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Debbiereadsbook (1611 KP) rated Half Bound (Helheim Wolf Pack Tale #5) in Books
Apr 13, 2021
Thank you, Ms Dawes, for writing these books, I've thoroughly enjoyed delving into this world.
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 5 in the Helheim Wolf Pack series, the last book and you do NEED to have read the other books before this one. This one pulls everything together but not everything important is recapped.
I found this one a much darker read than the others. The others are graphic and explicit but I thought this one was so much MORE. The violence Vivian expends to get what she wants is described in great detail, what she does and what she has others do. This is the only reason I gave it. . .oh . . no. . .wait, there is ANOTHER reason. Let me try that again! This is ONE of the reasons I gave it 4 stars. Oh but she does get her comeuppance, she really does!
Saxon is captured and Casey allows herself to be taken, on the condition Saxon is freed. Yeah, right, we did not see that one being double-crossed by Vivian! Vivian breaks Casey, she really does, physically and emotionally. It's painful reading, not just the physical stuff, but when Casey comes to terms with what Vivian does to her, what it means for her future, what it means she can never be. And then. . .not yet. . .I'll say soon.
Across the other side of the story, Brax, who left Rhett a while ago because he was addicted to Indi's bite, has to fetch a new pack member who affects him, and his wolf, deeply. But Andrea is damaged, both inside and out, and she doesn't think anyone will want her now her abusive ex has marked her as he did. Besides, all men are gonna hurt her, so she steers clear. When said ex gets too close, Brax and Drae bond, and when they do? Oh it's so beautiful, their bonding, it really is. Said ex also gets his comeuppance, but not quite how I thought he would!
Back to what Vivian does to break Casey emotionally. This is the other reason I gave it 4 stars. Casey loves Saxon and he loves her. But they never really got to tell each other that. After Casey gets free, I'm not surprised she has the thoughts she does. And then there was that "Besides. . . ." when Vivian was gloating! So now my mind is racing and I want answers! At least I know the questions this time!
A very fitting end, and one that spawns another series about Casey and her brothers. I hope to get my hands on them too.
Thank you, Ms Dawes, for writing these books, I've thoroughly enjoyed delving into this world.
4 stars
**same worded review will appear elsewhere**
This is book 5 in the Helheim Wolf Pack series, the last book and you do NEED to have read the other books before this one. This one pulls everything together but not everything important is recapped.
I found this one a much darker read than the others. The others are graphic and explicit but I thought this one was so much MORE. The violence Vivian expends to get what she wants is described in great detail, what she does and what she has others do. This is the only reason I gave it. . .oh . . no. . .wait, there is ANOTHER reason. Let me try that again! This is ONE of the reasons I gave it 4 stars. Oh but she does get her comeuppance, she really does!
Saxon is captured and Casey allows herself to be taken, on the condition Saxon is freed. Yeah, right, we did not see that one being double-crossed by Vivian! Vivian breaks Casey, she really does, physically and emotionally. It's painful reading, not just the physical stuff, but when Casey comes to terms with what Vivian does to her, what it means for her future, what it means she can never be. And then. . .not yet. . .I'll say soon.
Across the other side of the story, Brax, who left Rhett a while ago because he was addicted to Indi's bite, has to fetch a new pack member who affects him, and his wolf, deeply. But Andrea is damaged, both inside and out, and she doesn't think anyone will want her now her abusive ex has marked her as he did. Besides, all men are gonna hurt her, so she steers clear. When said ex gets too close, Brax and Drae bond, and when they do? Oh it's so beautiful, their bonding, it really is. Said ex also gets his comeuppance, but not quite how I thought he would!
Back to what Vivian does to break Casey emotionally. This is the other reason I gave it 4 stars. Casey loves Saxon and he loves her. But they never really got to tell each other that. After Casey gets free, I'm not surprised she has the thoughts she does. And then there was that "Besides. . . ." when Vivian was gloating! So now my mind is racing and I want answers! At least I know the questions this time!
A very fitting end, and one that spawns another series about Casey and her brothers. I hope to get my hands on them too.
Thank you, Ms Dawes, for writing these books, I've thoroughly enjoyed delving into this world.
4 stars
**same worded review will appear elsewhere**
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Purple Phoenix Games (2266 KP) rated Darkest Night (First edition) in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
BankofMarquis (1832 KP) rated The Graduate (1967) in Movies
Jun 16, 2019
Career Defining Turn by Bancroft
On the surface, THE GRADUATE is a story of a young college graduate who has an affair with an older woman. But look beneath the surface and this film becomes much, much more.
