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Robin Hood: Hero of the People
Robin Hood: Hero of the People
2019 | Adventure, Card Game, Fighting, Medieval
“Yer a hero, Travis!” … said no Hagrid to me ever in my life. However, I do enjoy playing heroes in my board games. As Robin Hood you live by few rules: rob from the rich, give to the poor, and save your fellow Merry Men. That dastardly Sheriff of Nottingham is out to foil and jail you and your crew. Can you use your skills to rob enough from the rich, recruit your fellows, and keep your bounty on your head low enough to win the game? Such is your plight in this one-player game from first-time designer, Rodney Owen.

Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T

As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.

Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!


The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.

You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!

Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.

The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!

If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!

So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…

There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.

I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
  
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Kyera (8 KP) rated Empire of Storms in Books

Feb 1, 2018  
Empire of Storms
Empire of Storms
Sarah J. Maas | 2016 | Children
10
9.4 (22 Ratings)
Book Rating
Re-Read Update:
This book destroyed me. I cheered when my baby, Abraxos, appeared (legitimately out loud cheered) and wanted to cry at those fateful words. If you've read this book, you know which ones I'm referring to and if not, I can't say because there would be spoilers. Despite the issues and shift in the characterization of some of our leads, this book takes you on an incredible emotional journey with highs that make you cheer (see above) and lows that bring you to tears (almost).

Despite the length of the book, I didn't feel as though the story lagged or the pacing was poor. Any free minute I had, I immediately turned to the book to continue where I left off. Even knowing what was going to happen, it managed to enthrall me.

One of the problems that I have with this book is its portrayal of relationships. There are aspects of it that are so swoon-worthy and make your heart hurt, but there are some that are not healthy. It's nice to see diverse portrayals of love and relationships, but my concern is that a young adult reader might see the territorial Fae nonsense in the book and not realize that it's an extreme. It might seem normalized. As I am not a teenager, I am aware of the intricacies and can roll my eyes at the "nonsense" without putting any weight on the idea. That may not be the same for teen readers.

There are aspects of the character development that seems off and others that, although regrettable, are completely valid. For example, Dorian has gone through an incredible amount of turmoil and emotional upheaval in the last two books. It's understandable that his personality would not quite be the same carefree, flirty scholar that we met in the first book who wished to stand up to his father but could never garner the courage to do so.

In a similar vein, we watch other characters develop into multi-faceted people and understand them more. Manon and Lysandra have become much more interesting characters as they were expanded upon, and at least for me have become some of my favourites. Despite the huge cast of fairly main characters, each is still given the time to shine and grow.

Finally, the world building continues in this book to an immense degree. A combination of the book's size and the various viewpoints has allowed Sarah J Maas to expand the world we have come to know. Erilea has been developed and we are able to see more pieces of Nehemia's homeland, Aelin's kingdom, and so much in between.

I still love this series and highly recommend it to young adult/teen readers who enjoy fantasy books.

Original Review:
These novels are so addicting, emotional and indescribable - but I'm going to try to do them justice. If you've not yet read up to Empire of Storms, please avoid this review as it has spoilers. I try to leave out the major plot points and just focus on the characters/world, but it's not free from them. Please read on only if you've read the series.

Our main cast of beloved and some tolerated, main/supporting characters grows throughout the series. Although we lose Nehemia, which I am still so sad about - we are introduced to the Fae. Their inclusion in the series brings the genre into high fantasy and makes it even more enjoyable. Prior to this series, I hadn't read many novels in which the supernatural creatures were the Fae but now I am obsessed. The world of the Fae isn't experienced or explained much, but I would love to see more of it. Their powers or abilities are so intriguing and well written. Just enough information is given that you can understand what is going on, then beautifully populate the world and battles in your mind.

Sarah J Maas makes you fall in love with each of the characters, whether you liked them when they were first introduced or not. One of the first perspective shifts we experience is when we are introduced to the bloodthirsty Manon Blackbeak. At first, you wish her scenes weren't there as they take away from time with our main characters but by the fifth novel she's one of the characters you're rooting for. Although she's a witch and over one hundred years old, she is given the ability to develop and change over the course of the novels. It takes time because she's learning that things she believed her entire life aren't true and don't need to affect how she views life.

Even characters that we were originally introduced to, like Lysandre are able to evolve and change over the course of the books. She and Celaena start off butting heads and competing, but that doesn't last. They join together and made a formidable pair (especially once magic is restored to the land). Lysandre grows into one of my favourite characters and her wholehearted commitment to the cause is inspiring.

