: Gideon is one of the men working with Burke, he is the psychical presence that Shaw must overcome in the traditional big guy little guy fight in an action movie. Daniel is good for what he needs to be in this film without standing out any more than the rest of the bad guys.
Lochlyn Munro: Darrow is the tech guy on Burke’s team he does everything to make sure that Shaw can’t communicate or escape with the outside world. Lochlyn does well in this role which again is just like the rest of the bad guys.
Support Cast: 12 Rounds 3: Lockdown has a very simple used of supporting cast with most of them being the people trying to kill Shaw with the rest outside working out what to do.
Director Review: Stephen Reynolds – Stephen gives us an action film that is an easy watch as well as being non-stop.
Action: 12 Rounds 3: Lockdown has plenty of action going on from start to finish with the nothing being too over the top but never seems to stop.
Crime: 12 Rounds 3: Lockdown has all the criminals being police which is a nice take on the crime side of the story.
Thriller: 12 Rounds 3: Lockdown doesn’t stop which is always a good thing in an action film.
Settings: 12 Rounds 3: Lockdown keeps nearly all of the film inside the police station which helps keep the action in a small space.
Special Effects: 12 Rounds 3: Lockdown uses the special effects well without having to use them too often.
Suggestion: 12 Rounds 3: Lockdown is one for the action fans out there to enjoy, it is an easy watch. (Action Fans Watch)
Best Part: Ambrose is great with no previous experience.
Worst Part: Final Twist.
Believability: No
Chances of Tears: No
Chances of Sequel: Maybe
Post Credits Scene: No
Oscar Chances: No
Runtime: 1 Hour 30 Minutes
Trivia: Due to being in WWE where they perform in front of a live audience on live television, Dean Ambrose was used to reading his lines in one try and got aggravated when other actors forgot their lines.
Overall: Enjoyable action film that is easy to watch.
https://moviesreview101.com/2016/04/04/12-rounds-3-lockdown-2015/
Purple Phoenix Games (2266 KP) rated Way Too Many Cats! in Tabletop Games
Jan 24, 2022
Before we had children and pets my wife and I would love to visit the humane societies back home on a Saturday morning. Sometimes looking for ourselves, sometimes just to see the lovelies being kept, and maybe once or twice volunteering to walk the animals. One place I never really enjoyed visiting was the cat room. I am a dog person. Actually, the older I get, the more I am becoming strictly an aquatic animal lover. Give me a 55 gallon saltwater tank and I’ll be happy raising my Firefish Gobies and Coral Beauty Angelfish. However, when I was asked to preview Way Too Many Cats, I just couldn’t say no. One of my favorite publishers calls for help, I will do my best. Just know I wish it were fish themed instead of cats. Cats…
Way Too Many Cats is a cat and kitten drafting and spatial puzzle game for one to six players. In it, players work at feline adoption centers with the goal of having all stock adopted. To do this, players will be placing specific cats adjacent to other favorable cats for points, giving kittens a habitat of their own, and even supplying the cats with toys. The player who completes these tasks most effectively by the end of the game will score the most points and win!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player receives an adoption center board, starter cat tile, and a reference card. The kitten and toy tokens are placed into the provided bag to be shuffled and drawn later. The stack of adoptable cats is shuffled, and four drawn and revealed to create Cat Alley (from which players will be drafting). Nearby, three stacks of kitten/toy tokens are made with one stack containing one token, the next stack containing two, and the final stack containing three tokens. The starting player marker is given to the player who most recently pet a cat (aka probably attacked by a cat) and the game may begin!
A game of Way Too Many Cats lasts many rounds, and ends once all players have had the same amount of turns and one player having completely filled their adoption center. On a turn, the active player will take one mandatory action, and then will choose to take another two actions. The mandatory action that all players take each turn is to Choose a Token Set and Cat Card(s) and Place Them. A bit wordy, but this is a prototype, so I will let it slide. In any case, the player will choose to (1) take the smallest group of tokens and two Cat tiles of their choice, (2) take the mid-sized group of tokens and one Cat tile of their choice, or (3) take the largest group of tokens and the right-most Cat tile from Cat Alley (the offer row). Once the choice has been made and all components taken, the player then refreshes Cat Alley by sliding all tiles to the right and refilling to four tiles. Also, the player pulls three tokens from the bag and adds one to each group of tokens on the table. Note, as the player has just chosen a group of tokens, one of the groups will be empty until they place a token there – thus creating the smallest group and embiggening (I’m on a Marvel kick right now) the other two groups.