Directed by Mike Nichols, THE GRADUATE tells the tale of Benjamin Braddock a recent College Graduate who returns home to figure out what to do with his life. He enters the film in a malaise and is paralyzed into inaction by no clear direction to his life. Taking advantage of this young man's vulnerability, family friend, Mrs. Robinson, seduces Benjamin but Benjamin realizes that he is in love with Mrs. Robinson's daughter, Elaine.
Sounds pretty straight forward, right? But under the smart, understated Direction of Mike Nichols (who won an Oscar for his work), this film becomes much, much more - subverting the notion of love and lust while driving a narrative that shines a light on the generational gap between parents and adult children in a time of great change in America - oh...and doing it in a subtly comedic way (the screenplay was wonderfully written by the great Buck Henry who makes a cameo in this film as a Hotel clerk).
Nichols, smartly, casts then relative unknown Dustin Hoffman as Benjamin because he was able to play the comedy of the awkwardness of the character (especially early on in the seduction/sex scenes with Mrs. Robinson) as well as showing emotion in emotionlessness. His Benjamin is empty - but not lacking of personality or interest - a tough tightrope to walk, but Hoffman plays it well and earned an Academy Award nomination for his work. His character does become...if I'm being honest...less interesting and more "stalker-ish" (certainly from a 21st Century perspective) as he pursues Elaine in the 2nd half of the film, so this diminishes this performance just a bit.
Also earning an Academy Award nomination is Anne Bancroft who dons a career-defining role as Mrs. Robinson. She was having trouble with the part until Director Nichols reminded her that Mrs. Robinson is seducing Benjamin not out of love or lust, but out of anger at the direction her life has drifted. We find out that Mrs. Robinson was an Art Major in College but gave up anything resembling a career when she got pregnant shortly before marrying Mr. Robinson. You can see the seething anger and resentment in the way Bancroft performs this character, with just a tinge of regret. This is a woman trying to take some control over her life - by controlling her relationship with Benjamin. And, when Benjamin decides it is time to take control of his own life, she resents it and digs her claws in deeper. It is a tour-de-force performance, one of the all-time great female performances in film.
The third side to this triangle is Elaine Robinson and as written - and portrayed by Katherine Ross - this is the most problematic of the characters. Elaine appears to be a well adjusted young woman finishing off her college career and is forced into a "date" with Benjamin at the insistence of Benjamin's parents and Elaine's father (Elaine's mother - Mrs. Robinson - is, understandably, silent on this). There is a good scene in the middle of the film where Benjamin and Elaine make a connection (which spurs Benjamin into his obsession with Elaine) but I couldn't really see what was in it for Elaine. Sure, there is the "break away from the carefully crafted life that my parents have set up for me" angle (and, surely, her desire to NOT marry the pre-Med student that she is engaged to lines right up with that) but I just didn't understand/buy her infatuation with Benjamin. Despite this, Ross earned the 3rd acting Nomination from this film.
Credit all 3 of these performances to Director Nichols who finds the right balance in every scene along with an interesting visual style that punctuates the loneliness and isolation that Benjamin is feeling. Add to that the haunting songs/sounds of the Simon and Garfunkel soundtrack - just about the only music in this film - and you have a funny, haunting and important film that is an interesting look at a time in America (the late '60's) where great change was happening and the "Generation Gap" was never more noticeable.
One last note - I LOVED the closing shot of this film. Nichols let the camera roll just a little longer than the actors expected and the look on their faces change, subtly, from surety of their decision and direction to a more "unsure" look. It is a perfect, ambiguous, way to end and I applaud Nichols for making this strong choice.
Come for the seduction, stay for the subtle humor and to watch a Director at the top of his game.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank (ofMarquis)
Directed by Mike Nichols, THE GRADUATE tells the tale of Benjamin Braddock a recent College Graduate who returns home to figure out what to do with his life. He enters the film in a malaise and is paralyzed into inaction by no clear direction to his life. Taking advantage of this young man's vulnerability, family friend, Mrs. Robinson, seduces Benjamin but Benjamin realizes that he is in love with Mrs. Robinson's daughter, Elaine.
Sounds pretty straight forward, right? But under the smart, understated Direction of Mike Nichols (who won an Oscar for his work), this film becomes much, much more - subverting the notion of love and lust while driving a narrative that shines a light on the generational gap between parents and adult children in a time of great change in America - oh...and doing it in a subtly comedic way (the screenplay was wonderfully written by the great Buck Henry who makes a cameo in this film as a Hotel clerk).