Seeking more information about the Wyrdkeys, Celaena seeks knowledge from the Fae Queen Maeve. Unwilling to give her information away for nothing, Queen Maeve makes a deal that Celaena must train with and impress one of her trusted warriors, Rowan. Prince Rowan is able to manipulate ice and wind, whilst also transforming into a hawk. Her inner circle are sworn to her with a blood oath and a group of Fae warriors that include Rowan, Lorcan, Gavriel, Vaughen, Fenrys and Connall. Later on, this group is affectionately titled Rowan's cadre and some join our heroes on their journey.

Unsurprisingly, we discover that Celaena is actually the Princess (or Queen) of Terrasen and that revelation brings with it some people from her past. Her cousin, Aedion was forced for years to do the bidding of the King of Adarlan whilst secretly helping his people. He is a general and his legion of warriors called the Bane are loyal to him rather than the King. We also meet another person from Terrasen, the daughter of the woman who sacrificed herself to allow Aelin to escape as a child - Elide. She was mistreated by her Uncle for years, until Manon Blackbeak helped her escape. After only a few days, she crosses paths with Lorcan who is a member of Rowan's cadre and they begin to journey together.

Lorcan is not well liked by Rowan or Aelin when we first come across him in Rifthold. He is still bound to Queen Maeve and is seeking to find and destroy the Wyrdkeys. Throughout his journey across Erilea, he discovers that he has a soft spot for Elide and protects her. Some of the other cadre are viewed in a more favourable light by Aelin and her friends, as they attempt to delay their orders from Maeve to help on the quest.

Sarah J Maas writes the best pairings that fill your heart with so much feeling then she rips it out and stomps all over it. Rowan loves Aelin with his whole heart, every part, the good, the bad, the broken and beaten, the assassin, the Queen, the Fae and no one else has ever done that for her. Their love is true and enduring. Heartwrenching and pure. Even though they didn't start off on the best footing, after training her for a time and even breaking his blood oath to Maeve - Rowan is completely enamored. Plus, they're mates so there's nothing more important and bonding. Each relationship is authentic and pulls at your heartstrings.

Throughout the novels, you are able to experience more of the lands with Erilea from the dark, twisted towers of Morath to the Queen's home of Terrasen. They are welcome additions to our mental maps of the land and wonderfully illustrated through words.

This is one of my favourite series by far and is highly recommended to all - also specifically to young adult readers who enjoy well writen novels with developed characters, immersive world-building and fantasy.
  
Game Of Thrones
Game Of Thrones
2011 | Adventure, Drama, Fantasy
Winter has come and gone... and there won't ever be anything like it again!
Contains spoilers, click to show
Game of Thrones. The only show that drove people to brag on social media about the fact they've never seen it every time a new series came out!

I watched this from Season 3, quickly binging the first two seasons about a week before it aired. I'm not a huge Fantasy fan, but this show really was something else. Despite the setting, it gave us everything - blood, guts, drama, sex... even comedy. It gave us some of the most vile and hated antagonists to ever grace the screen, and it made heroes out of the unlikeliest of people.

Watching it week-to-week was difficult for a couple of reasons. One, so much is going on (especially in the earlier seasons) that you can forget a lot in a week, and you find yourself questioning everything. Two, it's so bloody good, you didn't want to wait a whole week to get your fix! Obviously, now it's finished, the second issue is no longer relevant - it's available to binge to your heart's content, which you absolutely should do.

I want to address the recent criticism of the eighth and final season. We waited over two years for it, and many people felt it was rushed, too short and too shallow. I would say 75% of people who watched the last season were left disappointed. Myself included.

But a few days after it had finished, I found myself thinking about the series as a whole more and more. I was reading articles online, theories and arguments about how and why the story played out the way it did. I realised I had felt somewhat detached watching Season 8 because it HAD been two years since I watched Season 7. It's as if I'd forgotten what it was like to watch it.

So, having never seen any episode more than once, I went back to the beginning and watched all eight seasons in a little under three weeks...

SO MUCH BETTER the second time around!

For two reasons. Firstly, there was no break in the story at all. Watching it as it aired meant you had a 12-month break every 10 hours, basically. Easy to lose your thread. Easy to forget things. When that doesn't happen, it's much more enjoyable and actually makes a lot more sense. There was so much I'd forgotten over the course of the nine years it was on, I kind of felt like I'd cheated myself, in a way, by not watching Seasons 1-7 before Season 8 aired.

