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Purple Phoenix Games (2266 KP) rated Questeros in Tabletop Games
Jan 21, 2021
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Ryan Hill (152 KP) rated Guardians of the Galaxy (2014) in Movies
May 10, 2019
“You said it yourself bitch, we’re the Guardians of the Galaxy”
The Marvel marathon continues. We started with the story of a soldier out of time. Now we move on to the tale of a group of losers having to learn not to kill each other and maybe, just maybe, becoming friends along the way. Guardians of the Galaxy I view as the movie that fully cemented Marvel Studios as the powerhouse we know today. The popularity of Iron Man and Thor spiked after their respective films, but I'm gonna guess if you pulled someone random off the street and asked them who either character was before their movies were released, they could probably at least tell you who they are. Now, not too far separated from the humongous success of The Avengers, here comes Marvel with a film about characters next to no one, not even some avid fans of comics, knew existed. And wouldn't you know, five years after Guardians came out and made Groot a household word, it's still one of their best films Marvel has made.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.
Lee (2222 KP) rated Jojo Rabbit (2019) in Movies
Dec 17, 2019
During the opening credits of Jojo Rabbit, we're treated to The Beatles singing "I Want to Hold Your Hand" while documentary footage plays showing crowds of Germans going absolutely nuts for Hitler, sieg-heiling and cheering for him. It's a fairly good indication of the kind of humour you can expect from Jojo Rabbit and writer/director Taika Waititi, who hit the big time after directing 'Thor Ragnarok', but has previously been responsible for a wide range of brilliantly quirky movies such as 'What We Do in the Shadows' and 'Hunt for the Wilderpeople'.
We begin by meeting 10 year old German boy, Johannes 'Jojo' Betzler (Roman Griffin Davis), as he nervously prepares to head off to Nazi youth camp in order to fulfill his dream of serving Adolf Hitler. Heading up the camp is one-eyed Captain Klenzendorf (Sam Rockwell), aided by a bunch of inept instructors, including Fraulein Rahm (Rebel Wilson) and Finkel (Alfie Allen). At the camp, boys get to play with knives and hand grenades, girls are taught the importance of having babies (Fraulein Rahm has given birth to 18!), while all of the children are taught about the evil monsters that are the Jews. Accompanying Jojo at the camp are best friend Yorki (a brilliant Archie Yates, soon to be starring in the recently announced remake of Home Alone) and Jojo's imaginary friend Hitler (Taika Waititi). When Jojo refuses to wring the neck of rabbit during a lesson on killing (earning him the nickname Jojo Rabbit), and is hospitalised following an unfortunate incident with a grenade, he is forced to leave the camp behind, returning home to be with his mother Rosie (Scarlett Johansson).
While his mother is out during the day, Jojo discovers a teenage Jewish girl named Elsa (Thomasin McKenzie) hiding out in the wall-space of his sisters bedroom. Jojo is initially shocked, and repulsed, by this hideous Jew, even more so when he discovers that it was his mother who was responsible for hiding her. As time goes on though, Jojo and Elsa begin to form a friendship, with Elsa feeding Jojo a series of made up ridiculous stories and tales regarding the origins and ways of Jews so that Jojo can write a book about them. All the while, Rosie remains completely unaware that Jojo knows anything of Elsa. The bumbling, goofy Hitler occasionally shows up too when Jojo needs words of encouragement, or when times are tough, and provides us with some welcome light relief. More humour is provided in the form of various smaller characters, including gestapo member Stephen Merchant and his team during what is essentially a pretty serious and dramatic scene as they show up and ransack Jojo's house.
But Jojo Rabbit is a movie about relationships. The Jojo/Hitler dynamic begins to take a backseat as things start to get more serious and we focus more on the bond between Jojo and his mother, and the relationship between Jojo and Elsa, as the final months of the war play out. The child actors in Jojo Rabbit are all outstanding and we also get to see a wonderfully different side to Scarlett Johansson. Sam Rockwell is hilarious and Rebel Wilson is just, well, Rebel Wilson! Occasionally though, we are dealt an unexpected gut punch, and it's fair to say that you'll be crying at Jojo Rabbit just as much as you'll be laughing. If I'm honest, I really wasn't expecting that side to Jojo Rabbit and it did more for me and my enjoyment of the movie than the comedy did, which wasn't really as laugh out loud as I thought it would be. Overall though, Jojo Rabbit is simply wonderful - funny, heartbreaking, sad and poignant - and unlike anything you've ever seen before.
We begin by meeting 10 year old German boy, Johannes 'Jojo' Betzler (Roman Griffin Davis), as he nervously prepares to head off to Nazi youth camp in order to fulfill his dream of serving Adolf Hitler. Heading up the camp is one-eyed Captain Klenzendorf (Sam Rockwell), aided by a bunch of inept instructors, including Fraulein Rahm (Rebel Wilson) and Finkel (Alfie Allen). At the camp, boys get to play with knives and hand grenades, girls are taught the importance of having babies (Fraulein Rahm has given birth to 18!), while all of the children are taught about the evil monsters that are the Jews. Accompanying Jojo at the camp are best friend Yorki (a brilliant Archie Yates, soon to be starring in the recently announced remake of Home Alone) and Jojo's imaginary friend Hitler (Taika Waititi). When Jojo refuses to wring the neck of rabbit during a lesson on killing (earning him the nickname Jojo Rabbit), and is hospitalised following an unfortunate incident with a grenade, he is forced to leave the camp behind, returning home to be with his mother Rosie (Scarlett Johansson).