As an optional second action, the player may choose to give any cat in their adoption center a toy from their personal supply. Cat tiles show icons for toys that the cat will appreciate, though not every cat is into toys. Note, the toy tokens may be given to the cats on any turn, and even at the end of the game just before scoring.
Finally, at the end of the turn, the player may Create a Kitten Habitat by discarding three toy tokens to the bag. The player then designates a space on their adoption center to be the kitty haven and it can house any number of kittens.
Once a player fills their last adoption center slot, the end game is triggered. Players will finish out the round so that all have an equal amount of turns. Then, points are tallied and scored following an involved scoring process. Points in this game are scored in numerous ways. Firstly, the starter cats are scored, and then each type of cat is scored. For example, the paw icon on cat tiles earn 1 VP for each adjacent cat of a different color. Each ball of yarn icon on cat tiles scores 2 VP. The goldfish cracker icon scores 2 VP for each adjacent cat or kitten sporting a ball of yarn icon. Finally, the feather icon scores 3/7/12/18 VP for each group of adjacent feather cats of train size 2/3/4/5 cats. So placement is very important in this game. Not enough scoring?
Players will score more points for kittens and for specific icons on cat tiles. 15 VP is awarded to a player who holds a complete set of the seven different types of kitten tokens, while another 8 VP is earned for holding a set of four matching kitten types. The player receives a -2VP penalty for each kitten token not associated with either type of set nor in a habitat on the board. Additionally, for each cat tile on the board, special scoring will be earned for supplying the tile with the requested toy, or placing it in the preferred space in the center, or even for other adjacency considerations.
Players will be scoring hundreds of points, and hopefully having their felines adopted by unsuspecting travelers and goo-goo eyed children. The player with the most VP at the end of the game is the winner!
Components. Again, this is a prototype copy of the game, so I know that these are not final components at all. Having had many opportunities to preview for Weird Giraffe Games now, I am confident that the final game will be sparkling with upgrades and cool features. To reiterate, my interest in the theme is on the lower side, as I am not a cat person, but I can definitely understand the theme and it works well with this type of game. I guarantee that you will be able to spot Way Too Many Cats in stores right away because that box art is super colorful and busy. I do enjoy the cartoony art style, and it fits the theme really well. The final version of the game will undoubtedly affect this paragraph in the future, but for now this is well on the way to being a very solid title with regards to components, artwork, and theme.
But do I like it? Surprisingly, yes I do. Quite a bit. Theme goes a really long way with me, but I have been known to enjoy other games with themes that don’t necessarily resonate with me, so perhaps “surprising” isn’t the best term here. I really enjoy the spatial puzzle aspect of the game. I highlighted puzzle because that’s exactly what is going on here. When I am playing, I have to debate whether to take all those kitten tokens to complete my sets and be stuck with the right-most card, or perhaps taking the smallest group is more beneficial so that I can draft the two best cards for what I am building on my board. Is it really worth it to me to grab Taco just because I am starting to realize I have a food themed cat dispensary? Why does this cat need a scratching post token when it’s clearly been de-clawed?? These are serious questions, folks!
I kid, but only because this is a very light game, and one that I think works well in many situations. Have newer to intermediate level players coming over tonight? Grab Way Too Many Cats! Having an animal-themed game night? Pull this one out! Sticking with a mechanic-specific lineup? You got it. Now, I haven’t seen the Kickstarter page yet, nor have I asked Carla (the designer) what the plans are for it, but I know this one is close to many peoples’ hearts, so I imagine it will get all the love that’s possible in making this a wonder in a box. The mechanics are there. The theme is… great for some. Way Too Many Cats is a thinker in a catsuit disguise, but it is not too heavy to turn off casual or intermediate gamers. I can certainly add my stamp of approval and recommend checking out Way Too Many Cats. Look for it to hit Kickstarter in February and click here to be notified on launch. You will probably want to get in on this project early if any of this sounds appealing to you.
PS – How many catfolk did I offend in this preview? How many aquarists have I now befriended? What up, my peeps!