Second, much in the way that Star Wars Episodes 1-3 work better if you've seen 4-6 first, Game of Thrones was actually much more enjoyable having seen the ending, because things make a lot more sense in retrospect.

***This is where it gets spoilery***





It becomes evident early on, even in the first season, that Jon Snow is one to watch. His shocking death at the end of Season 5 caused much confusion and debate. Obviously, his resurrection early in Season 6 put an end to that, and when the secret about his true identity is finally revealed in Season 8, it was a shocking moment, as everything started to fall into place and the true threat became evident.

However...

Having now done Seasons 1-8 back-to-back, the revelation that Jon Snow is, in fact, a Targaryen is far from surprising, given they've been dropping clues about it since back in the first few episodes. Obviously, at the time, these seemingly throwaway comments meant nothing, but now we know, there are numerous conversations throughout the show that border on being spoilers themselves.

Same with Arya Stark and her storyline. Second time around, even from Season 1, it's evident she was destined to slay The Night King. And as with Jon Snow, you never would've picked up on it at the time, but in hindsight it's been obvious for years.

Now, the major criticism about Season 8 was that it felt rushed and that it sacrificed too many characters arcs for the sake of finishing inside of six episodes. Watching it as it aired, I completely agreed. Jon Snow "suddenly" went from a brooding hero to a pointless extra. Daenerys Targaryen "suddenly" went from the freer of slaves and saviour of Westeros to an insane despot who slaughtered half the world because someone took her toys away.

Not true.

It seemed like that after two years of forgetting almost everything that had happened previously, but watching it from start to finish in one go, those things make perfect sense, and aren't actually that sudden. The Mother of Dragons showed clear and obvious signs of becoming The Mad Queen of Ashes very early on in the show. She was always kind and fair and just... but my goodness, did you get it if you pissed her off! Let's not forget she crucified almost 200 slave-owners long after they surrendered to prove a point. And poor Sam Tarly's father and brother! She had a mean streak, and she lived on a knife's edge. At any point since she married Khal Drogo back at the beginning of Season 1, the slightest push and she would snap. Fast forward to Season 8 and, after many years of fighting to fulfil her birthright and take the Iron Throne, she finds out she's not actually the heir to it at all... that's a pretty big push to a woman with a history of losing her shit when things don't go her way. So not much of a surprise at all, really.

And to address the criticism further, I'll analyse this as a writer. I tell stories for a living. When you're writing a novel, you look at it as a triangle, of sorts. It starts off wide and gradually gets to a point. Game of Thrones began very wide, with lots of characters and subplots. But as time goes on, it narrows and becomes more focused on the main threat... the main storylines - the battle against The Night King and the fight for the Iron Throne. Those two things are what nine years of storytelling were working towards, so yes, when you get to the final season and you have to wrap things up, it makes sense that you're going to focus on the big finish - the point of the series.

Not only that, for the first six seasons, the shows writers and creators had their hands held by George R. R. Martin and his source material. But then the TV show caught up with the books, which meant they suddenly had nothing more than a handful of bullet points to work off instead. Not easy to go from one to the other. They can't embellish things too much, because they run the risk of contradicting and undermining future books, which Mr. Martin wouldn't allow them to do. So they had to keep it simple, stick to the point and finish the job they started - nothing more.

Ultimately, no one likes to see their favourite show end. In hindsight, I think a lot of the criticism the final season received was because the audience forgot what came before it, and because they didn't want it to end.

If you're reading this having never watched it before.... first of all, sorry for ruining the story for you (but I did say it contained spoilers, in my defence). But you have the benefit of being able to binge through this, which means you'll get the full, uninterrupted experience, which is well worth the investment of your time to do.

If you HAVE watched the show before, I strongly suggest re-watching it from the beginning, because I enjoyed it far more the second time around.

This is the kind of show that comes along once a generation. The kind of show people talk about daily long after it finished. It redefines TV drama and I can promise you, you'll never see anything like it again.

That said, don't watch it if you're easily offended or grossed out. Or if you like animals. Oh, and don't watch Season 4, Episode 8 whilst you're eating. And don't watch Season 3, Episode 9 if you believe in the afterlife and have your heart set on getting into Heaven. And it's perfectly acceptable to watch Season 6, Episode 9 and feel like that's what you would do if faced with certain death.

