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The Leveller (The Leveller, #1)
6
6.0 (1 Ratings)
Book Rating
<b>I really enjoyed <i>The Leveller</i> on two things: the concept and the writing.</b> But of course, the concept is why I actually read many books. Whether it's good or bad, I have no clue until I actually crack open the book and actually read it.

In a virtual reality gaming world called MEEP, Nixy Bauer helps parents get their wayward kids back from spending too much time in the MEEP quickly and efficiently. Soon enough, she gets a job from the developer and founder of MEEP himself, whose only son has disappeared in the gaming world for several days, leaving behind a suicide note and world filled with horrifying challenges.

I will fully admit <b>I'm a huge fan of technology and cool gadgets</b>, and I honestly loved the technology <i>The Leveller</i> uses. It's <b>quite similar to <i><a title="Grid Seekers by Logan Byrne" href="https://bookwyrmingthoughts.com/2015/07/dnf-review-grid-seekers-by-logan-byrne/"; target="_blank" rel="noopener">Grid Seekers</a></i> but in a gaming direction rather than an everyday-use direction.</b> Durango explains MEEP simply and straightforward: it's a virtual reality where players can create their own worlds with their minds. Like any game, there are little cheats and codes. <b>Durango's explanation of how MEEP works isn't <a title="A Thousand Pieces of You by Claudia Gray" href="http://www.bookwyrmingthoughts.com/audiobook-review-a-thousand-pieces-of-you-by-claudia-gray"; target="_blank" rel="noopener">written in a complicated and really scientific way</a></b> – helpful for all of us who haven't actually taken physics (or ever will/did).

I am, however, still confused. <b>What is the Black, and what is levelling? I have an idea, but I think I want an official definition of what the Black is, and what levelling is.</b> Especially on levelling, because <b>if I formulate my own definition, I'm pretty sure I'll butcher it</b> and Durango will facepalm.

<b>Her writing is also quite entertaining</b> – it's fun, but it has puns in there that are sometimes so bad (read: common), it's good. There's <b>not really a dull moment</b> in <i>The Leveller</i>. It's not completely action, action, action, but I just like Durango's writing (then again, <a title="Released by Megan Duncan" href="https://bookwyrmingthoughts.com/dnf-review-released-by-megan-duncan/"; target="_blank" rel="noopener">nonstop action can totally backfire</a> unless you have breathers. You'll have to be like <a title="Killer of Enemies by Joseph Bruchac" href="https://bookwyrmingthoughts.com/review-killer-of-enemies-by-joseph-bruchac/"; target="_blank" rel="noopener">Joseph Bruchac</a>.).
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<b>But the names. I'm quite horrified.</b> It might be as bad as making <a title="Princess of Thorns by Stacey Jay" href="https://bookwyrmingthoughts.com/review-princess-of-thorns-by-stacey-jay/"; target="_blank" rel="noopener">a sad effort of being creative by drawing out letters</a> (except that one you could literally tell it was a sad effort).

<b>What kind of name is MEEP?</b> MeaParadisus isn't exactly complicated (though it's a mouthful), but <b>while MEEP sounds all adorable, it just... doesn't sound like something you would name a virtual reality gaming world unless there's a really cute world. I'm expecting chibi people now.</b>

<b>Nixy. Why Nixy?</b> <a href="https://www.goodreads.com/review/show/1251670967?book_show_action=false&amp;from_review_page=1"; target="_blank" rel="nofollow noopener">Contrary to what Ella thinks (she thinks it's lizard-like)</a>, <b>Nixy sounds like Trixie.</b> What does Trixie sound like? A cute dog name that does cute tricks. Oh, and that dog had better be oozing in cuteness.
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There are <b>so many nicknames used here by Durango – I swear I need a notebook to keep track of who's who at this rate.</b> I mean, there's Nixy, Moose, Chang, Mama Beti, etc. Since <i>The Leveller</i> is the first in a series, <b>there are bound to be more nicknames in the future</b> as Durango introduces us to more characters. I'll have to <b>keep track what's not a nickname, what's a nickname and who it belongs to, blah blah blah.</b>

<b>The ending was a bit of a downfall.</b> It wouldn't be a downfall if I didn't read this in one day, but <b>Durango throws in hints early on in the book that she uses in the end.</b> Everything was going pretty well, but how the story plays out in the very end is <b>predictable if you pay an ounce of attention.</b> How the second book will play out, on the other hand, isn't too predictable yet. <i>The Leveller</i> ends on a solid note, so I'm looking forward to what Durango actually comes up with in the sequel.