Way Too Many Cats is a cat and kitten drafting and spatial puzzle game for one to six players. In it, players work at feline adoption centers with the goal of having all stock adopted. To do this, players will be placing specific cats adjacent to other favorable cats for points, giving kittens a habitat of their own, and even supplying the cats with toys. The player who completes these tasks most effectively by the end of the game will score the most points and win!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player receives an adoption center board, starter cat tile, and a reference card. The kitten and toy tokens are placed into the provided bag to be shuffled and drawn later. The stack of adoptable cats is shuffled, and four drawn and revealed to create Cat Alley (from which players will be drafting). Nearby, three stacks of kitten/toy tokens are made with one stack containing one token, the next stack containing two, and the final stack containing three tokens. The starting player marker is given to the player who most recently pet a cat (aka probably attacked by a cat) and the game may begin!
A game of Way Too Many Cats lasts many rounds, and ends once all players have had the same amount of turns and one player having completely filled their adoption center. On a turn, the active player will take one mandatory action, and then will choose to take another two actions. The mandatory action that all players take each turn is to Choose a Token Set and Cat Card(s) and Place Them. A bit wordy, but this is a prototype, so I will let it slide. In any case, the player will choose to (1) take the smallest group of tokens and two Cat tiles of their choice, (2) take the mid-sized group of tokens and one Cat tile of their choice, or (3) take the largest group of tokens and the right-most Cat tile from Cat Alley (the offer row). Once the choice has been made and all components taken, the player then refreshes Cat Alley by sliding all tiles to the right and refilling to four tiles. Also, the player pulls three tokens from the bag and adds one to each group of tokens on the table. Note, as the player has just chosen a group of tokens, one of the groups will be empty until they place a token there – thus creating the smallest group and embiggening (I’m on a Marvel kick right now) the other two groups.
As an optional second action, the player may choose to give any cat in their adoption center a toy from their personal supply. Cat tiles show icons for toys that the cat will appreciate, though not every cat is into toys. Note, the toy tokens may be given to the cats on any turn, and even at the end of the game just before scoring.
Finally, at the end of the turn, the player may Create a Kitten Habitat by discarding three toy tokens to the bag. The player then designates a space on their adoption center to be the kitty haven and it can house any number of kittens.
Once a player fills their last adoption center slot, the end game is triggered. Players will finish out the round so that all have an equal amount of turns. Then, points are tallied and scored following an involved scoring process. Points in this game are scored in numerous ways. Firstly, the starter cats are scored, and then each type of cat is scored. For example, the paw icon on cat tiles earn 1 VP for each adjacent cat of a different color. Each ball of yarn icon on cat tiles scores 2 VP. The goldfish cracker icon scores 2 VP for each adjacent cat or kitten sporting a ball of yarn icon. Finally, the feather icon scores 3/7/12/18 VP for each group of adjacent feather cats of train size 2/3/4/5 cats. So placement is very important in this game. Not enough scoring?
Players will score more points for kittens and for specific icons on cat tiles. 15 VP is awarded to a player who holds a complete set of the seven different types of kitten tokens, while another 8 VP is earned for holding a set of four matching kitten types. The player receives a -2VP penalty for each kitten token not associated with either type of set nor in a habitat on the board. Additionally, for each cat tile on the board, special scoring will be earned for supplying the tile with the requested toy, or placing it in the preferred space in the center, or even for other adjacency considerations.
Players will be scoring hundreds of points, and hopefully having their felines adopted by unsuspecting travelers and goo-goo eyed children. The player with the most VP at the end of the game is the winner!
Components. Again, this is a prototype copy of the game, so I know that these are not final components at all. Having had many opportunities to preview for Weird Giraffe Games now, I am confident that the final game will be sparkling with upgrades and cool features. To reiterate, my interest in the theme is on the lower side, as I am not a cat person, but I can definitely understand the theme and it works well with this type of game. I guarantee that you will be able to spot Way Too Many Cats in stores right away because that box art is super colorful and busy. I do enjoy the cartoony art style, and it fits the theme really well. The final version of the game will undoubtedly affect this paragraph in the future, but for now this is well on the way to being a very solid title with regards to components, artwork, and theme.
But do I like it? Surprisingly, yes I do. Quite a bit. Theme goes a really long way with me, but I have been known to enjoy other games with themes that don’t necessarily resonate with me, so perhaps “surprising” isn’t the best term here. I really enjoy the spatial puzzle aspect of the game. I highlighted puzzle because that’s exactly what is going on here. When I am playing, I have to debate whether to take all those kitten tokens to complete my sets and be stuck with the right-most card, or perhaps taking the smallest group is more beneficial so that I can draft the two best cards for what I am building on my board. Is it really worth it to me to grab Taco just because I am starting to realize I have a food themed cat dispensary? Why does this cat need a scratching post token when it’s clearly been de-clawed?? These are serious questions, folks!