Nichols, smartly, casts then relative unknown Dustin Hoffman as Benjamin because he was able to play the comedy of the awkwardness of the character (especially early on in the seduction/sex scenes with Mrs. Robinson) as well as showing emotion in emotionlessness. His Benjamin is empty - but not lacking of personality or interest - a tough tightrope to walk, but Hoffman plays it well and earned an Academy Award nomination for his work. His character does become...if I'm being honest...less interesting and more "stalker-ish" (certainly from a 21st Century perspective) as he pursues Elaine in the 2nd half of the film, so this diminishes this performance just a bit.
Also earning an Academy Award nomination is Anne Bancroft who dons a career-defining role as Mrs. Robinson. She was having trouble with the part until Director Nichols reminded her that Mrs. Robinson is seducing Benjamin not out of love or lust, but out of anger at the direction her life has drifted. We find out that Mrs. Robinson was an Art Major in College but gave up anything resembling a career when she got pregnant shortly before marrying Mr. Robinson. You can see the seething anger and resentment in the way Bancroft performs this character, with just a tinge of regret. This is a woman trying to take some control over her life - by controlling her relationship with Benjamin. And, when Benjamin decides it is time to take control of his own life, she resents it and digs her claws in deeper. It is a tour-de-force performance, one of the all-time great female performances in film.
The third side to this triangle is Elaine Robinson and as written - and portrayed by Katherine Ross - this is the most problematic of the characters. Elaine appears to be a well adjusted young woman finishing off her college career and is forced into a "date" with Benjamin at the insistence of Benjamin's parents and Elaine's father (Elaine's mother - Mrs. Robinson - is, understandably, silent on this). There is a good scene in the middle of the film where Benjamin and Elaine make a connection (which spurs Benjamin into his obsession with Elaine) but I couldn't really see what was in it for Elaine. Sure, there is the "break away from the carefully crafted life that my parents have set up for me" angle (and, surely, her desire to NOT marry the pre-Med student that she is engaged to lines right up with that) but I just didn't understand/buy her infatuation with Benjamin. Despite this, Ross earned the 3rd acting Nomination from this film.
Credit all 3 of these performances to Director Nichols who finds the right balance in every scene along with an interesting visual style that punctuates the loneliness and isolation that Benjamin is feeling. Add to that the haunting songs/sounds of the Simon and Garfunkel soundtrack - just about the only music in this film - and you have a funny, haunting and important film that is an interesting look at a time in America (the late '60's) where great change was happening and the "Generation Gap" was never more noticeable.
One last note - I LOVED the closing shot of this film. Nichols let the camera roll just a little longer than the actors expected and the look on their faces change, subtly, from surety of their decision and direction to a more "unsure" look. It is a perfect, ambiguous, way to end and I applaud Nichols for making this strong choice.
Come for the seduction, stay for the subtle humor and to watch a Director at the top of his game.
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank (ofMarquis)
Rob Halford recommended ...And Justice for All by Metallica in Music (curated)
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Gareth von Kallenbach (980 KP) rated Black Sea (2015) in Movies
Aug 6, 2019
Jude Law stars as Robinson, a former submarine captain made redundant after a long career with an underwater salvage company. Left without a pension, and blaming the company for his failed marriage, he learns from a former co-worker that a vast sum of Nazi gold is lying in wait aboard a sunken German U-boat at the bottom of the Black Sea. Upon securing financing and a submarine that has most definitely seen better days, he pulls together a crew of both British and Russian sailors, assuring every man that an equal share of the loot is to be had. Tensions among the crew soon arise and as one character chillingly questions, “What happens when one of them starts to figure out that their share gets bigger, when there is less people to share it with?”
A few too many easy coincidences drive this plot along, but if you’re willing to suspend just a bit of disbelief, there’s a great tale of paranoia, claustrophobia, betrayal and greed beneath the surface. Even through Jude Law’s dodgy Scottish accent, every performance (particularly newcomer Bobby Schofield as the inexperienced Tobin) is top-notch as both he and the supporting cast provide true believability to the disregard and distrust the two groups of men come to have for each other. Between Black Sea and his unexpectedly good turn in Dom Hemingway last year, Jude Law is firmly back on my radar, as he seems to be following in Matthew McConaughey’s footsteps by taking darker, more complex and challenging roles at this point in his career. From playing a father-figure for a boy frightened of what the future holds, to a man possessed of the determination, no matter what the cost, to return home rich, Law hits every note right and is more than capable of leading a cast this talented.