<a href="https://bookwyrmingthoughts.com/review-the-leveller-by-julia-durango/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
Wish You Were Here
Wish You Were Here
2018 | Deduction, Puzzle
I thought I was smart. I thought my wife was smarter. I thought that combined, we would have a great shot at figuring out anything thrown at us. Then The Enigma Emporium threw Wish You Were Here at us, and now we feel the American school system has failed us miserably. The level of defeat we feel is immense and can only hope to redeem ourselves during the next game.

Wish You Were Here is a puzzle-on-some-postcards-that-make-you-feel-like-a-Kindergarten-version-of-Indiana-Jones-minus-the-physical-adventuring game. I really cannot describe it any better for you, but will let you know what to expect and how we fared.

DISCLAIMER: We were provided a copy of the entire Wish You Were Here series of games 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 envelope. I do not intend to cover every single rule included in the rulebook, as there is no rulebook. For more information and to order your own, visit the publisher’s website. Also, I am purposely hiding or not showing certain things because I wish to avoid any spoilers. -T


To setup, make sure your phone or tablet are fully charged, grab yourself a nice chai tea latte (or three), a pad of paper and writing utensil, open the game envelope and pull out the five postcards. You are now ready to “play” Wish You Were Here.
Why am I being so sparse and cryptic? Well, Wish You Were Here is a game that is played by figuring out puzzles and clues printed on postcards to catch a criminal and suss out their crime(s). The postcards are simply full of different puzzles and different TYPES of puzzles. I am really unable to go into much further detail for fear of spoilers, but before you tackle this adventure, I would brush up on your Dan Brown to channel your inner Robert Langdon (the guy from the Da Vinci Code books and movies).

Inside the envelope are five postcards from which you will need to assemble a working idea of what is actually going on and what is being communicated to you through these clues. Speaking of clues, the publisher has thankfully included their website to visit when you are simply stuck on something provided.


Players will be tackling the puzzles provided by attacking separately or as a group and putting together their thoughts and findings. Once the players have it figured out (good luck) then they must collaborate their answers within the game.
Components. This game is five postcards in a paper envelope. The envelope is fine and holds the postcards well. The postcards themselves are normal postcard stock, but every little item on them may be important toward solving the case. They are all vastly different in style and, I’ll give you a tiny hint, each card may have its own theme. The components here are strange to try to review, but for being the type of game it is, the components are excellent..?

Okay so like I said in my intro, I found my wife and I to be highly intelligent people. We both have college degrees and one of us was a high school valedictorian (not me). So imagine my surprise as we are cookin’ on the first postcard, have some items and ideas written down, but then get super stuck on what it is trying to tell us. So we think that there is no harm in checking out the clues on the publisher website and check it out. Once we find what we are looking for, we realize that maybe we are in way over our heads here.

The clues are incredibly helpful to solving the information provided on each postcard. I just wish we didn’t become so dependent on them to figure out each card. Once we pulled up the clues site the first time, it became more and more tempting to just get as many clues as we could there and then the game became more an activity of following clue instructions and applying their suggestions than us actually trying to figure them out ourselves. It might have had something to do with the fact that we started the game at 10pm, and were nowhere near finished at midnight, but the chai and cookies helped a little.