Just perfect.
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

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. This preview will be highlighting the co-op mode with two players. 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, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!
  
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Kirk Bage (1775 KP) rated The Umbrella Academy in TV

Sep 19, 2020 (Updated Jan 22, 2021)  
The Umbrella Academy
The Umbrella Academy
2018 | Action, Fantasy
I came to this gloriously colourful, energetic and super smart comic book adaptation in August (when Netflix advertised season 2), at a time of lockdown where I really needed something cheerful and fun to keep me going. It worked so well I watched both full seasons twice over, back to back, and key episodes 3 times! A rare thing indeed for me and a TV show.

Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.

The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.

For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.

The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.

As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.

I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.

I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.

I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.

There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.

It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.

At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.

If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.
  
Shadow Kingdoms of Valeria
Shadow Kingdoms of Valeria
2021 | Dice Game, Fantasy
As you’ve read in our previous reviews, we are BIG fans of the Valeria-verse games. Whether we have to recruit adventurers for quests, build a thriving village, or traverse the lands to protect its people from various Monsters, we are all about this realm. For this newest installation in the series, the tables have been flipped on us – because doesn’t it get tiring always being the ‘good guys’? Shadow Kingdoms of Valeria allows players to embrace their inner dark side and fight back against these ‘heroes’ to reclaim dominance over the lands. Sometimes, it just feels good to be bad!

Shadow Kingdoms of Valeria is a game of worker placement and dice drafting/pool building in which players are trying to amass the most VP by the end of the game. Played over a series of rounds, players will take turns moving their Warden, drafting dice, and performing various actions. To setup, place the main board in the center of the play area. Shuffle and place the Battle Plan deck, Award cards, and Champion decks in their corresponding locations. Fill the dice bag with the requisite number of dice for your player count, and draw/roll/place the listed number of dice in each of the 5 Shrines (areas) of the main game board. A specified number of Gems are placed in the appropriate Shrine, and each player places their score marker on the 0 space of the score track. Each player receives a player board, random Campaign Map, Warden and Conquest Markers in their chosen color, as well as markers for Gold, Influence, and Magic. Choose a starting player, and the game is ready to begin! The setup for a 2-player game is pictured below.

On your turn, you will move your Warden from its current location to one of the other 5 locations on the board. Whichever location you choose dictates what actions you may take this turn, and are as follows: Gem Shrine, Magic Shrine, Champions Shrine, Gold Shrine, Tactics Shrine, or your own Camp. When placing your Warden at any location (with the exception of your own Camp), you will first select one of the dice found at that Shrine and place it on an open space of your player board. You may not move to a Shrine if it has no dice! After taking a die, you may perform the action associated with your chosen location. The Gem Shrine allows you to take 1 Gem, which can be used to manipulate dice in future turns. At the Magic Shrine, you may gain 2 Magic or claim 1 Award card. Magic can be spent in the game to manipulate dice or partially refresh the Champion/Battle Plan decks, and Award cards give you VP and can be claimed once you have met their requisite conditions. The Champions Shrine grants you the opportunity to buy a Champion card. Champions can provide either Immediate, Ongoing, or End-Game effects. The Gold Shrine allows you to gain Gold (used to purchase Champions and Battle Plans), and the Tactics Shrine allows you to buy a Battle Plan to be placed in your reserve on your player board.

The final location, your own Camp, is on your player board. When you place your Warden here, you are committing to perform a Battle. To do so, select which Battle Plan you wish to complete (either from your reserve, or pay Gold to buy directly from the Battle Plan line), and place it on your player board. All Battle Plans have certain dice requirements that need to be met in order to be completed. Select and manipulate which dice you want to use for your chosen Battle Plan, and add up your total Strength. Compare your Strength to your Influence marker – the lower of the two will be your total strength for this battle. Check the chart on your player board to find the number of VP you earn for the total Strength level achieved in the Battle, and immediately move your score marker the appropriate number of spaces. After performing a Battle, you get to level up your player board. During the game setup, each player receives 10 Conquest Markers that are housed on their player board, blocking/locking certain bonuses, abilities, and dice slots. After a Battle, you may remove 1 Conquest Marker from your player board (granting you a new bonus/ability for future turns), and place it on your Campaign Map. Campaign Maps have nine different slots that will grant you differing rewards. Once you have moved your Conquest Marker, return all dice used in this Battle to the dice bag, and move your completed Battle Plan card to the side of your player board. Your turn then ends and the game moves to the next player.