While his mother is out during the day, Jojo discovers a teenage Jewish girl named Elsa (Thomasin McKenzie) hiding out in the wall-space of his sisters bedroom. Jojo is initially shocked, and repulsed, by this hideous Jew, even more so when he discovers that it was his mother who was responsible for hiding her. As time goes on though, Jojo and Elsa begin to form a friendship, with Elsa feeding Jojo a series of made up ridiculous stories and tales regarding the origins and ways of Jews so that Jojo can write a book about them. All the while, Rosie remains completely unaware that Jojo knows anything of Elsa. The bumbling, goofy Hitler occasionally shows up too when Jojo needs words of encouragement, or when times are tough, and provides us with some welcome light relief. More humour is provided in the form of various smaller characters, including gestapo member Stephen Merchant and his team during what is essentially a pretty serious and dramatic scene as they show up and ransack Jojo's house.
But Jojo Rabbit is a movie about relationships. The Jojo/Hitler dynamic begins to take a backseat as things start to get more serious and we focus more on the bond between Jojo and his mother, and the relationship between Jojo and Elsa, as the final months of the war play out. The child actors in Jojo Rabbit are all outstanding and we also get to see a wonderfully different side to Scarlett Johansson. Sam Rockwell is hilarious and Rebel Wilson is just, well, Rebel Wilson! Occasionally though, we are dealt an unexpected gut punch, and it's fair to say that you'll be crying at Jojo Rabbit just as much as you'll be laughing. If I'm honest, I really wasn't expecting that side to Jojo Rabbit and it did more for me and my enjoyment of the movie than the comedy did, which wasn't really as laugh out loud as I thought it would be. Overall though, Jojo Rabbit is simply wonderful - funny, heartbreaking, sad and poignant - and unlike anything you've ever seen before.
Sophia (Bookwyrming Thoughts) (530 KP) rated Shatter Me in Books
Jan 23, 2020
Lupe and I made a random, out of the blue deal where I read <i>Shatter Me</i> (the entire series), and she finally gets her act together to read the amazingness called <i>Harry Potter</i> (the entire series). <b>She's trekking her way merrily - I've made a fan out of her yet. #SophiaIsProud</b>
<b>Let’s be honest here: she gets the better deal.</b> This trilogy and I will have a strong love/hate relationship that knows no bounds because all I wanted to do was:
<ul>
<li>Throw my iPad at Lupe if she shows herself (not literally)</li>
<li>Hug the book</li>
<li>Die of laughter</li>
<li>Stop torturing myself</li>
<li>Repeat</li>
</ul>
<i>Shatter Me</i> is straight up the alley of everything I will read because a character who kills anything they touch is a golden novel. It’s like King Midas’s curse gone completely wrong.
But unfortunately, it’s my cup of tea with way too much sugar and other weird flavors.
<b>
</b> <b>There is a massive amount of numbers.</b> The first 5-6 chapters had my eyes crying because 1) I really hate numbers, 2) numbers just remind me of math, 3) I don’t like math, 4) it reminds me of Calculus, which went POORLY (AKA failed the final with a giant fish flop) and 5) I think I’m allergic to numbers.
<b>
</b> <b>There is also a lot of strikeouts.</b> Honestly, I can’t complain, because I use strikeouts on my own blog and if I say I hated them I would be contradicting myself. I’ve basically learned that strikeouts take up space and are sometimes unnecessary, which is the case with <i>Shatter Me</i>.
There are fewer numbers and strikeouts as the book progresses, but they remain. My eyes cry less, and I <span style="text-decoration: line-through;">whine</span> complain less about the massive use of numbers to Lupe. Poor Anelise had to witness this (as it is the tragedy of being a coblogger and dealing with two beans who actually know each other personally and outside blogging).
<b>
</b> <b>I don’t care about Adam or Warner.</b> I think Adam is a shallow cheese ball (it might be his romance with Juliette because I cringed every time they’re doing romance things) and Warner is a creepy pervert, so I don’t understand why Lupe swoons over Warner. If he’s still a creepy pervert by book three, I might have to <span style="text-decoration: line-through;">interrogate</span> question Lupe on her fictional boy choices.
<b>
</b> <b>But thanks to Adam, I know about Juliette as a person, so that’s a plus.</b> <b>Does this mean I care about Juliette? No...</b>
If there’s one thing I’ll agree with Lupe on this series, it’s Kenji. He is a precious little bean who deserves so much more page time than he got.
There are a lot of birds. So many birds and no explanation (not even a little). I like metaphors and all, but I still don’t get the concept of a million birds mentioned throughout the book, and Lupe isn’t too helpful. I have to go wallow in misery and torture myself some more.
I’ll be reading the rest of the series for the following reasons:
<ul>
<li>It’s Lupe’s fault</li>
<li>Kenji the precious bean</li>
<li>Why are there so many birds</li>
<li>Mainly it’s just for the sake of Lupe</li>
<li>It brought my reviewing soul back I think</li>
</ul>
<a href="https://bookwyrmingthoughts.com/shatter-me-by-tahereh-mafi-review/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
<b>Let’s be honest here: she gets the better deal.</b> This trilogy and I will have a strong love/hate relationship that knows no bounds because all I wanted to do was:
<ul>
<li>Throw my iPad at Lupe if she shows herself (not literally)</li>
<li>Hug the book</li>
<li>Die of laughter</li>
<li>Stop torturing myself</li>
<li>Repeat</li>
</ul>
<i>Shatter Me</i> is straight up the alley of everything I will read because a character who kills anything they touch is a golden novel. It’s like King Midas’s curse gone completely wrong.
