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Tiny Epic Dinosaurs
Tiny Epic Dinosaurs
2020 | Fantasy, Farming, Science Fiction
Come on, we have all seen the Jurassic Park movies, or at least one of them. And let’s also admit that we think it would be pretty cool to work at a dinosaur theme park. However, when dino droppings hit the fan, we want it to happen on our off day. Welcome to Nondescript Dinosaur Theme Park Ranch, where we grow ’em, breed ’em, and sell them to the highest bidders!

Tiny Epic Dinosaurs (TEDinos) is the latest release in the Tiny Epic line from Gamelyn Games and is a worker placement game of dinosaur enclosure, husbandry, and contract fulfilling for up to four enterprising ranchers. Players will be acquiring dinosaurs and barriers, feeding them, breeding them, and attempting to fulfill public and private contracts for maximum VP gains.


DISCLAIMER: I will be presenting this as a Solo Chronicles, where I will be using the Solo Rules included in the TEDinos rulebook. Also, I will not be covering every rule, as there are just too many to describe, but will give a general flow and feeling of the game to help inform your purchasing decision. -T
To setup TEDinos, follow all setup rules in the rulebook until you have something that looks like the photo above. All of the setup, save a few steps, is exactly like setting up for a multiplayer game, and the solo player will be playing the game exactly as if it were multiplayer.

The game lasts six rounds and each round is comprised of seven phases. The phases contain actions to be taken like Collect Resources (plants, meat, and supply boxes), Assign Ranchers (the meat of the worker placement game where your rancheeples and Lead Tomvaseleeple will be placed on action spaces), Retrieve Ranchers (to use them again next round), Arrange Ranch (to place your dinos in different enclosures), Feed Dinosaurs (obvious), Breed Dinosaurs (every like pair of dinos make a like dino), Refresh for Next Round (resetting card stacks and offers).

Again, I won’t go into detail about these phases, but will detail how the solo game differs a bit from the multiplayer. The Rival Rancher (AI player) will be taking actions in the second phase of every round, Assign Ranchers, but will do it using a card deck specific to the Rival Rancher. Initially the Rival Rancher will be 1st Player, so they will play a card from their deck during Assign Ranchers that will claim all of the action spaces on one of the Action Mats and give them a dineeple. For the player, should they wish to claim a spot on the same Action Mat that the Rival Rancher is sitting on, it will count as a meeple being there, so the player will need to expend their Lead Rancher or two normal Ranchers to claim a space.


This simulates another player claiming a space prior to the player’s turn, and spaces are still available, but with the added challenge of holding the Rival Rancher’s meeple. Play continues in this fashion until the end of the sixth round where player and Rival Rancher alike will add up VP to determine the winner.
Components. Like all Tiny Epic games, there are a TON of components packed into a tiny box. That is both a great thing and a challenging thing. TEDinos takes up about half of my dining table when all setup and played. So it does sprawl a little. However, many of the components are very very small and for big oaf-hands, the pieces can be fragile and cumbersome. It looks great on the table as the color palette used is fantastic (especially against a purple play surface), and the art is superb. All the components are great quality, but the meeples suffer a bit as they are so small; my copy came with several dineeples being damaged or headless or tailless or legless. That doesn’t necessarily bother me too much so I won’t bellyache about it. All in all the components are what we now expect from the Tiny Epic line.

The solo gameplay is really good and really REALLY difficult. I feel that if you don’t go into the game with a strategy ready to go you will flounder and be overwhelmed by the prowess of the AI Rival Rancher. I was the first time and I thought I would never be able to even come close to winning. But, the more I play the more I recognize different tactics to use in-game to help benefit my ranch effectively. Each AI player can use a different mat that offers different AI strategies and those are found on the back of the normal multiplayer mats. This is a phenomenal idea and offers great replayability, even for the solo plays.