All in all, this game is incredibly unique and really really tough, unless the players are all into ciphers and codices. Being able to recognize what puzzle style is being employed is the first step in solving each one. Using that information to apply to the puzzle at hand is the other side of that coin. That said, we at Purple Phoenix Games give this one a solid, but hidden 12 / 18. Our brains are still reeling from that playthrough, but we are determined to figure out more items independently once we attempt the next game in the series. If you are looking for a small footprint, brain-wrecking, incredibly thinky game to pull out with your more academic friends, then definitely order your copy of Wish You Were Here from theenigmaemporium.com, and grab all the others while you are there as well.
  
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Purple Phoenix Games (2266 KP) rated ICECOOL in Tabletop Games

Jun 25, 2019 (Updated Aug 13, 2020)  
ICECOOL
ICECOOL
2016 | Action, Animals, Kids Game
Moving components around the board/play area is a staple of most board games. As board games have evolved, that mechanic has maintained an integral role in many games. If it ain’t broke, don’t fix it, right? Well just because it’s not broken, doesn’t mean it can’t use a little innovation….and that’s where ICECOOL comes into play.

You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?

Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L

ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.

As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!

So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.

One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.

ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
  
Love, Simon (2018)
Love, Simon (2018)
2018 | Comedy, Drama, Romance
Time to Exhale.
I saw this as a Cineworld “Secret Unlimited Screening” event (for non-UK readers, Cineworld is one of the main movie-theater chains), so went in – like the majority of the audience I suspect – predicting early sight of Lara Croft in skin tight shorts! This was a bit different! A secret screening is an interesting concept, and really tests the metal of a film in engaging its audience early. This one failed to some degree, with seven people (I was counting) walking out in the first 10 minutes. (To be fair on those seven, the film’s first 20 minutes are rather laborious; and to be fair on the film, this was a pretty full auditorium so as a percentage drop out it was low).

Teen heartthrob Nick Robinson (the older brother from “Jurassic World“) plays the eponymous hero who has a well-buried secret: he’s gay. Growing up in Pleasantville (I almost expected someone to yell “Cat!” and the fire brigade turn up) he feels unable to come out to either his high-school friends or his loving family (“Apple pie cooling on the window-sill anyone?”). But striking up an email relationship with another closeted male from the same high school – nicknamed “Blue” – allows him to explore his feelings about his sexuality and fall in love all at the same time. But neither coming out or love run terribly smoothly for Simon…

Happy families. From left, Nick Robinson, Talitha Bateman, Jennifer Garner and Josh Duhamel.
I am forty years adrift from being able to directly relate to the stresses and strains of modern high-school life (though I AM still 17 on the inside people!) But even to me, this film doesn’t feel like it should be set in the present day. While it needs to be for its tweeting and blogging story-line, surely there are few backwaters in either America or Western Europe where gay people have to stay so silent? An 80’s or early 90’s setting would, I think, have worked so much better. (Ironically, its not his gay-ness or otherwise that his friends get upset by, but something far more fundamental in the human condition).

Definitely set in the present day.
That aside, this is a sweet and ultimately quite engaging film that I’m sure will be a big hit with a teenage audience. While for me it didn’t come close to ticking all of the coming-of-age boxes that the inestimable “Lady Bird” did, it does cover old ground in a new and refreshing way, and I’m sure it WILL be very helpful for many gay people in getting the courage to come out. Times are different today, but I still can imagine few things requiring more bravery than declaring you are gay to your parents and closest friends (even though, deep down, they surely already suspect).

So, it’s sweet, but also for me (although far from its target audience) rather flat. As a comedy drama, the moments of comedy are few and far between, with only one or two of the lines making me chuckle rather than smile. A quiet auditorium is not a good sign for a film with “Comedy” in its imdb description. It does however occasionally break through with something memorable: a full on college “La La Land” scene (“Not that gay” – LoL) is a case in point. And all of the scenes featuring comedy actress Natasha Rothwell as drama teacher Ms Allbright add much needed energy and humour to the film.

Someone should tell him… regardless of gender preference, sex is never going to work like this.
Of the teen actors, Robinson is fine but it is Katherine Langford as Simon’s friend Leah who stood out for me. Talitha Eliana Bateman (“The 5th Wave“; looking a whole lot younger than her 16 years!) is also impressive as Simon’s culinary sister Nora. Simon’s parents are played by Jennifer Garner (“Dallas Buyers Club“) and Josh Duhamel (a new one on me… he’s been in the “Transformers” films apparently).