But unfortunately, it’s my cup of tea with way too much sugar and other weird flavors.
<b>
</b> <b>There is a massive amount of numbers.</b> The first 5-6 chapters had my eyes crying because 1) I really hate numbers, 2) numbers just remind me of math, 3) I don’t like math, 4) it reminds me of Calculus, which went POORLY (AKA failed the final with a giant fish flop) and 5) I think I’m allergic to numbers.
<b>
</b> <b>There is also a lot of strikeouts.</b> Honestly, I can’t complain, because I use strikeouts on my own blog and if I say I hated them I would be contradicting myself. I’ve basically learned that strikeouts take up space and are sometimes unnecessary, which is the case with <i>Shatter Me</i>.
There are fewer numbers and strikeouts as the book progresses, but they remain. My eyes cry less, and I <span style="text-decoration: line-through;">whine</span> complain less about the massive use of numbers to Lupe. Poor Anelise had to witness this (as it is the tragedy of being a coblogger and dealing with two beans who actually know each other personally and outside blogging).
<b>
</b> <b>I don’t care about Adam or Warner.</b> I think Adam is a shallow cheese ball (it might be his romance with Juliette because I cringed every time they’re doing romance things) and Warner is a creepy pervert, so I don’t understand why Lupe swoons over Warner. If he’s still a creepy pervert by book three, I might have to <span style="text-decoration: line-through;">interrogate</span> question Lupe on her fictional boy choices.
<b>
</b> <b>But thanks to Adam, I know about Juliette as a person, so that’s a plus.</b> <b>Does this mean I care about Juliette? No...</b>
If there’s one thing I’ll agree with Lupe on this series, it’s Kenji. He is a precious little bean who deserves so much more page time than he got.
There are a lot of birds. So many birds and no explanation (not even a little). I like metaphors and all, but I still don’t get the concept of a million birds mentioned throughout the book, and Lupe isn’t too helpful. I have to go wallow in misery and torture myself some more.
I’ll be reading the rest of the series for the following reasons:
<ul>
<li>It’s Lupe’s fault</li>
<li>Kenji the precious bean</li>
<li>Why are there so many birds</li>
<li>Mainly it’s just for the sake of Lupe</li>
<li>It brought my reviewing soul back I think</li>
</ul>
<a href="https://bookwyrmingthoughts.com/shatter-me-by-tahereh-mafi-review/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Shaun Quarterman (24 KP) rated The Transformers - The Movie (1986) in Movies
Mar 9, 2020
Robots in disguise
Contains spoilers, click to show
TRANSFORMERS THE MOVIE
This movie is what I like to call a cult classic the first big screen appearance of the Autobots and Decepticons, its appeared after the first two seasons and it shook everything up Transformers as we knew it was over. It starts with a massacre on an Autobot shuttle and many characters died at the hands of Decepticon leader Megatron it shocked me when I first saw this because we had seen two seasons and it was all a bit tame. But the worst was yet to come so let me explain the whole idea of killing off these characters was to make way for future characters and new toy lines we had grown up and loved Ironhide ,and Ratchet, Prowl it definitely threw me the brutality of it shot point blank in the back of the head.
The war continues on Earth and we meet the future of the franchise Ultra Magnus and Hotrod as well as others all made to look futuristic their vehicle modes were Cybertronian which was new and I loved the more space age look about it we meet Daniel Witwicky the son of Spike but there is no sign of sparkplug or an explanation of his whereabouts Carly is Daniels mother. Now comes the part that shocked the world the death of Optimus Prime now let me explain in all versions of Transformers Optimus Prime always dies and the devastating planet Unicron always appears its Transformers lore but this movie defined it I wanted Optimus to destroy Unicron but it wasn’t to be.
Megatron also makes his last appearance with several other Decepticons which evened out the earlier Autobot deaths except they didn’t die they were reanimated by Unicron a new leader was born Galvatron and Cyclonus and Scourge and his dreaded Sweeps then came the death of Starscream it showed the brutality of the new leader, in the first two seasons Starscream would try to overthrow Megatron but he would always get away with it. Galvatron showed no mercy and blasted him straight away.
We are introduced to several new races of Transformers Junkions, Sharkticons and Quintessons all of which have would future appearances in season three and four, we see the friendship blossom between the young Autobot Hotrod and the old warrior Kup and the Dinobots get there action in as well I have always been a big fan of the Dinobots and they save the day again,
The most brilliant thing I had ever seen at the time was the transformation of Unicron a planet to robot I loved the sheer size of it and this final battle brought forth a new leader of the Autobots Rodimus Prime and a new era in Transformers entertainment despite the violence and death it did all make sense plus there are some cameo voices as well Galvatron was voiced by Doctor Spock himself Leonard Nimoy and rodimus prime voiced by Judd Nelson and Unicron was Voiced by orson Wells war of the worlds.