Though the solo rules of TEDinos allow the AI player to be super tough, I find this to be one of the best in the Tiny Epic line. Tiny Epic Galaxies may still be my favorite, but I think TEDinos might be right behind. I can’t wait until this dino dropping-like virus is eradicated so I can play with my homies again, because I will certainly be pulling this one out quite a bit. I keep a spreadsheet of all my games in order of preference, and I admit that TEDinos has easily whomped its way into my Top 100, but will it get to Top 10 Games of All Time along with Tiny Epic Galaxies? I don’t know. Want to play and find out where it lands with you? Pick up a copy and have at it!

PS – I’m not one to shout out to other reviewers usually, but if you get a chance, do check out the Watch It Played video of this one. Rodney does a great job (as always) and helped me clear up some questions I had after reading the rule book.
  
The Rest of The Story
The Rest of The Story
Sarah Dessen | 2019 | Young Adult (YA)
8
7.7 (3 Ratings)
Book Rating
Emma Saylor's mom, Waverly, died when Emma was 10 after a troubled history with drugs and alcohol. Now it's just Emma and her dad. Life is safe and comfortable, and Emma likes it that way. But now Emma's dad is getting remarried, and Emma needs a place to stay this summer. So she suddenly finds herself shipped off to stay with her mother's family--whom she hasn't seen since she was a kid. They live at North Lake, where her mom grew up, and now Emma gets to meet (well re-meet) her grandmother, aunt, and a whole host of cousins she doesn't even remember. She also sees the divisions between working class North Lake and adjacent Lake North, where her dad spent his summers. As Emma spends more time in North Lake, she feels divided as well. In North Lake, she becomes Saylor--what her mom always called her. She has her cousins and she meets Roo, who was her friend when she was little. He and his late dad have a deep history with her mom. But in wealthier Lake North--and with her dad--she's rigid, predictable Emma. Who is she really? And which side will win out at the end of the summer?

This was just a good, refreshing read, you know? I found it to be touching and poignant. Emma is a likeable character and the oft told tale of a kid finding her way doesn't seem stale in Dessen's hands. The supporting cast is great--I loved Emma's cousins, and Emma and Roo are so great. There's wit and humor infused throughout this book. Scenes with an ice cream truck, for instance, will stick with you! It's so nice to read a book about meaningful family dynamics and relationships (especially one where the families aren't murdering each other, which is often my genre of choice, ha).


"The past was always present, in its way, and you can't help but remember. Even if you can't remember at all."


What I enjoyed about this one is that you just find yourself smiling as you read. Dessen is a wonderful writer--I don't think that comes as a surprise to anyone--and Emma and the other characters come alive from the pages. Emma has a lot to deal with: her late mom, meeting what is basically a new family, and the usual teen "stuff," but there's still plenty of fun here too. Her grandmother runs a motel by the lake, and there's never a dull moment. But, Dessen also deals with the serious moments with a touching grace. There are some good messages about family, as well as class and status. It's wonderful watching Emma learn more about her past--and herself--as she gets to know her mom's family and forge new friendships.


"But all my life I'd felt more like an observer than an active participant. Beside the wheel, not behind. It was safer there, but could be lonely too, or so I was now realizing."


Overall, this is just a lovely read. It's funny, sweet, and will make you smile. Emma is a great character, and it's impossible not to get caught up in her journey. Plus, with the lake setting, it's a perfect summer read! 4+ stars.
  
Taco Ninja Adventure
Taco Ninja Adventure
2017 | Card Game, Dice Game, Fighting
Hello, my name is Travis Lopez. I review board games. I am half Mexican and half European mutt. I like tacos. I like ninjas. I like adventures. That all said, I knew I had to try a game entitled Taco Ninja Adventure right away, just because I like all those things mentioned. Did this one bring the salsa, or did it leave me with a soggy bottom mess?

Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.

Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.

Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.


When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.

I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.

All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.

That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.
  