The game continues in this fashion, with players moving their Wardens, collecting dice, and performing actions, until one player has completed their 7th Battle Plan. The round continues until all players have had an equal number of turns, and then players add up any remaining VP. The player who has accumulated the most VP is then declared the winner!

It really should come as no surprise to you that I love this game. Beyond just the Valeria-verse theme, though, the gameplay is more strategic than I originally thought. Yes, it’s a worker placement and dice drafting game, but the underlying strategy is really what makes it great. You see, the dice in the game have 3 different elements that affect your strategy. First is the color: each color matches a Faction, and different Factions are required to complete specific Battle Plans. Next, is the actual die value: you want higher numbers to get a higher Strength, which equates to more VP when completing Battle Plans. And lastly is the discount: depending on the face value of the die, you will receive a discount towards purchasing Champions, Battle Plans, or collecting gold. The lower the face value of the die, the higher the discount, and vice versa. So yeah, maybe taking a 1 value die won’t really help in the Battle Plan, but the amount of gold it allows you to collect might be worth it. You have those 3 things to consider for dice alone! And that doesn’t even take into account which Champions you might want to buy, or what Battle Plans would be beneficial to you.

Another neat strategic element are the Conquest Markers on your player board. Everyone starts with the same number/placement of Conquest Markers, but as the game progresses, players may resolve them in various ways. There is no ‘correct’ order in which to move Conquest Markers – it all comes down to your strategy. Maybe you want more dice right off the bat, so you remove those first. Or maybe you want to be able to reserve more than 1 Battle Plan at a time, so you go for that one. It’s going to be different for every player, and it’ll be different every game. It all depends on the layout of the main board, and which dice and actions are available to you at any given time. There are so many strategic considerations throughout the entire game, and it keeps all players actively engaged.

Components. No surprise here, but the component quality is great, which is to be expected of Daily Magic Games. The cardboard is all thick and chunky, the wooden tokens nice and sturdy, and the cards are easy to manipulate and clear to read. The artwork is, in my opinion, one of the greatest things about the Valeria games, and Shadow Kingdoms is no exception. When getting the game set up, sometimes I find myself just looking through the cards and really appreciating the artwork. So all in all, great production quality here.

Does Shadow Kingdoms of Valeria climb the ranks to my favorite Valeria game? Not quite, but I have to say honestly that it’s getting there. The gameplay is solid and straightforward, the strategic implications are vast, and the components make the game feel awesome. And to get the Monster perspective in this universe is a neat twist that I otherwise would not really have thought of. If you’re a fan of the Valeria games, definitely check this one out. Or if you’re just a fan of worker placement, with some unique elements of drafting, then I highly recommend this one as well. Purple Phoenix Games gives it a mighty 5 / 6. Check it out. I don’t think you’ll be disappointed.
  
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Erika (17788 KP) rated Loki - Season 1 in TV