So I must admit this film is a guilty pleasure of mine and I highly recommend it I would advise to watch seasons one and two first just so you can feel how much the movie changed the franchise and the deaths of the characters actually mean more to you so give it a try and see what you think and there is a massive spoiler alert at the end of the movie which is narrated and got the public excited about the next season so enjoy it savour it and soak up this cult classic
This movie is what I like to call a cult classic the first big screen appearance of the Autobots and Decepticons, its appeared after the first two seasons and it shook everything up Transformers as we knew it was over. It starts with a massacre on an Autobot shuttle and many characters died at the hands of Decepticon leader Megatron it shocked me when I first saw this because we had seen two seasons and it was all a bit tame. But the worst was yet to come so let me explain the whole idea of killing off these characters was to make way for future characters and new toy lines we had grown up and loved Ironhide ,and Ratchet, Prowl it definitely threw me the brutality of it shot point blank in the back of the head.
The war continues on Earth and we meet the future of the franchise Ultra Magnus and Hotrod as well as others all made to look futuristic their vehicle modes were Cybertronian which was new and I loved the more space age look about it we meet Daniel Witwicky the son of Spike but there is no sign of sparkplug or an explanation of his whereabouts Carly is Daniels mother. Now comes the part that shocked the world the death of Optimus Prime now let me explain in all versions of Transformers Optimus Prime always dies and the devastating planet Unicron always appears its Transformers lore but this movie defined it I wanted Optimus to destroy Unicron but it wasn’t to be.
Megatron also makes his last appearance with several other Decepticons which evened out the earlier Autobot deaths except they didn’t die they were reanimated by Unicron a new leader was born Galvatron and Cyclonus and Scourge and his dreaded Sweeps then came the death of Starscream it showed the brutality of the new leader, in the first two seasons Starscream would try to overthrow Megatron but he would always get away with it. Galvatron showed no mercy and blasted him straight away.
We are introduced to several new races of Transformers Junkions, Sharkticons and Quintessons all of which have would future appearances in season three and four, we see the friendship blossom between the young Autobot Hotrod and the old warrior Kup and the Dinobots get there action in as well I have always been a big fan of the Dinobots and they save the day again,
The most brilliant thing I had ever seen at the time was the transformation of Unicron a planet to robot I loved the sheer size of it and this final battle brought forth a new leader of the Autobots Rodimus Prime and a new era in Transformers entertainment despite the violence and death it did all make sense plus there are some cameo voices as well Galvatron was voiced by Doctor Spock himself Leonard Nimoy and rodimus prime voiced by Judd Nelson and Unicron was Voiced by orson Wells war of the worlds.
So I must admit this film is a guilty pleasure of mine and I highly recommend it I would advise to watch seasons one and two first just so you can feel how much the movie changed the franchise and the deaths of the characters actually mean more to you so give it a try and see what you think and there is a massive spoiler alert at the end of the movie which is narrated and got the public excited about the next season so enjoy it savour it and soak up this cult classic
Sarah (7800 KP) rated David Attenborough: A Life on Our Planet (2020) in Movies
Oct 14, 2020
Bleak and interesting
David Attenborough is possibly the most recognised face (and voice) when it comes to nature and our planet, and it’d be safe to say he’s also one of the most respected advisors on the environment. Now 94 years old, A Life on Our Planet is his “witness statement” for the environment and details his 60+ year career and how steeply the planet has declined during this time.
In the opening scene of this documentary Attenborough is in Chernobyl, the site of one of the worst man-made disasters in history. His comparison of the impact of the Chernobyl disaster to the impact humanity is having gradually on the environment is not one that many would have even considered, but it’s provides a stark warning. And it continues in this same vein throughout.
Whilst this still features beautifully captured videos of nature and historical footage of Attenborough throughout his career, this documentary has very dark and bleak overtones. Even the statistics on world population, carbon content and decrease in wilderness provided for certain years in Attenborough’s career prove to be crystal clear and unmistakably illustrating just how badly we’ve treated our planet in the space of a mere 90 years. For reference, wilderness in the 1930s was at 66% - in 2020 it has nearly halved to 35%. When you see it there in black and white, it’s terrifying.
Even more terrifying is Attenborough’s glimpse into the future. Showing what will happen to us and our planet in the 2030s to 2100s and beyond, it’s scarier than any horror film you will ever see. And what’s worrying is that the chances of this happening is a lot more likely than anything you see in a scary movie.
Fortunately this does move away from the rather effective warnings and dark tones and goes on to discuss how we can change to prevent this bleak future from coming true. These resolutions – stopping deforestation and overfishing, stabilising the population, more plant based diets – are nothing that we haven’t heard of before. However Attenborough does at least go on to suggest how we as a planet can move towards achieving the above and promote some rather positive success stories where this has already been achieved in a number of places across the globe.
My problem with this documentary is two fold. For one, Attenborough steers clear of the politics and blame game and doesn’t point the finger at any areas of society that may be more at fault than others (i.e. the super wealthy and their excesses). He just seems like he’s being too nice when really he needs to call out the people and areas that hold more responsibility.
My other issue is that he doesn’t relate the solutions to how we can help as individuals. Other than moving to a more plant based diet, the solutions proposed are not things that Joe public can help with and for me personally I found this very frustrating. I want to know what I personally can do to help and sadly I have no control over poaching, deforestation or over-fishing. I barely have any input into my local council’s initiative to build thousands of houses on the greenbelt behind my house, so the issues and solutions discussed here seem rather overwhelming and feel almost impossible to achieve.
However despite this, Attenborough has created a rather bleak and stark documentary that proves to be both depressing and incredibly moving and informative to watch. It will undoubtedly spur many into action and prove to be the warning we as a people need, especially with the final scenes showing how the wilderness has returned to Chernobyl and Attenborough’s reminder that we’re not saving the planet, we’re saving ourselves. I just hope those higher up that have the true power to put the solutions in place have watched this and taken note.