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On July 21, 2017, Valerian and the City of a Thousand Planets came out in theaters the U.S. After watching the movie I found myself intrigued by the characters, world, and the passion shown by the director and writer Luc Besson showed for the project. I took this interest and decided to start reading the comic books. Thus far I have been able to read three of the volumes, as they are French comics they are not usually kept in stores and I have to order them.

The Valerian and Laureline comics follow Valerian, a handsome and cocky time and space traveler, and Laureline, his stubborn and beautiful partner. They travel together across space and time on missions for Galaxity, the capital of the Terran Empire in the 28th century. They explore strange worlds with fascinating creatures, deal with complicated political situations, and take the reader through rewritten history.

I immediately fell in love with the comics for the same reasons I enjoyed the film. The first is that the world that author Pierre Christin and artist Jean-Claude Mezieres created is truly fantastical. It falls under the same sci-fi mixed with fantasy genre that Star Wars is under. The great space galaxy is full of planets that are home to a wide range of alien species, each with complicated politics, cultures, and aesthetics.

The second reason is that I love the relationship between Valerian and Laureline. I am a very character driven person in both my reading and writing so I am a sucker for a good relationship, romantic, familial, or friendship. Valerian and Laureline start the first comic playing chess. Valerian is cocky and does not like to lose, but he is kind and smart and works hard to make the world a better place. Laureline is funny, stubborn, and unlike Valerian, she does not feel the same sense of loyalty to the Terran Empire and therefore is okay with bending the rules to save the most people. They make for a great team, and their fun banter adds to the overall charm of the story.

7810429The first issue of the series was released in 1967 and ran till 2010. Initially, all were written in French but has since been translated into English and several other languages. This series plays with a lot of the sci-fi/fantasy tropes that make you fall in love with stories in the genre, and has even been compared to Star Wars as the basis for several of the ideas used in the Star Wars films, such as the look of some of the characters and situations characters find themselves in.

This is a fun and exciting comic series that got me into reading101694 comics in the first places. I will certainly be continuing my reading of these books so that I can continue being apart of the Valerian and Laureline story. I also enjoyed the film and hope that the passion the Luc Besson showed will be enough to allow him to make another film in the series.

I would highly recommend this series!
  
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Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games

Jul 6, 2019 (Updated Nov 4, 2021)  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!

Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!


To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.

Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.

Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.


Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!

Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.

Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!
  
The Last Thing I Told You
The Last Thing I Told You
Emily Arsenault | 2018 | Fiction & Poetry, Mystery, Thriller
8
8.0 (1 Ratings)
Book Rating
Different but enjoyable thriller
Dr. Mark Fabian is dead--found murdered in his office. Left behind is his former patient, Nadine, who continues to talk to Dr. Fabian in her mind, telling him about her life in the many years since she saw the doctor. Back then, she was a troubled teen, ostracized for a gruesome act while in high school. Investigating Dr. Fabian's murder is Henry Peacher, a detective most known in town for stopping a deadly shooting at a posh retirement community before the death count went any higher. Before Dr. Fabian died, he pulled two files from his archives: those of Nadine's and Johnny Streeter, the man responsible for the killing at the retirement home. Henry is left to puzzle through what this all means--for instance, what did Nadine and Dr. Fabian discuss when she returned to town a mere two days before his death? Is there a connection between Nadine and Johnny? And what led to the brutal killing of this doctor?

Well, this was a different sort of psychological thriller. It wasn't quite what I was expecting, but one of my favorite things about it was that it was different, even if it favored the varying point-of-view aspect that is quite popular these days. The narration flips between Nadine and Henry, and because both are often telling stories that go back in time, it can vary in time periods as well. It takes a little getting used to, but it's also quite compelling. I read the book in a day while on vacation, finding it to be quite suspenseful and intriguing.

For me, the main draw to this one was the characters. Nadine is nuanced, complicated, and imperfect, but the real star was Henry. I enjoyed the book the most due to him. He's hard to describe, but he too is multi-faceted and flawed. He's a father to spirited twin girls (only a year older than mine), and I felt drawn to him immediately. Nadine and Henry are both different on the surface but each searching for things in a similar way--again, I was very impressed with their characterization. So much of the book takes place in and is shaped by the small town in which the characters live, and it's all quite well-done.