Jul 16, 2021 (Updated Jul 16, 2021)  
Loki - Season 1
Loki - Season 1
2021 | Adventure, Fantasy, Sci-Fi
I’ll stick with Loki’s original story-arc.
Contains spoilers, click to show
Loki, featuring the return of Tom Hiddleston to the MCU, has escaped with the tesseract, and is subsequently caught by the TVA. He agrees to help Owen Wilson’s Mobius track down a variant that is conveniently a version of himself. What ensues is a painful setup for Ironman with Magic… oh, sorry, Dr. Strange and the Multiverse of Madness.
On one hand, my ma always told me, if you don’t have anything nice to say, don’t say anything at all, but on the other hand, I haven’t been this pissed off at a major franchise since Star Wars: The Last Jedi. My visceral, negative reaction was caused by many things.
First, this series did not need to be made. Loki had a perfect ending to his overall arc, and it really didn’t need to be messed with. I am a huge Tom Hiddleston fan, I went to NYC to see him in a play, waited outside freezing my butt off to meet him, all of that. I was so glad when Loki was killed off, so he’d be free to do other things, and not just be known for Loki. Alas, that did not happen.
This series was made for two subsets of fans: the fans that can’t accept the death of their favorite character, and the fans that are absolutely, irrationally obsessed with having their favorite character paired up romantically. I fall into neither of these categories. ‘More Stories to Tell’ was the tagline… it should have been ‘More Money to be Made’.
After watching the same movie in a different flavor for over ten years, I realized that maybe the MCU wasn’t for me anymore. But, when Loki was announced, I was promised something new and weird! I thought, maybe this will be the show to get me back into the MCU. That was not the case. I cannot believe the rave reviews about this series; did we all watch the same thing?
The first warning sign for me was when it was announced that Michael Waldron, who was a writer for Rick & Morty was going to be helming this series. Rick & Morty is funny… if you’re a dude-bro, drunk, or high. When I read a few of his interviews prior to the release of Loki, another warning sign, this guy kind of sounded like a huge douchebag. I was then calmed and reassured that maybe it wouldn’t be a train-wreck because Hiddleston was heavily involved in the series.
As I’ve mentioned before, we were promised something new, different, and weird. Don’t make promises you can’t keep, creative team behind Loki.
Episode 1 was cheap; did I need to see clips from previous movies used in a very uncreative way? No, I did not. There was also something just off about the casting of Wilson. Now, this may be on me because my teen-years were spent quoting Owen Wilson films. There were a few things I liked about Episode 1, like the Blade Runner robot reference. There was a red flag in this episode though. Pro-tip: never, EVER have a character verbalize/confirm that they’re smart. Because it’s probably not the case.
Episode 2 was the bright spot, it was my favorite, by far. It was fast-paced, amusing, and the most interesting episode out of the whole series. The Mt Vesuvius/unleashing of the goats thing was the sort of thing I was looking for in this series. I actually chuckled a little, which rarely happens. It moved the story along, and we get the big reveal of the Loki variant that’s causing all the havoc.
 
Episode 3 was, for lack of a better word, boring. The pace slowed, and it was the infamous Disney+ show filler episode. We’re introduced to Mary Sue, sorry, I mean Lady Loki, but not really, Sylvie, the Enchantress, right? No, wait, she’s a completely different, new character. Probably shouldn’t have opted for the name Sylvie in that case. She’s a brand new, *strong* female, that shows her strength by punching people and has no personality (see: Carol Danvers - Captain Marvel, Hope van Dyne - Ant-Man). Y’all, you told me you were going to give me something different, new, weird. A Mary Sue isn’t new, different, or weird. This episode was a get-to-know-each-other, and build a pseudo-sibling relationship, right? Because anything else would be weird in a bad way, not an interesting way. There was a considerable shift in our TVA ‘Smart’ Loki character evolution, he opened-up, announced that he was a member of the LGBTQQIAAP nation, progress! First bi-sexual character in the MCU, way to go Disney, getting with the times! It was still a filler episode though, and while the stakes seemed high, you knew that there were three more episodes to go, of course they would live.
Again, I was reassured after this lackluster episode by Hiddleston, that 4 and 5 were his favorite. That fact is now disturbing.
Episode 4 was the death knell. I think the response from the creative team afterwards was also incredibly tone-deaf, and, quite frankly, insulting. The 4th episode was so bad, I legitimately had to go cleanse my eyes and brain with a GBBO marathon. The fact that the creative team had no idea that the insta-love (see: Jane and Thor - Thor) between two characters that had seemingly formed a pseudo-sibling relationship wouldn’t come off a little incest-y is really strange to me. If a pseudo-sibling relationship was not the intention, then it was poor writing, directing and acting by all parties involved. Sometimes, when a Mary Sue punches our main character, he falls in love with her (see: Hope and Scott - Ant-Man). The whole narcissism thing was hilarious, I’m glad our TVA ‘Smart’ Loki was cured of that by Sylvie and another *strong* personality-lacking woman (see: Sif -Thor/Thor: the Dark World) kicking him between the legs was what he’d needed all along. If a small portion of this episode was actually utilizing the myth of Narcissus, then I’m glad they followed it through to the dying part. This is when everything clicked for me. Our TVA ‘Smart’ Loki’s character evolution made him a big ol’ bowl of mushy, overcooked oatmeal. HOW and WHY would you take one of the best anti-heroes in the MCU, or any superhero franchise, and make him so mushy? More importantly, I didn’t care about what happened to any of the characters, except B-15. Normally, that’s my cue to stop watching a show, but I wanted to see if they tried to convince audiences that this Oatmeal Loki was actually smart and logical.
Episode 5 was when things slightly improved. Again, I couldn’t forgive the events of Episode 4, and I totally fast-forwarded during whatever talk Loki and Mary Sue, sorry, Sylvie, had with a blankie around their shoulders. All of the other Lokis were better in their tiny amount of screen time than Oatmeal Loki and Mary Sue Loki. Alligator Loki had more personality than Sylvie. Richard Grant is the superior Loki in my opinion. This episode also reintroduced hand holding with CGI colors swirling around characters (see: Guardians of the Galaxy).
Episode 6 was our finale. Thank God. We’re introduced to the real head of the TVA, which was who everyone was expecting. This episode was a little slow-paced, with a lot of interesting chit-chat. Oatmeal Loki actually seemed like he had a brain cell or two for a few brief, fleeting moments. He even showed off some of his powers, which, by the way, we were told we’d see more of… but didn’t. Then, our Oatmeal Loki was distracted by his Mary Sue, went for a kiss, and plopped right on his ass, looking like a fool. I almost snorted my coffee as I watched. Then, they confirmed a Season 2.
Honestly, I was hoping Oatmeal Loki and Mary Sue Loki would get killed off. Sadly, it didn’t happen, and they’re getting another series, and an appearance in Ironman with Magic. I’m so glad this series was something new, different, and weird, not just the bog-standard, MCU drivel we normally get. Oh, wait… I probably don’t even need to state that this wasn’t my cup of tea, and, again, solidified the fact that I’m over the MCU. I also know that I should avoid anything Michael Waldron and Kate Herron touch. Eventually, I’ll stop feeling betrayed by Hiddleston, but it may take a while. Is that ridiculous? Probably.
  