My only substantial complaint is the ending. On leaving the theater, it seemed one of the better solutions to the potential corner the filmmakers were painting themselves into, though the longer its sits, the more I think a film of this unrelenting intensity deserves an ending with some poignancy. Admittedly, I would have found something bleaker to be more satisfying. The easy route out taken in the last five minutes by director Kevin Macdonald and writer Dennis Kelly are a bit of a let-down when compared with the pulse pounding hour and forty-five minutes that precedes it, and for me it will only detract from Black Sea’s memorability.
With the mention of a submarine drama, it is almost inevitable that comparisons to Das Boot will be drawn. For the purposes of reviewing Black Sea however, I have been unable to do so as my only viewing of it was about a decade ago, when I very foolishly had the ambition to see not only the uncut 6-hour mini-series version that was put together for German television, but to do so in a single sitting. I was successful, but only in terms of completing the task. I know it was great and that it is above equal in the genre of submarine films, but at this point I’d be hard pressed to recall even a few minutes of it. It would seem, in this case, that Black Sea got a fair shake to be judged on its own merits (and that I now have a German epic to revisit, albeit in the slightly more truncated director’s cut form this time).
A few nitpicky complaints aside, and in direct contradiction with my take on the abysmally poor Blackhat from the other week, this is a fine example of a well-made, wall-to-wall suspense-filled thriller, and the film I wish I had started the year off with. Released in early December in the UK, where it has received generally positive reviews, it’s unfortunate that it has landed stateside in the January/February season of no-hopes.
A few too many easy coincidences drive this plot along, but if you’re willing to suspend just a bit of disbelief, there’s a great tale of paranoia, claustrophobia, betrayal and greed beneath the surface. Even through Jude Law’s dodgy Scottish accent, every performance (particularly newcomer Bobby Schofield as the inexperienced Tobin) is top-notch as both he and the supporting cast provide true believability to the disregard and distrust the two groups of men come to have for each other. Between Black Sea and his unexpectedly good turn in Dom Hemingway last year, Jude Law is firmly back on my radar, as he seems to be following in Matthew McConaughey’s footsteps by taking darker, more complex and challenging roles at this point in his career. From playing a father-figure for a boy frightened of what the future holds, to a man possessed of the determination, no matter what the cost, to return home rich, Law hits every note right and is more than capable of leading a cast this talented.
My only substantial complaint is the ending. On leaving the theater, it seemed one of the better solutions to the potential corner the filmmakers were painting themselves into, though the longer its sits, the more I think a film of this unrelenting intensity deserves an ending with some poignancy. Admittedly, I would have found something bleaker to be more satisfying. The easy route out taken in the last five minutes by director Kevin Macdonald and writer Dennis Kelly are a bit of a let-down when compared with the pulse pounding hour and forty-five minutes that precedes it, and for me it will only detract from Black Sea’s memorability.
With the mention of a submarine drama, it is almost inevitable that comparisons to Das Boot will be drawn. For the purposes of reviewing Black Sea however, I have been unable to do so as my only viewing of it was about a decade ago, when I very foolishly had the ambition to see not only the uncut 6-hour mini-series version that was put together for German television, but to do so in a single sitting. I was successful, but only in terms of completing the task. I know it was great and that it is above equal in the genre of submarine films, but at this point I’d be hard pressed to recall even a few minutes of it. It would seem, in this case, that Black Sea got a fair shake to be judged on its own merits (and that I now have a German epic to revisit, albeit in the slightly more truncated director’s cut form this time).
A few nitpicky complaints aside, and in direct contradiction with my take on the abysmally poor Blackhat from the other week, this is a fine example of a well-made, wall-to-wall suspense-filled thriller, and the film I wish I had started the year off with. Released in early December in the UK, where it has received generally positive reviews, it’s unfortunate that it has landed stateside in the January/February season of no-hopes.
Kara Skinner (332 KP) rated Claiming Her Highway in Books
Sep 10, 2019
Contains spoilers, click to show
Genre: Historical
Words: 17,970
Average Goodreads Rating: 3.8/5 stars
My rating: 2/5 stars
Cass runs one of the greatest band of highwaymen around. Despite being a woman, she’s respected by her crew, and every night they return to camp richer than they were and she can enjoy being in the arms of her second-in-command, Will Carpenter. But that all changes when Will accepts a position in the King’s Guard. Cass knows Will wants more than what she can give him. He wants marriage and kids, as well as honest work instead of thieving. But Cass doesn’t know if she can ever give him up.
Claiming Her Highwayman is free on Smashwords.