Simon says walk this way. From left, Jorge Lendeborg Jr., Nich Robinson, Alexandra Shipp and Katherine Langford.
The screenplay is by movie virgins Elizabeth Berger and Isaac Aptaker, and is a slightly patchy affair. There are scenes that worked well (a cringe inducing sports stadium scene for example) but other times where it seems to be trying too hard for T-shirt captions…. a line from Ethan (Clark Moore) about hate crime was a “Ye-what?” moment.

Some of the characters really don’t quite work either: Tony Hale (so memorable as the useless PA in “Veep”) plays almost a school-ified version of Stephen Stucker’s Johnny from “Airplane”. Perhaps that would work as some sort of whacky hall monitor guy… but it transpires that he is the headmaster. No, I don’t think so.

A bit OTT. Veep’s Tony Hale as the principal with a surfeit of bonhomie.
So, in summary, after a bit of a bumpy start, its a pleasant watch that culminates in a feel-good ending. Feel good, that is, providing you have liberal views: I can’t see it pleasing many Trump supporters. I also can’t see it getting a cinema release in Gambia or Nigeria, though God only knows they could use one. If I could give half stars I would give this one an extra half as I applaud both the theme its trying to promote and for bringing something fresh to the screen…
  
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Purple Phoenix Games (2266 KP) rated Cybermancy: Virtual Arena in Tabletop Games

Mar 31, 2020 (Updated Mar 31, 2020)  
Cybermancy: Virtual Arena
Cybermancy: Virtual Arena
2020 | Card Game, Science Fiction
I know there are several games out there that pit literary characters against each other, or figures from actual history. But have you ever wanted to assemble a team with the likes of Joan of Arc, Mulan, Pancho Villa, and Vlad the Impaler vs undead opponents like Sid Viscous, Max Lemmon, DJ Jazzy Deth, and football star Tom Brainy? Well now you can. This is Cybermancy: Virtual Arena.

A game of Cybermancy: Virtual Arena (which I will refer to as simply Cybermancy from here on out) is a player-to-player dueling card game where one Cybermancer is attempting to lower the other Cybermancer’s health points (HP) to zero using summoned creatures from their hand. Will you be able to defeat your opponent before they can setup any defenses or enough firepower to punish your HP? Get out there, Cybermancer!

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 beginning April 1, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T

There is quite a bit of setup to Cybermancy if you care to assemble your team yourself. The rulebook has a number of starter deck suggestions. Players will need to assemble a team of 30 creatures for their deck. From this, draw seven cards to begin. Each player will need to draw five cards each of CPU and RAM cards – these are the currency of the game and what is needed to summon creatures from hand. Each player will need a health tracker and a CPU/RAM tracker. The game is now setup and ready to play!

Cybermancy is a dueling game played over rounds, and each round will follow the same general structure, but may not exactly mimic each other during play. The phases are: Main, Discard, Draw, Refresh, and Advance Power Marker. Generally, the main action of the game takes place during the aptly-named Main phase. This is where players will spend the CPU/RAM cards they have drawn to summon and attack with their creatures. Not all creatures can be summoned and attack in the same round, and creatures can only be summoned if the player spends enough in cards while also respecting the maximum CPU/RAM limitations set in the CPU/RAM tracker. Example: during the first round, only creatures with a 1 CPU / 1 RAM strength can be summoned from hand because the CPU/RAM tracker begins the game at 1 / 1. The last phase of the round is Advance Power Marker (only one), so this is the way CPU/RAM maximum limits are increased.

After the Main phase, the power cards (CPU/RAM) used, and the destroyed creatures will be discarded. The next phase is Drawing one card from each deck (Creature Draw, CPU, RAM) to be added to the players’ pools. To Refresh during the next phase, all Buffered (kneeling) creatures will be stood up to be used next round. Advance the Power token of your choice and you are ready to play the next round.