I don't want to go into much more to spoil the plot, as it does keep you guessing. A lot of what happened surprised me, which I always enjoy (doesn't often happen in a thriller). Overall, this one was different but enjoyable, buoyed by its strong characters and complex plot.

I received a copy of this novel from the publisher and Edelweiss/Librarything in return for an unbiased review (thank you!).
  
TA
The Arrival (The Eslite Chronicles, #1)
8
8.0 (1 Ratings)
Book Rating
So... it's been roughly a year since I read The Arrival's prequel, well before the author actually made it into a series. I even mentioned that it had potential to be a good series, and here we are: it's actually a series!!! I signed up ASAP when I saw it available to be reviewed on David Estes Fans and YA Book Lover's R&R program, despite the fact I should probably be knocking out some books on a certain reading challenge. *coughs* 2014 TBR Pile Challenge *coughs*

Plus, I'm really surprised I actually read this really quickly, and I'm personally thinking it's probably because I must be getting tired of not going to school or something. Or maybe my mind is still in devouring mode after reading The Forever Song and The Body In the Woods (review in June).

Either way, it's a quick read, and the prequel is actually set after the prologue in The Arrival, but before Chapter 1. It's set about 3 years after the events in the prequel, and Miranda and the other girls in Nidus are ready to break free from the compound because they discover the Eslites are there for different reasons entirely.

This is no sappy romance you usually find in other alien stories where the alien falls in love with the human while trying to get away from an enemy species that's not by the name of human. This is pure "aliens are going to take over the world, and they're a dominant species with high-tech technology." It's not like Lux or the Lorien Legacies, where the aliens are trying to be inconspicuous. The Arrival is completely different from that, even though there are romantic elements mixed in. Miranda is a determined heroine wanting to break both her and the girls currently in the compound away from the Eslites true reasons. And she's preventing other girls meeting similar fates.

Then there are a few curve balls thrown at you, which is always the biggest plus in the bowl. And there's the ending, in which I'm extremely curious about because it probably does some more table turning. Actually, that ending did do a table flip, so all I'm doing is blinking rapidly and wondering if that really just happened and the book is over. o_o

Oh, and a random thought, but Dimas really isn't as bad as I thought he would be from the prequel.
------------------------
Review copy provided by author (R&R)
Original Rating: 4.5 out of 5
This Review and more can be found at <a href="http://bookwyrming-thoughts.blogspot.com">Bookwyrming Thoughts</a>
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13 Dolls In Darkness (2017)
13 Dolls In Darkness (2017)
2017 | Horror
10
10.0 (1 Ratings)
Movie Rating
I have been an obsessive fan of horror films since I was a kid in the 70's. Brought up on Hammer and Universal monster films it wasn't long before I delved into pre-cert exploitation films and that is where my preference has been ever since.
Over the last 20 years I have felt that the horror genre hasn't really offered it's fans anything new (bar a few exceptions). Having been left despondent, disappointed and bored senseless by the over-saturation of remakes, reboots and just plain dull horror fare, it comes with great surprise that a black and white silent film from Australia would be the breath of fresh air that the horror genre desperately needs.
The plot of 13 Dolls is pretty straightforward. Marjorie receives a letter from her ailing mother to return home after a 13 year absence. On her return home Marjorie realises that things are not what they seem...
Written and directed by the talented Zeda Müller, this is a film that demands your attention from the start. With its eerie score and moody camerawork it sets a very atmospheric and claustrophobic feel to proceedings. It's a great take on the 'old dark house' horrors of a bygone era, Robert Wiene and Tod Brownings early work springs to mind... yet draws on influences from the likes of Dario Argento, Mario Bava's gothic horrors, giallo and slasher films (there are some nicely placed references for the sharp-eyed viewer). The fact that this is a silent film (I'll get to the score in a bit) actually works in its favour. Gone are the usual mundane dialogue pieces that fill out most horror films these days and the viewer is reintroduced to dialogue cards when required to move the story along. This also means that the actors are given room to act through expression and emotion and they all do a sterling job.
The masterstroke of 13 Dolls though is the excellent use of camerawork and soundtrack. The soundtrack is interspliced with sound effects (church bells, howling wind, dripping taps etc) and moody piano/tension building synths, all used to full sensory effect. The footage and score intertwine brilliantly together and I found some scenes genuinely eerie and creepy (a rare feeling for me whilst watching a new film these days).
Overall 13 Dolls is a mesmerising experience, interspersed with some cleverly executed gore scenes, and at a scant 75 minutes long, it motors along at a cracking pace.
So, you have probably guessed that I liked this film a lot. I highly recommend checking it out, especially if you are looking for something different. It's a great film and I for one am looking forward to Zeda Müller & Co's next venture...!
  