In the opening scene of this documentary Attenborough is in Chernobyl, the site of one of the worst man-made disasters in history. His comparison of the impact of the Chernobyl disaster to the impact humanity is having gradually on the environment is not one that many would have even considered, but it’s provides a stark warning. And it continues in this same vein throughout.
Whilst this still features beautifully captured videos of nature and historical footage of Attenborough throughout his career, this documentary has very dark and bleak overtones. Even the statistics on world population, carbon content and decrease in wilderness provided for certain years in Attenborough’s career prove to be crystal clear and unmistakably illustrating just how badly we’ve treated our planet in the space of a mere 90 years. For reference, wilderness in the 1930s was at 66% - in 2020 it has nearly halved to 35%. When you see it there in black and white, it’s terrifying.
Even more terrifying is Attenborough’s glimpse into the future. Showing what will happen to us and our planet in the 2030s to 2100s and beyond, it’s scarier than any horror film you will ever see. And what’s worrying is that the chances of this happening is a lot more likely than anything you see in a scary movie.
Fortunately this does move away from the rather effective warnings and dark tones and goes on to discuss how we can change to prevent this bleak future from coming true. These resolutions – stopping deforestation and overfishing, stabilising the population, more plant based diets – are nothing that we haven’t heard of before. However Attenborough does at least go on to suggest how we as a planet can move towards achieving the above and promote some rather positive success stories where this has already been achieved in a number of places across the globe.
My problem with this documentary is two fold. For one, Attenborough steers clear of the politics and blame game and doesn’t point the finger at any areas of society that may be more at fault than others (i.e. the super wealthy and their excesses). He just seems like he’s being too nice when really he needs to call out the people and areas that hold more responsibility.
My other issue is that he doesn’t relate the solutions to how we can help as individuals. Other than moving to a more plant based diet, the solutions proposed are not things that Joe public can help with and for me personally I found this very frustrating. I want to know what I personally can do to help and sadly I have no control over poaching, deforestation or over-fishing. I barely have any input into my local council’s initiative to build thousands of houses on the greenbelt behind my house, so the issues and solutions discussed here seem rather overwhelming and feel almost impossible to achieve.
However despite this, Attenborough has created a rather bleak and stark documentary that proves to be both depressing and incredibly moving and informative to watch. It will undoubtedly spur many into action and prove to be the warning we as a people need, especially with the final scenes showing how the wilderness has returned to Chernobyl and Attenborough’s reminder that we’re not saving the planet, we’re saving ourselves. I just hope those higher up that have the true power to put the solutions in place have watched this and taken note.
Purple Phoenix Games (2266 KP) rated Please Fix the Teleporter in Tabletop Games
Jan 25, 2021
Captain Gerf and Emperor Korlax are trapped inside the teleportation beam? Again? Who forgot to install the upgrade module? Uh oh, it was me… Well now I need to get to work fixing this infernal teleporter because my captain and his captured enemy keep coming aboard all different. They are all shouting at me, “PLEASE FIX THE TELEPORTER!”
Please Fix the Teleporter is a quick real-time action/dexterity card game for 1-4 players, but in this preview I will be tackling it as a solo experience. In it players are teleportation specialists charged with repairing a malfunctioning teleportation beam that is displaying strange mix-and-match features of the two persons attempting to board the craft. By matching the images on the display six times the Captain and his quarry can board safely and in one piece.
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. You are invited to back the game through the Kickstarter campaign,or through any retailers stocking it after fulfillment. -T
To setup for a solo game choose one color of body part tiles and place them in front of the player. Shuffle the deck of scrambled cards and deal six face-down. Have a timer handy (Alexa, Siri, or Google also work well) and the game may begin!
Gameplay is simple: flip over one card, match the card with the body tiles to recreate the image and then flip over the next card. Repeat these steps until all six cards have been matched and then stop the timer. Based on the table on the back of the rulesheet the player may determine how well they fared. For example, the highest score that may be achieved is five stars, which is earned by completing the game in under 30 seconds.
Once the game is over, the player will most certainly wish to play again, so multiple games may be played in order to earn that glorious five star rating.
Multiplayer rules are almost exactly the same except instead of dealing six cards at the beginning, the first player to match and claim five cards will be the winner.
Components. This game is a bunch of cards and four tiles per player. The cards are nice squares and the tiles are chunky cardboard. What sets this game apart for me is the art style. The art here, as you have seen, is so crazy and wonky and I just love it! The colors used are some of my favorites and it just looks amazing on the table. I have zero complaints for components and art.
Gameplay is similarly loved. This one is so quick and easy that anyone can play and be great at it. It takes mere seconds to teach and each player will want to play more and more, even the solo player. I cannot really comment on strategy, as this game really doesn’t lend itself to any sort of strategic play. It is a free-for-all to match the cards and move on to the next. I like being frantic.
So if you are at all like me and love these little “refreshers,” as I like to call them, check this one out. It will fit perfectly between two heavy hitters to refresh the players for the next game. Or will perfectly balance your night of solo play. Are you into theme nights? I am. What a great addition to an outer space themed game night! Quick and easy with excellent art. This one is a winner, even if I never manage to actually fix the dang teleporter.
Please Fix the Teleporter is a quick real-time action/dexterity card game for 1-4 players, but in this preview I will be tackling it as a solo experience. In it players are teleportation specialists charged with repairing a malfunctioning teleportation beam that is displaying strange mix-and-match features of the two persons attempting to board the craft. By matching the images on the display six times the Captain and his quarry can board safely and in one piece.