Rounds continue in this fashion until one Cybermancer has reduced their opponent’s HP to zero and immediately proclaims victory!

Components. Again, this is a prototype copy of the game, so the components may not be 100% similar to what would be shipped as a result of a successful Kickstarter campaign. That said, the first thing I want to do is shout out to the art in this game. The card art is absolutely stellar and engaging. I find myself paying more attention to the art than I should while playing, and to me, that’s not a bad thing. The cards are good quality, the cardboard chits to track buffs and debuffs are okay, and the card layout is mostly good. I say mostly because as I read the summon costs for the creatures, I read them left to right on the top of the creature card, which is CPU then RAM. However, the CPU/RAM tracking card has RAM on top and CPU on bottom. I am already trying my best to strategize for victory, I wish I didn’t have to think about which power is which on that card. The health tracking cards are good, and similar to what you find in Star/Hero Realms and various others. So components are great, aside from my one qualm.

The game is good. You can strategize all you want, but ultimately your turns are limited by the power costs of the creatures and which creatures you have drawn. At the beginning of the game if you do not like what you have drawn for a starting hand a re-draw is possible for all decks. That ability is one and done though, and sometimes it would be helpful to have a flush of the hand and a redraw, or a way to otherwise rid yourself of cards you cannot use yet or just don’t like.

That said, I like Cybermancy quite a bit. I feel like I am playing a video game when I play this game. The art is amazing, the concept and theme are attractive. Being able to invoke the powers of d’Artagnan to combat zombified Kurt Cobain is just so satisfying. If you enjoy dueling card games, or games where you can employ beings of literary and actual history, then this game is certainly for you. Do check out the Kickstarter campaign that is starting April 1, 2020. I am really looking forward to seeing how far this one goes!
  
The Farewell (2019)
The Farewell (2019)
2019 | Comedy, Drama
Simply brilliant. Go see it!
The Long Goodbye.
With “Downton Abbey” and now “The Farewell”, the excesses of the summer blockbusters are fading away. (Though I’m sure Rambo might have something to say about that!)

The Plot.
Billi (Awkwafina) is a young Chinese New Yorker struggling to make her way in the world. She has a place of her own to distance herself from her parents – Haiyan (“Arrival“‘s Tzi Ma) and Lu Jian (Diana Lin) – but is struggling to fund it. But despite a typically spiky teenage relationship with her parents, family is important to her.

There’s a big shock then when her beloved “Nai Nai” (Shuzhen Zhao) is diagnosed back in China with terminal cancer. The slight complication is that no-one has told her. Her younger sister (Hong Lu) has taken the decision to keep the news from her. This is in line with the Chinese saying “When people get Cancer they die”. (Based on the rationale that it is not necessarily the disease that kills you, but the fear that destroys your useful life).

The whole extended family sign up – reluctantly – to the decision. They stage a final get together back in China around the pretence of a trumped-up wedding. This is between the comically reluctant grandson Hao Hao (Han Chen) and his new Japanese girlfriend Aiko (Aoi Mizuhara).

Faced with seeing Nai Nai face-to-face, and being forced to “celebrate” together, can the family – and the emotionally attached Billi in particular – hold it together and keep the secret?

A laff a minute then?
You might naturally assume that given the subject matter that this was going to be SERIOUSLY heavy going. And in many ways you would be right. Most of us over 50 will have lost an elderly relative. And, unless it was a sudden event, you have probably been through the mental pain of having to drive away from a nursing home certain that that will be the final time you will see your loved one alive. If you are therefore not affected by this film, you are not human.

So I was frankly bracing myself.

However, the film is so beautifully put together, and the comedy – albeit some of it very dark – so brilliantly inserted that the film is an UTTER DELIGHT from start to end. There are truly insightful scenes that get under the skin of the well-developed social approach in China to family. (Like the illustrious Mrs Movie-Man, they love big family dinners around a round-table!) Although there is always the teen – Bau (Jinhang Liu) in this case – with his face permanently in his phone!