I kid, but only because this is a very light game, and one that I think works well in many situations. Have newer to intermediate level players coming over tonight? Grab Way Too Many Cats! Having an animal-themed game night? Pull this one out! Sticking with a mechanic-specific lineup? You got it. Now, I haven’t seen the Kickstarter page yet, nor have I asked Carla (the designer) what the plans are for it, but I know this one is close to many peoples’ hearts, so I imagine it will get all the love that’s possible in making this a wonder in a box. The mechanics are there. The theme is… great for some. Way Too Many Cats is a thinker in a catsuit disguise, but it is not too heavy to turn off casual or intermediate gamers. I can certainly add my stamp of approval and recommend checking out Way Too Many Cats. Look for it to hit Kickstarter in February and click here to be notified on launch. You will probably want to get in on this project early if any of this sounds appealing to you.
PS – How many catfolk did I offend in this preview? How many aquarists have I now befriended? What up, my peeps!
BankofMarquis (1832 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 24, 2019
"Satisfying Enough" Conclusion
I am a fan of the STAR WARS films. Ever since I first went to a place A LONG TIME AGO IN A GALAXY FAR, FAR AWAY I have enjoyed the adventures of the ragtag group of rebels taking on the evil Galactic Empire. Like most folks, I was blown away by the first STAR WARS film, LOVED the sequel, THE EMPIRE STRIKES BACK, thought the concluding film in the original trilogy, RETURN OF THE JEDI was "good enough", hated the prequels and have been cautiously optimistic when both THE FORCE AWAKENS and ROGUE ONE were good films. Finally, of course, I was disappointed (like everyone else) with THE LAST JEDI and SOLO. So...I was going to go to THE RISE OF SKYWALKER no matter what anyone else says.
And...I was satisfied.
STAR WARS: THE RISE OF SKYWALKER is an above average, "good enough" conclusion to the Skywalker saga of Star Wars, bringing enough action, energy, adventure and character moments - and character cameos - to satisfy my appetite for all things Star Wars.
Directed by returning Director J.J. Abrams, ROS picks up events after the events of THE LAST JEDI. Rey is training to be a Jedi and Poe, Finn, Leia and Chewie are fighting Kylo Ren and the First Order. The film starts out rapidly - perhaps too rapidly - as multiple events take place with action pieces and fast pacing that does leave you slightly breathless - it also feels just a bit rushed, as if J.J. is trying to pack 10 lbs. of movie into a 5 lb bag. By gosh, he was not going to accused of delivering a film that was not "fast-paced".
The performances of the leads are strong - Daisy Ridley (Rey), Adam Driver (Kylo), John Boyega (Finn) and Oscar Isaac (Poe) all know their characters by now and they are able to play in them well. Joined by the expected CGI and costumed droids and aliens (C3PO, R2D2, BB8 and good ol' Chewie), I was happily entertained to see them all together on screen - along with "veterans" like Lando (Billy Dee Williams) and General (not Princess) Leia (the late Carrie Fisher). The filmmakers put a loving tribute to her in this film that is effective (though I could see where they had to use a body double in places), but it is still well done. And, of course, there are plenty of callbacks and cameos to make any StarWars afficianado happy.
Ultimately, the emotional stakes of the denouement fell a bit short for me (as the "big bad" in this didn't have the emotional heft of Darth Vader), but it was a "good enough" emotional ending buried in an above average "final space battle" to have me leave the film satisfied.
And...that's all you can ask for from the 9th film of a series...enough to keep you "satisfied".
Letter Grade: B+
8 (out of 10) stars and you can take that to the Bank (ofMarquis)
And...I was satisfied.
STAR WARS: THE RISE OF SKYWALKER is an above average, "good enough" conclusion to the Skywalker saga of Star Wars, bringing enough action, energy, adventure and character moments - and character cameos - to satisfy my appetite for all things Star Wars.
Directed by returning Director J.J. Abrams, ROS picks up events after the events of THE LAST JEDI. Rey is training to be a Jedi and Poe, Finn, Leia and Chewie are fighting Kylo Ren and the First Order. The film starts out rapidly - perhaps too rapidly - as multiple events take place with action pieces and fast pacing that does leave you slightly breathless - it also feels just a bit rushed, as if J.J. is trying to pack 10 lbs. of movie into a 5 lb bag. By gosh, he was not going to accused of delivering a film that was not "fast-paced".