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. You are invited to back the game through the Kickstarter campaign,or through any retailers stocking it after fulfillment. -T
To setup for a solo game choose one color of body part tiles and place them in front of the player. Shuffle the deck of scrambled cards and deal six face-down. Have a timer handy (Alexa, Siri, or Google also work well) and the game may begin!
Gameplay is simple: flip over one card, match the card with the body tiles to recreate the image and then flip over the next card. Repeat these steps until all six cards have been matched and then stop the timer. Based on the table on the back of the rulesheet the player may determine how well they fared. For example, the highest score that may be achieved is five stars, which is earned by completing the game in under 30 seconds.
Once the game is over, the player will most certainly wish to play again, so multiple games may be played in order to earn that glorious five star rating.
Multiplayer rules are almost exactly the same except instead of dealing six cards at the beginning, the first player to match and claim five cards will be the winner.
Components. This game is a bunch of cards and four tiles per player. The cards are nice squares and the tiles are chunky cardboard. What sets this game apart for me is the art style. The art here, as you have seen, is so crazy and wonky and I just love it! The colors used are some of my favorites and it just looks amazing on the table. I have zero complaints for components and art.
Gameplay is similarly loved. This one is so quick and easy that anyone can play and be great at it. It takes mere seconds to teach and each player will want to play more and more, even the solo player. I cannot really comment on strategy, as this game really doesn’t lend itself to any sort of strategic play. It is a free-for-all to match the cards and move on to the next. I like being frantic.
So if you are at all like me and love these little “refreshers,” as I like to call them, check this one out. It will fit perfectly between two heavy hitters to refresh the players for the next game. Or will perfectly balance your night of solo play. Are you into theme nights? I am. What a great addition to an outer space themed game night! Quick and easy with excellent art. This one is a winner, even if I never manage to actually fix the dang teleporter.
Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops II - Apocalypse in Video Games
Jun 19, 2019
As we inch closer and closer to the November release of Call of Duty: Ghosts, fans can get a taste of some more maps for Black Ops 2 through the latest DLC.
Apocalypse is the fourth and final set of map packs and is contains some very clever new and reworked offerings which should delight even the most jaded fans, some of whom complain that the DLC is often more of the same.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode; the option to select Apocalypse is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
As time unfolds the map packs become part of the collection and players will simply select the online game they wish to play and if the server supports the new maps, then they will be included. However for the first few weeks of a DLC release, the option to select it is included.
The first map I played was called POD which is set in Taiwan and is focused on a failed modular community. The map is a tight area set between an ocean, mountains, and an overgrown forest which has sprawled over into the community.
As such the circular and spiral buildings are impressive though snipers will be upset that they cannot scale the buildings to setup kill zones.
The close-quarters will keep your twitch reflex on high alert and enemies can and do appear at a moments notice.
The next map is called “Takeoff” and I had a real blast playing this one, literally. It is set on a Space Shuttle launch site in the Pacific Ocean. The futuristic setting has a great mix of open areas, plenty of cover, and very detailed interiors.
I was tasked to set and diffuse bombs during my early attempts on the map and finding choke points and kill zones early allowed me to not only accomplish my tasks but to setup ambushes and traps along the most likely routes that the enemies would take.
Up next is “Frost” which is set in frozen Amsterdam and challenges players to navigate not only the frozen canals and streets of the city as well as the enemy onslaught. The central bridge of the map is always a point of contention and the ability to use the intersecting canals to get around is also a new dimension to explore.
I took a beating early in playing this map, but by my third time around I was able to rack up some kills by using the canals to get around choke points and lobbing grenades upwards to enemy groups and then emerge guns blazing in the confusion.
The map has many buildings that have a fairly generic look but the focus here is on outdoor combat in the snow rather than battling in building interiors.
The final map is entitled “DIG” and it is a reworking of Courtyard from Call of Duty: World at War: The map is set in a circular manner in an archeological site and contains plenty of open areas and scant cover. Some areas are abundant in walls, debris and other areas ideal to sneak up on an enemy but many others leave you in the open for long moments as you wait for a barrage of gunfire to take you out.
I did well on this one the first time out by locating choke points and using grenades to pin an enemy in and following up with my team as we attacked them in groups of three.
Of course no DLC would be complete without another battle with the Undead and “Origins” delivers in a big way. Set in carnage strewn World War 1 No Man’s Land of trenches, bunkers, and more, the undead are relentless.
Players must work with one another to start up some generators and survive but of course there is more to it than this. For one, the enemies are intense and seeing the zombie masses in spiked helmets and other attire from the era as well as the gigantic robot makes for a very surreal site amongst the trenches.
Origins takes players back to where the first Zombie mode began and is a prequel of a type as it explains where all of the Zombie chaos that has been a fixture of the Treyarch Call of Duty games began.
I loved getting the Zombie Blood Reward which caused the undead to see me as one of their own which was even more rewarding when I opened up amongst them in close quarters.
Even with two of the maps being reworked ones, Apocalypse feels fresher than many of the other DLC maps in that the designers have attempted to give players something new and different. There is only so much that can be down with map packs but the clever mix of locales and features as well as the best Zombie mode to date.
http://sknr.net/2013/10/16/call-of-duty-apocalypse/
Apocalypse is the fourth and final set of map packs and is contains some very clever new and reworked offerings which should delight even the most jaded fans, some of whom complain that the DLC is often more of the same.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode; the option to select Apocalypse is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
As time unfolds the map packs become part of the collection and players will simply select the online game they wish to play and if the server supports the new maps, then they will be included. However for the first few weeks of a DLC release, the option to select it is included.