There are also scenes familiar to anyone who’s visited China. The gaggle of “helpful” taxi drivers outside the airport made me laugh out loud.

Also (unintentionally) funny are the multiple company logos at the start of the film. This is reminiscent of the classic “Family Guy” scene (I think “The Simpsons” also did a similar spoof).

Cinematic.
For such a ‘small’ film, the scale is sometimes truly cinematic. Director and writer, Lulu Wang, achieves some gloriously memorable movie moments. A stony-faced, determined march of the key players towards the camera – which could be subtitled “The Magnificent Eight” – is slo-mo’d for about 30 seconds and is utterly mesmeric.

And a scene at a cemetery is a comic masterpiece of Chinese tradition. Bau of course still has his face in his phone throughout!

This is only Lulu Wang‘s second feature, but it makes me now want to check out her first film (“Posthumous”).

Not afraid to offend either country.
What I found particularly interesting is that the film is truly multi-cultural. It’s not an American film with some local content crudely inserted to cater for the Far East markets. The film is an almost equal blend of American language and Mandarin language with subtitles.

Lulu Wang is also not afraid to upset officials in either country. Which is better: US or China? The question keeps getting posed to Billi and discussed among the family. And – as you might expect – there are positives and negatives on each side. The film doesn’t really take sides. It’s a really balanced position to take.

A quirky soundtrack.
The music is by Alex Weston, and its one of the stars of the film. It’s truly quirky with everything as diverse as a vocalised version of Beethoven’s Sonata No. 8 “Pathetique”; a karaoke version of “Killing Me Softly”; and a hugely entertaining Chinese version of Niilson’s “Without You” over the end titles.

A brilliant ensemble cast.
It’s a great ensemble cast (SAG awards, are you listening?), and everyone pulls their weight. Even the minor members of the cast are superb: Aoi Mizuhara in particular displays acute awkwardness brilliantly!

But leading the charge is Awkwafina. She was in the disappointing “Ocean’s 8” but much more memorable in “Crazy Rich Asians” as Rachel’s wacky Singapore friend. Here it’s a bravado performance that is genuinely moving. She IS the slightly sulky but emotionally crushed teen.

Sub-titles? I don’t do sub-titles.
Get a grip! Yes, this is a film that has sub-titles. But it uses them when required (unless you happen to be fluent in Mandarin that is!). There is also a large percentage of the film that is in English. It’s all eminently watchable, even for “sub-title-phobes”.

This is a feelgood film about a tough subject. The ending of the film pulls off the trick of being both devastating and uplifting at the same time.

So get yourself to the cinema and see this film! Without question, it gets my “highly recommended” tag. It’s also firmly placed itself very high up in my “Films of the Year” list.

And it’s all “based on a true lie”!
  
Fallen Land: A Post Apocalyptic Board Game
Fallen Land: A Post Apocalyptic Board Game
2017 | Action, Card Game, Dice Game, Exploration, Zombie / Survivalist
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.

On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.

After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.

The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.

The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.

The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.

While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.

So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.

You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.

You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.

Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.

Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.

On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.

There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.

This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.

All in all a great so experience and a fantastic, brutal multiplayer game.
  
TM
Take My Hand (Take My Hand, #1)
6
6.0 (1 Ratings)
Book Rating
This is my first experience with a book by Nicola Haken. The synopsis sounded promising and I have been looking for a new series to read, so I thought I would give this one a go.

This story is of two people trying to start their lives over after terrible events that occurred in each of their lives. They get thrown together and together they learn how to love...again.

The story is primarily set in London, so that's amazing! I'm obsessed with London and all things British, so I was SOOOOO excited for this book. I wanted to fall in LOVE with this book, and these characters, but at best I only fell in LIKE with this book. Sigh.

Dexter and Emily are great characters. They have the tormented past, the rocky relationship, and undying love for one another. Okay so it sounds like this book has everything a book needs. But still... I just couldn't fall in love, and let me tell you why.