Space Kraken
Space Kraken
2021 | Adventure, Book, Dice Game, Exploration, Horror
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…

Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L

Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!

A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.


The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.

Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.


Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
  
Savages (2012)
Savages (2012)
2012 | Drama, Mystery
6
6.5 (4 Ratings)
Movie Rating
Over the past 15 years, Oliver Stone’s films have been kind of hit or miss to me. It’s as if Stone is still trying to make the same controversial films he became popular for in the 80’s and early 90’s. Only, as an audience, we have become keen to his filmmaking style and therefore his more recent work suffers from the apathy of a “show me something new” culture. Still, despite his failures, Stone does not makes apologies for his work while he continues in his quest to make films about controversial subjects. This time around Stone strives to take us into the violent world of the Mexican drug cartels though a film adaptation of the novel Savages by Don Winslow.

As the film opens we are introduced to “O” (Blake Lively) who, as our narrator, acquaints us with the open yet loving relationship she shares with our two protagonists, Chon and Ben. Chon (Taylor Kitsch), an ex-Navy SEAL, is unquestionably the muscle of the trio’s operation. Chon was the original financier for his high school friend Ben, (Aaron Johnson) the peaceful, charitable, botany genius who has created the most potent marijuana in the world. Together these two embody the perfect man for O, while the three of them enjoy the spoils of the small marijuana empire they created in southern California.

That is until they gain the attention from a Mexican cartel intent on creating a stronger foothold in the southern California area. The cartel offers them a partnership and explains that by teaming up their business will triple in three years. But when the trio refuse the offer, the ruthless head of the cartel, Elena (Selma Hayek), instructs her enforcer, Lado (Benicio Del Toro), to kidnap O and hold her hostage so the boys will cooperate. Soon our heroes use their network of connections, like crooked DEA agent Dennis (John Travolta) and financial broker Spin (Emile Hirsch), to battle the cartel in a series of savage maneuvers to get back their one “shared” love.

Stone has been known to inspire his actors to give Oscar worthy performances. Sadly, you will not find any such performances here. That is not to say that the acting was terrible. It just seemed that the characters themselves are uninspired which is a shame because I would have liked to have seen some growth in this young cast, especially from Taylor Kitsch.

I feel that many critics will be hard on Taylor Kitsch because of his previous epic fails of 2012 (John Carter and Battleship) however I am surprised to admit that, for this movie at least, he gets a pass in my book. Not because he delivers a fantastic performance that makes me believe he’s truly an up and coming talent, but rather because he is convincing in his portrayal of Chon. When O describes our protagonists as each being one half of the perfect man, she refers to Chon as “Hard Steel,” which is exactly what Kitsch plays him as, a one-dimensional, emotionally devoid character with no growth or any real redeeming qualities other than the ability to go to war. Regardless of whether or not Kitsch has any additional acting range not showcased in this film, I cannot penalize him for his performance in this movie. He fit the part that he was cast in fine.