The performances of the leads are strong - Daisy Ridley (Rey), Adam Driver (Kylo), John Boyega (Finn) and Oscar Isaac (Poe) all know their characters by now and they are able to play in them well. Joined by the expected CGI and costumed droids and aliens (C3PO, R2D2, BB8 and good ol' Chewie), I was happily entertained to see them all together on screen - along with "veterans" like Lando (Billy Dee Williams) and General (not Princess) Leia (the late Carrie Fisher). The filmmakers put a loving tribute to her in this film that is effective (though I could see where they had to use a body double in places), but it is still well done. And, of course, there are plenty of callbacks and cameos to make any StarWars afficianado happy.
Ultimately, the emotional stakes of the denouement fell a bit short for me (as the "big bad" in this didn't have the emotional heft of Darth Vader), but it was a "good enough" emotional ending buried in an above average "final space battle" to have me leave the film satisfied.
And...that's all you can ask for from the 9th film of a series...enough to keep you "satisfied".
Letter Grade: B+
8 (out of 10) stars and you can take that to the Bank (ofMarquis)
Purple Phoenix Games (2266 KP) rated Fort in Tabletop Games
Jul 27, 2021
One activity my 5-year-old son will never tire of: building forts. Mostly pillow/blanket-based, but all I am doing is grooming him for an eventual treehouse fort of his own in the backyard someday. What an excellent theme for a game, and when I had a chance to speak with Brooke from Leder Games about reviewing this one, I absolutely jumped for joy for the opportunity. No guessing whether we like a game here at Purple Phoenix Games – we put our ratings right on the first graphic of every review, so you know already that I love Fort. Let’s see why.
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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 player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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 player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
Bob Mann (459 KP) rated Ad Astra (2019) in Movies
Sep 28, 2021
Impressive visuals, but rather disappointing as an overall package.
Like father, like son?
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!
BookblogbyCari (345 KP) rated A Short History of the World in Books
Aug 5, 2018
Best known for his classic fiction, HG Wells also wrote a non-fiction book summarising the history of the world, going from the history of the solar system, right up to the date the book was published in 1922.
As I hoped, the book often reads like a novel, with 67 distinct sections, each like a mini story. In order to fit the history of the whole world into one book, by nature the story telling ranges from nice and rapid, to a little too rapid. I found it rather like a catalogue of numerous interesting little nuggets of information. Despite covering events from all over the world, the topics often flow seamlessly from one topic to the next. Due to so many overlapping topics, this history of the world isn't told in a linear purely chronological pattern, but has to go backwards a little, now and again.
At various times throughout, the stories are gripping and Wells successfully brings history to life. I particularly liked the various sections on religious leaders. Appropriately, Wells tackles religion as would any unbiased historian-become storyteller. I also enjoyed the beginning, where Wells paints a crystal clear picture of our solar system and the vast empty space that our dramas are within. His description of our galaxy sounds nothing short of beautiful.
The book was meant to be predominantly factual, but Wells did include a substantial amount of speculation and opinion. This does not distract from the storyline, but adds value in generating the concepts of the time periods.
It covers progress and prosperity as much as carnage and decimation, and provides good explanations of everything it covers. (Although it would benefit from more illustrations). At times it feels detail heavy but also gives the reader a feel for each age - the book is not limited to which country went to war with which country and when, but also examines changes in ways of thinking through the ages. Including the Ancient Greek philosophers, Arabian progress in maths and science, the advent of experimental science, and the development of political and social ideas in Wells’ time.
I was reassured to learn that despite not studying the history of the world in its entirety in school, I was already familiar with much of the book’s content. Having said that, there were also topics where I really felt I was learning something. I read Wells’ opinion on why the Roman Empire fell, and how the industrial revolution was not merely a revolution in machinery, but rather a revolution in how people conducted their everyday lives. There were also some important figures from history described that were never mentioned in my school days, particularly Charlemagne and Roger Bacon.
Towards the end of the book, Wells correctly predicts another war like that of the Great War. However his final message was one of faith and hope in humanity’s progress.
With such a huge scope, Wells must have struggled with deciding what topics to include and what to exclude. I thought he ought to have included a touch more detail on Ancient Egypt, and on the causes of the Great War (World War 1). As a British person myself I would have liked to have seen more on British history.