I found myself underwhelmed by this story. When it starts, Will and Cass are already a couple, and the chemistry between them already feels forced, as well as the heist they’re about to go on. It’s like a bad first draft that hasn’t developed into something greater yet. Cass and Will feel more like paper dolls than people and unfortunately, I never get that attached to them. They just don’t have the chemistry.
It doesn’t help that my suspension of disbelief took a huge beating when Will’s offered a job with the King’s Guard, as the princess’s personal guard. He’s a highwayman! Since when do they let criminals guard princesses? Um, never. Not only that, but he’s still in contact with his old gang, and he’s not even in training to be a soldier! He just is. Apparently the standards for becoming a member of the King’s Guard is really low.
It would make a hell of a lot more sense to me if there was a scarcity of guards for some reason, like the country was at war, and that’s why they’re turning to criminals to keep up with the demand of soldiers. That would flesh out the plot, too. But nope. Apparently we’re supposed to accept that a robber can become a princess’s bodyguard easily after mugging her with his gang of bandits. Oh, and he almost becomes her husband. Because every king wants his little girl to marry a common criminal.
Despite everything wrong with the story, I like Will’s and Cass’s characters. Even though Will only exists to be Cass’s lover, he’s got some pretty charming lines in the story. His need to protect her is incredibly sexy.
Cass’s character is a little more complex. She’s strong and independent, and she knows what she wants in life. She’s the type of girl who would be bored to death in most respectable professions for a woman, instead enjoying being a bandit. But I hated her when Bryce, one of her men, attacked her in her tent. All she did to defend herself was bide her time until she could scream for help
What. The. Fuck.
She’s a damn gang leader and she doesn’t know how to defend herself against one man who gets too handsy? Please. That’s fucking ludicrous, and all of my respect for her is just gone because of that one scene. How the hell did she become a leader in the first place if she needs to scream like a damn damsel whenever she gets attacked? Not cool.
This book really didn’t do much for me. While it’s all right, it’s not that good. The characters aren’t good, and neither is the writing. I suggest you look elsewhere for your historical romance bad boy.
Words: 17,970
Average Goodreads Rating: 3.8/5 stars
My rating: 2/5 stars
Cass runs one of the greatest band of highwaymen around. Despite being a woman, she’s respected by her crew, and every night they return to camp richer than they were and she can enjoy being in the arms of her second-in-command, Will Carpenter. But that all changes when Will accepts a position in the King’s Guard. Cass knows Will wants more than what she can give him. He wants marriage and kids, as well as honest work instead of thieving. But Cass doesn’t know if she can ever give him up.
Claiming Her Highwayman is free on Smashwords.
I found myself underwhelmed by this story. When it starts, Will and Cass are already a couple, and the chemistry between them already feels forced, as well as the heist they’re about to go on. It’s like a bad first draft that hasn’t developed into something greater yet. Cass and Will feel more like paper dolls than people and unfortunately, I never get that attached to them. They just don’t have the chemistry.
It doesn’t help that my suspension of disbelief took a huge beating when Will’s offered a job with the King’s Guard, as the princess’s personal guard. He’s a highwayman! Since when do they let criminals guard princesses? Um, never. Not only that, but he’s still in contact with his old gang, and he’s not even in training to be a soldier! He just is. Apparently the standards for becoming a member of the King’s Guard is really low.
It would make a hell of a lot more sense to me if there was a scarcity of guards for some reason, like the country was at war, and that’s why they’re turning to criminals to keep up with the demand of soldiers. That would flesh out the plot, too. But nope. Apparently we’re supposed to accept that a robber can become a princess’s bodyguard easily after mugging her with his gang of bandits. Oh, and he almost becomes her husband. Because every king wants his little girl to marry a common criminal.
Despite everything wrong with the story, I like Will’s and Cass’s characters. Even though Will only exists to be Cass’s lover, he’s got some pretty charming lines in the story. His need to protect her is incredibly sexy.
Cass’s character is a little more complex. She’s strong and independent, and she knows what she wants in life. She’s the type of girl who would be bored to death in most respectable professions for a woman, instead enjoying being a bandit. But I hated her when Bryce, one of her men, attacked her in her tent. All she did to defend herself was bide her time until she could scream for help
What. The. Fuck.
She’s a damn gang leader and she doesn’t know how to defend herself against one man who gets too handsy? Please. That’s fucking ludicrous, and all of my respect for her is just gone because of that one scene. How the hell did she become a leader in the first place if she needs to scream like a damn damsel whenever she gets attacked? Not cool.
This book really didn’t do much for me. While it’s all right, it’s not that good. The characters aren’t good, and neither is the writing. I suggest you look elsewhere for your historical romance bad boy.
Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.