Bright Smoke, Cold Fire
Bright Smoke, Cold Fire
Rosamund Hodge | 2016 | Young Adult (YA)
9
9.0 (1 Ratings)
Book Rating
Fantastic Shakespeare retelling (3 more)
Excellent characters
Interesting worldbuilding
Romeo & Juliet + Zombies!
Cliffhanger ending (0 more)
I read the description of this book somewhere and immediately requested it from the library - a re-imagining of Romeo and Juliet in a dying world with necromancers? SIGN ME UP. And it did not disappoint!

Hodge has written a few other books - Cruel Beauty, a retelling of Beauty and the Beast, and Crimson Bound, a retelling of Little Red Riding Hood. (She also has a novella that spins Cinderella.) You all know how much I like my redone Fairy Tales! Bright Smoke, Cold Fire, is a little different in that it's a Shakespeare play, instead of a fairy tale. I recently read and reviewed Miranda and Caliban, another Shakespeare reskin, but this, I think, is much better.

The Capulets have become the Catresou, and the Montagues the Mahyanai in this dark fantasy. The Ruining has killed every human outside the city of Viyara/Verona - only stopped by the mystical walls put up by a long-dead priestess and maintained by a mysterious cult of nuns.

My favorite characters in this book - and arguably the main characters - are Runajo (Rosaline) and Paris, rather than Romeo and the Juliet. (It's a title, not a name - her name was stripped from her as an infant when the magic was worked to make her "the Juliet.") The original play doesn't give either of them much time, and they are both fascinating characters in this novel - Runajo a little more than Paris, in my opinion. Runajo is a member of the Sisters of Thorns - the cult of nuns keeping the walls of Viyara up against The Ruining. When she accidentally brings the Juliet back from death, she becomes - or at least thinks she becomes - that which she and the city fear the most. A necromancer. Runajo and the Juliet both believe they will (and should) die for this crime, but still use the time they have left to try and save the city from the necromancers operating within.

Meanwhile, Paris and Romeo have found themselves bound by the magic that should have bound Romeo and Juliet, had it not gone terribly wrong. They can feel each other's emotions, see each other's memories, hear each other's thoughts. This is understandably awkward for Paris as he feels Romeo's grief for the Juliet's supposed death, and occasionally catches flashes of more intimate moments between the two. They decide to take on the city's necromancers in memory of the Juliet.

I liked how, similar to the play, Romeo and Juliet both operate for the entirety of the book under the assumption that the other one is dead. They both take risks and agree to things they would not have done if they didn't each welcome death in their own way.

I also very much enjoyed a side, non-binary character who I really want to see more of!

The book ended on an upsetting cliffhanger, which is really my only problem with it. The sequel is due out this summer (Endless Water, Starless Sky) and I will definitely be picking it up.

Great book, but you may want to wait a few months so you can immediately follow it with the sequel!

You can find all my reviews at http://goddessinthestacks.wordpress.com