The first map I played was called POD which is set in Taiwan and is focused on a failed modular community. The map is a tight area set between an ocean, mountains, and an overgrown forest which has sprawled over into the community.
As such the circular and spiral buildings are impressive though snipers will be upset that they cannot scale the buildings to setup kill zones.
The close-quarters will keep your twitch reflex on high alert and enemies can and do appear at a moments notice.
The next map is called “Takeoff” and I had a real blast playing this one, literally. It is set on a Space Shuttle launch site in the Pacific Ocean. The futuristic setting has a great mix of open areas, plenty of cover, and very detailed interiors.
I was tasked to set and diffuse bombs during my early attempts on the map and finding choke points and kill zones early allowed me to not only accomplish my tasks but to setup ambushes and traps along the most likely routes that the enemies would take.
Up next is “Frost” which is set in frozen Amsterdam and challenges players to navigate not only the frozen canals and streets of the city as well as the enemy onslaught. The central bridge of the map is always a point of contention and the ability to use the intersecting canals to get around is also a new dimension to explore.
I took a beating early in playing this map, but by my third time around I was able to rack up some kills by using the canals to get around choke points and lobbing grenades upwards to enemy groups and then emerge guns blazing in the confusion.
The map has many buildings that have a fairly generic look but the focus here is on outdoor combat in the snow rather than battling in building interiors.
The final map is entitled “DIG” and it is a reworking of Courtyard from Call of Duty: World at War: The map is set in a circular manner in an archeological site and contains plenty of open areas and scant cover. Some areas are abundant in walls, debris and other areas ideal to sneak up on an enemy but many others leave you in the open for long moments as you wait for a barrage of gunfire to take you out.
I did well on this one the first time out by locating choke points and using grenades to pin an enemy in and following up with my team as we attacked them in groups of three.
Of course no DLC would be complete without another battle with the Undead and “Origins” delivers in a big way. Set in carnage strewn World War 1 No Man’s Land of trenches, bunkers, and more, the undead are relentless.
Players must work with one another to start up some generators and survive but of course there is more to it than this. For one, the enemies are intense and seeing the zombie masses in spiked helmets and other attire from the era as well as the gigantic robot makes for a very surreal site amongst the trenches.
Origins takes players back to where the first Zombie mode began and is a prequel of a type as it explains where all of the Zombie chaos that has been a fixture of the Treyarch Call of Duty games began.
I loved getting the Zombie Blood Reward which caused the undead to see me as one of their own which was even more rewarding when I opened up amongst them in close quarters.
Even with two of the maps being reworked ones, Apocalypse feels fresher than many of the other DLC maps in that the designers have attempted to give players something new and different. There is only so much that can be down with map packs but the clever mix of locales and features as well as the best Zombie mode to date.
http://sknr.net/2013/10/16/call-of-duty-apocalypse/
Purple Phoenix Games (2266 KP) rated Food Chain Island in Tabletop Games
Jul 1, 2020
With the current pandemic (not the game) going on in the world, and the necessity for people to distance themselves from each other, game nights everywhere have been put on hold. That doesn’t mean that gaming must stop! Whether you’re a seasoned solo gamer, or new to the solo genre, ButtonShy has done it again with a fantastic new little wallet game in their Simply Solo series – check it out!
You find yourself on a small, isolated island teeming with wildlife – but there is no set hierarchy! It’s a world of ‘eat or be eaten’ and you’ve got to survive. Manipulate the wildlife and organize the food chain in such a way that leaves you on top. Are you able to strategize the best meals, or will the island be left in chaos?
Disclaimer: We were provided a PnP version of Food Chain Island for the purposes of this preview. Please excuse my lack of a color printer, but rest assured that the artwork of the final product is eye-catching, colorful, and easy to read! Check out the Kickstarter (Live now through June 6th) for a look at the finished production copy. -L
Food Chain Island is a solo card game of network building and chaining in which players are trying to end with the fewest remaining cards possible. The game, like its other ButtonShy siblings, contains only 18 cards, divided into Land animals (16 cards) and Water animals (2 cards). All animals have a special power associated with it, and all of the Land animal cards are numbered from 0-15. To setup the game, set the 2 Water animals off to the side (you’ll use those later), shuffle all of the Land animals, and create a 4×4 face-up grid of Land animal cards. Now you can start the game!
Every turn you will move one animal card to ‘eat’ another. Select an animal, and move it one space in one of the four cardinal directions so that it is placed over top of another animal. The card that is now covered up is considered ‘eaten.’ Each animal may only eat certain other animals, however, so this is where the card number comes into play. An animal can only ‘eat’ any animal card that is 1-3 numbers lower than its value. For example, the ‘4’ animal can only eat cards 3, 2, or 1. Simple, right? Not so fast. Each animal also has a special ability on it, and you must activate the ability of that card once it has eaten another animal. This step is mandatory, and can really help or hinder your strategy – so make sure you are thinking about those abilities and not just the card numbers. At any time during the game, you may choose to discard one of the 2 Water animals from the side to perform its special ability in addition to, or instead of, the ability you just triggered. The game ends when you have only 1-3 animals remaining, the number remaining signifying varying degrees of success. If you have 4 or more animals remaining but are unable to make any more legal moves, the game is over and you have lost.