1) Dexter is from the U.S.A. so when he moves to London, he clearly doesn't understand all of the lingo and slang that the English use. Which is fine. Emily used a lot of these slang words, "ginger minger" being an example of one, and so the narrator would pause and explain what each one meant. This was very helpful throughout the story. However, this is the part that bothers me. Throughout the story when Dex would have a chapter and be talking sometimes I would get confused and he started to sound like Emily to me. I felt like the two were blending together.

2) There were several times throughout this book I wanted to literally reach into my kindle and slap Emily. I understand she's never really been in a relationship before, and I understand she's socially awkward, but my god! It's like this girl is from another planet and she doesn't understand human interactions, AT ALL! She blushes at everything - even when it's not sexual, she doesn't know how to talk to people, and she doesn't know how to be in a relationship. If the guy is a alcoholic and throws stuff at the wall, and runs out on you every time he's scared. You drop him and run. It just didn't seem realistic at all.

He drank and ran out on her when she was in a strange country with a strange woman she'd never met, and he was just like, peace out. Then she had the nerve to feel sorry. He kept secrets from her and she had the nerve to scold herself for feeling that way. It just didn't feel real to me. I felt like she gave in to him too easily. Now, before you all comment like crazy about how I don't understand alcoholics and how I don't know how they operate and how I don't understand addiction, let me just tell you this... You're wrong. I understand, and I understand better than some. I was a teenage alcoholic. It ruined my life and it took me YEARS to get it back together. SO I GET IT.

3) Now that all that's out of the way on to the next. I didn't like that Emily was so clearly afraid to say SEX or PENIS, or VAGINA. If you can't say it or talk about it, you shouldn't be doing it. She really needed to grow up. I understand that some people just don't feel comfortable talking about it, but at some point you need to draw a line. Emily was just a little too chaste for my preference and I think the description of the sex scenes from Emily's perspective were out of place for this very reason. The chapters where she was the narrator, she shouldn't have been comfortable describing what was going down. I feel like the scene should have been set up and then a fade to black would have been more appropriate.

4) Lastly, Rachel... UHHHH MOST ANNOYING CHARACTER EVER!! At first I thought she was badass! Here you have this girl who has lived her life in a wheelchair and has had to compensate for it by being independent, coloring her hair funky colors, and getting tattoos. Awesome! Right... WRONG. She then opened her mouth. OMG! She's not independent and trying to stand out, she's just down right offensive, and she didn't seem to fit at all in this story.

I know by now you're probably thinking "Why did you give this book three stars if you clearly hated it." Right? Well, I didn't hate it, at all. I liked it, it evoked emotion, it made me think and it made me feel. Those things are SOOO important when writing a book. This author has some definite promise, and I know there are a couple more books in this series. I will probably read them since this book ended on a cliffhanger (which was awesome, btw). I want to know what happens to these characters, and I'm hoping they both grow up a bit in the upcoming books.

My one last thing I'd like to point out is the editing. Now, I don't know if I got a pre-edited copy or if I got the final draft. So, I'm not considering the editing in my rating, because I can't be certain. I do feel that this book needs some serious proofreading, but again it may not be that way in a purchased copy so again don't hold that minor detail against the author, because no one is perfect.

I will definitely read other books by this author. She has a great writing style, her story flows very nicely, there aren't any dull moments, and her story is one that tears at the heartstrings. I in no way mean this review to sound as if I'm attacking her, when in fact its the complete opposite. I commend her for writing this book, and I think she did it well. Plus, the most important thing EVER, her writing made me think and feel which is what good writing should do. So, I implore you to give this book a chance don't let my feelings and observations deter you from reading a book with great potential that you may absolutely love!
  
The Quest Kids: Matching Adventure
The Quest Kids: Matching Adventure
2021 | Fantasy, Kids Game
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!

The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.

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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.

When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.

Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.


Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.

In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!

So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
  
13 Monsters Armed to the Teeth
13 Monsters Armed to the Teeth
2020 | Bluff, Dice Game, Fighting, Game Expansion, Memory
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!

13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?

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


Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.

The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.

Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.


The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!

So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.

That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.

On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.

So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.