Blake Lively (Gossip Girl, Sisterhood of the Traveling Pants) plays O, short for Ophelia. And yes she channels the mad, love-struck, melancholic character from Hamlet after whom she is named. And while it is easy to make those comparisons to the character of this film, they only appear to be on the surface, if anything. And herein lies the problem. Regardless of how you feel about her open relationship with Ben and Chon, the more I learned about her, the less I cared. Like Kitsch’s character, O is boring and one dimensional. She is the product of being a pretty little rich girl whose mother is off somewhere with husband number twelve. She has been getting stoned every day since she was young and the only place she finds herself loved is in with the company of Chon and Ben. Tragic, I know. While watching the film I honestly thought to myself, if I was Ben or Chon, I would say, “Fuck it. Cut her loose and let’s go to Asia.” She has no redeeming qualities other than being good looking and a good lay. So why would they go through so much trouble for her? The trio’s relationship is weakly tied together by her telling us through narration but never really materializes on screen. At times you get some of a feeling that Ben actually loves her but that love is never really reciprocated from O. It is safe to say that that I did not derive any loving connection from Lively’s performance, though her deliver as a narrator was tolerable.

Aaron Johnson (Kick-Ass) is the one redeeming performance from this young cast. In contrast to Chon, O describes Ben as “Soft Wood” which makes him the better half. Ben is the one character who actually goes through some kind of character arc and growth. Using the wood analogy, we watch him bend from the peaceful Buddhist businessman to the man who will sacrifice everything, to get back this woman he loves. Nowhere is this better embodied than when Ben is faced with the tough choice of sticking to his peaceful beliefs or incinerating a man in cold blood during one of their moves against the cartel. I found myself actually curious about what Ben would do next. Unlike Chon and O, Ben has some depth and struggles with his personal beliefs, his love for O and what needs to be done. Needless to say, Johnson delivers a believable performance that actually helps move along the action and was the only protagonist that kept me interested in their battle.

In addition to Johnson, the film is littered with several strong supporting cast members who all deliver solid performances. Selma Hayek is strong as Elena, the leader of the cartel that challenges Ben and Chon. She is a ruthless and shrewd businesswoman and yet has a better “sense of morality” as she explains during her interactions with O and her own daughter. Her enforcer Lado is played by Benicio Del Toro who, with the help of an uncomfortable rapist mustache, comes off as an extremely menacing character. Del Toro solidifies himself on screen by being down right creepy and yet intelligent in his own savage way. During every moment of screen time you expect him to kill someone just because it is good for business.

A needed bit of change of pace is provided by an unexpected performance by Emile Hirsch (Into the Wild) as Ben and Chon’s witty financial broker, Spin. As well as by John Travolta who plays Dennis, the dirty DEA agent who’s in Ben and Chon’s pocket. In fact, even though Travolta’s screen time is maybe a total of 12 minutes, his performance steals the show with his sole bit of comic relief, for lack of a better explanation. Perhaps the strongest acted moment of this film is during a standoff scene between Del Toro and Travolta that in many ways makes me want to know more about those characters. And what that movie would be about.

In typical Stone fashion the movie is shot in a variety of film angles and stylistic devices used to foreshadow and at times create a foreboding presence. Visually the movie provides a strong and believable feeling for the world these characters live in and the way that they operate their business. In addition, narration is used at points to move along the action and provide the audience with insight that otherwise would not have been possible on performances alone. I personally have no problem with narration as long as it is set up from the beginning and used to advance the story, which it is. However in the final act, the movie introduces a film device from left field that completely kills the already weak pacing of the movie. I cannot get into it without giving away the story, but I can see how this device could completely ruin the movie for those patrons who are already disinterested by the time the final act rolls around. Especially for those who do not find any connection to any of the characters. In which case, the pacing of this film will seem slow and drawn out.

I am torn about my review of this film. Savages is something that I wanted to like more than I did. Two of the three protagonists are one dimensional and if it was not for Johnson and the strong supporting cast I might have found the movie boring. It was also completely different from the expectations set by the commercials. Those looking for an action movie will feel misled and will more than likely be disappointed with the film. Not that there is not any action, only it comes between very long periods of dialogue and slow pacing. By the end of the movie, you are either invested in these characters or just waiting for the lights to come up in the theater. And in typical Oliver Stone fashion the movie tries to make us question our own perception of just what it means to be a savage.