For being a game with such simple rules and gameplay, it is way more strategic than meets the eye. Each card can only eat specific cards, so you’re trying to position them in a way that fulfills those requirements numerically. You also have to be thinking ahead to each card power, because that step is mandatory. You cannot choose to ignore a card ability just because it may be detrimental to you – that’s what keeps your strategy changing at all times! You’re playing a long game here, and must be looking ahead several turns in advance so as to not accidentally strand yourself with no legal moves left. Every move should be thought through and carefully calculated to see if you can truly win the game. Along with that, every game will have a different starting grid which ensures that you won’t play the same game twice. The rules even suggest alternate beginning grid layouts to provide further challenge to players.
The other thing I love about Food Chain Island is that it is so fast to play, and it has a small footprint. If I only had 5 minutes to spare and was dying to play a game, Food Chain Island is what I would pull out. The speed of gameplay doesn’t take away from the engagement and thought needed to be successful, and that keeps me coming back for more. I rarely just play one game at a time – I will play 4-5 in a row because it is so addicting! Although it’s not officially a Tiny Epic game, it is designed by the one and only Scott Almes who hits it out of the park with this one as well. Coupled with the quick play time, the small footprint of the game makes it easy to play at any place or time you want.
With every new wallet game, ButtonShy continues to surprise me with quality gameplay and design using only 18 cards. Food Chain Island is no exception, and is a perfect first installation in their new Simply Solo line of wallet games. I know that this is a game I will be backing to get the final production copy in lieu of my PnP copy. I encourage everyone to check this game out – whether you’ve played solo games or not, this is a great little filler or introductory game to the genre. Visit the Kickstarter before it’s too late!
You find yourself on a small, isolated island teeming with wildlife – but there is no set hierarchy! It’s a world of ‘eat or be eaten’ and you’ve got to survive. Manipulate the wildlife and organize the food chain in such a way that leaves you on top. Are you able to strategize the best meals, or will the island be left in chaos?
Disclaimer: We were provided a PnP version of Food Chain Island for the purposes of this preview. Please excuse my lack of a color printer, but rest assured that the artwork of the final product is eye-catching, colorful, and easy to read! Check out the Kickstarter (Live now through June 6th) for a look at the finished production copy. -L
Food Chain Island is a solo card game of network building and chaining in which players are trying to end with the fewest remaining cards possible. The game, like its other ButtonShy siblings, contains only 18 cards, divided into Land animals (16 cards) and Water animals (2 cards). All animals have a special power associated with it, and all of the Land animal cards are numbered from 0-15. To setup the game, set the 2 Water animals off to the side (you’ll use those later), shuffle all of the Land animals, and create a 4×4 face-up grid of Land animal cards. Now you can start the game!
Every turn you will move one animal card to ‘eat’ another. Select an animal, and move it one space in one of the four cardinal directions so that it is placed over top of another animal. The card that is now covered up is considered ‘eaten.’ Each animal may only eat certain other animals, however, so this is where the card number comes into play. An animal can only ‘eat’ any animal card that is 1-3 numbers lower than its value. For example, the ‘4’ animal can only eat cards 3, 2, or 1. Simple, right? Not so fast. Each animal also has a special ability on it, and you must activate the ability of that card once it has eaten another animal. This step is mandatory, and can really help or hinder your strategy – so make sure you are thinking about those abilities and not just the card numbers. At any time during the game, you may choose to discard one of the 2 Water animals from the side to perform its special ability in addition to, or instead of, the ability you just triggered. The game ends when you have only 1-3 animals remaining, the number remaining signifying varying degrees of success. If you have 4 or more animals remaining but are unable to make any more legal moves, the game is over and you have lost.
For being a game with such simple rules and gameplay, it is way more strategic than meets the eye. Each card can only eat specific cards, so you’re trying to position them in a way that fulfills those requirements numerically. You also have to be thinking ahead to each card power, because that step is mandatory. You cannot choose to ignore a card ability just because it may be detrimental to you – that’s what keeps your strategy changing at all times! You’re playing a long game here, and must be looking ahead several turns in advance so as to not accidentally strand yourself with no legal moves left. Every move should be thought through and carefully calculated to see if you can truly win the game. Along with that, every game will have a different starting grid which ensures that you won’t play the same game twice. The rules even suggest alternate beginning grid layouts to provide further challenge to players.
The other thing I love about Food Chain Island is that it is so fast to play, and it has a small footprint. If I only had 5 minutes to spare and was dying to play a game, Food Chain Island is what I would pull out. The speed of gameplay doesn’t take away from the engagement and thought needed to be successful, and that keeps me coming back for more. I rarely just play one game at a time – I will play 4-5 in a row because it is so addicting! Although it’s not officially a Tiny Epic game, it is designed by the one and only Scott Almes who hits it out of the park with this one as well. Coupled with the quick play time, the small footprint of the game makes it easy to play at any place or time you want.
With every new wallet game, ButtonShy continues to surprise me with quality gameplay and design using only 18 cards. Food Chain Island is no exception, and is a perfect first installation in their new Simply Solo line of wallet games. I know that this is a game I will be backing to get the final production copy in lieu of my PnP copy. I encourage everyone to check this game out – whether you’ve played solo games or not, this is a great little filler or introductory game to the genre. Visit the Kickstarter before it’s too late!
Purple Phoenix Games (2266 KP) rated Festival! in Tabletop Games
Nov 24, 2020
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
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, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
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, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.