Likewise, if the book were written now rather than 1922 I began to speculate on what he would and wouldn’t have included. I imagine there would certainly be a section on World War 2, rockets into space, the internet, and 9/11. He would have provided an excellently conducted section on how humans are destroying the planet.
One of the beauties of this book has to be its availability. If you type “short history of the world” into Google, the free PDF of this book takes up much of the first 2 pages of results. If you’re sketchy on world history, this book will fill in the main blanks, and is worth a read if this is your aim, especially if you wish to do so quickly. The fact that it’s split up into so many succinct sections also means that you can pick up and put down the book as often as opportunity allows. It also works well as a reference book, as it does not need to be read from cover to cover in order to look up one particular event or time period.
In summary, this book would be a welcome addition to bookshelf (or ebook library) of the general non-fiction fan or historian.
Find more of my book review on www.bookblogbycari.com
As I hoped, the book often reads like a novel, with 67 distinct sections, each like a mini story. In order to fit the history of the whole world into one book, by nature the story telling ranges from nice and rapid, to a little too rapid. I found it rather like a catalogue of numerous interesting little nuggets of information. Despite covering events from all over the world, the topics often flow seamlessly from one topic to the next. Due to so many overlapping topics, this history of the world isn't told in a linear purely chronological pattern, but has to go backwards a little, now and again.
At various times throughout, the stories are gripping and Wells successfully brings history to life. I particularly liked the various sections on religious leaders. Appropriately, Wells tackles religion as would any unbiased historian-become storyteller. I also enjoyed the beginning, where Wells paints a crystal clear picture of our solar system and the vast empty space that our dramas are within. His description of our galaxy sounds nothing short of beautiful.
The book was meant to be predominantly factual, but Wells did include a substantial amount of speculation and opinion. This does not distract from the storyline, but adds value in generating the concepts of the time periods.
It covers progress and prosperity as much as carnage and decimation, and provides good explanations of everything it covers. (Although it would benefit from more illustrations). At times it feels detail heavy but also gives the reader a feel for each age - the book is not limited to which country went to war with which country and when, but also examines changes in ways of thinking through the ages. Including the Ancient Greek philosophers, Arabian progress in maths and science, the advent of experimental science, and the development of political and social ideas in Wells’ time.
I was reassured to learn that despite not studying the history of the world in its entirety in school, I was already familiar with much of the book’s content. Having said that, there were also topics where I really felt I was learning something. I read Wells’ opinion on why the Roman Empire fell, and how the industrial revolution was not merely a revolution in machinery, but rather a revolution in how people conducted their everyday lives. There were also some important figures from history described that were never mentioned in my school days, particularly Charlemagne and Roger Bacon.
Towards the end of the book, Wells correctly predicts another war like that of the Great War. However his final message was one of faith and hope in humanity’s progress.
With such a huge scope, Wells must have struggled with deciding what topics to include and what to exclude. I thought he ought to have included a touch more detail on Ancient Egypt, and on the causes of the Great War (World War 1). As a British person myself I would have liked to have seen more on British history.
Likewise, if the book were written now rather than 1922 I began to speculate on what he would and wouldn’t have included. I imagine there would certainly be a section on World War 2, rockets into space, the internet, and 9/11. He would have provided an excellently conducted section on how humans are destroying the planet.
One of the beauties of this book has to be its availability. If you type “short history of the world” into Google, the free PDF of this book takes up much of the first 2 pages of results. If you’re sketchy on world history, this book will fill in the main blanks, and is worth a read if this is your aim, especially if you wish to do so quickly. The fact that it’s split up into so many succinct sections also means that you can pick up and put down the book as often as opportunity allows. It also works well as a reference book, as it does not need to be read from cover to cover in order to look up one particular event or time period.
In summary, this book would be a welcome addition to bookshelf (or ebook library) of the general non-fiction fan or historian.
Find more of my book review on www.bookblogbycari.com
Purple Phoenix Games (2266 KP) rated Cartagena in Tabletop Games
Dec 3, 2019
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
Matthew Krueger (10051 KP) rated The Manhattan Project: Energy Empire in Tabletop Games
Feb 22, 2021
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.
Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.
To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.
Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.
Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.
Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.
The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.
Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.
The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.
Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.
Its a excellent work placement game. One i highly recordmend getting and play.
Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.
To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.
Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.
Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.
Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.
The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.
Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.
The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.
Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.
Its a excellent work placement game. One i highly recordmend getting and play.