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Hadley (567 KP) rated The Shining in Books

Apr 6, 2019  
The Shining
The Shining
Stephen King | 1977 | Fiction & Poetry, Horror
10
8.5 (65 Ratings)
Book Rating
Different from the movie (1 more)
Well written
Contains spoilers, click to show
In his most well-known horror story, 'The Shining,' which is either a ghost story or the collapse of a man's mental state, Jack Torrance, a recovering alcoholic who just lost his job teaching at a school, gets hired to be the Winter caretaker of the infamous Overlook Hotel. In this book, the readers follow Jack into a nervous breakdown, as well as his possession by the ghosts of this hotel.

While the Torrance's seem like every other family - a small boy and moving to a new town - we find out that their son, Danny, has special abilities that help him to see things that may or may not happen in the future.

Soon after the family arrives to take over the hotel for the Winter, Danny meets a man named Hallorann - a chef at the hotel - who has the same abilities as him, which he calls 'Shine:' "What you got son, I call it shinin' on, the Bible calls it having visions, and there's scientists that call it precognition. I've read up on it, son. I've studied on it. They all mean seeing the future. Do you understand that?" Hallorann tells Danny.

Why does Danny, or anyone for that matter, have the Shine? King doesn't explain this in the book, it just seems to be something specific people are born with, even Danny's parents take him to a doctor before the snowfall hits to figure out what is going on,but even the doctor believes it's just a child's overactive imagination. Even so, Danny continues to have visions: one is of the room 217 in the Overlook, which even Hallorann told him to never go inside, and the other is of a creature-like man swinging a roque mallet, yelling about someone needing to take their medicine,"Come out! Come out, you little shit! Take your medicine!" We,also,meet his imaginary friend, Tony, who is the one whom continues to show Danny these visions over and over.

Unlike the movie, 'The Shining' book stands on it's own as an almost completely different story, even having Jack wielding a roque mallet and not an axe. Also the infamous scene of the Grady twins showing up in a hallway, asking Danny to play with them, never happened in the book; Hallorann also survives Jack's attack, Wendy is nearly beaten to-death by the roque mallet, and the hedge maze doesn't even exist! Instead, King wrote about topiary animals that came to life to kill you, "The rabbit was down on all fours, cropping grass. Its belly was against the ground. But not ten minutes ago it had been up on its hind legs, of course it had been, he had trimmed its ears...and its belly."

Jack begins to change when he finds a scrapbook in the basement that contains articles and such of things that happened at the Overlook. One such thing that sticks with Jack is about a Masked Ball that took place at the grand opening of the hotel. "Horace M. Derwent Requests The Pleasure of Your Company At a Masked Ball to Celebrate The Grand Opening of THE OVERLOOK HOTEL...Dinner Will Be Served At 8 P.M. Unmasking And Dancing At Midnight August 29,1945...RSVP"

Later on in the story, Jack, Wendy and Danny are awoken by the elevator going up and down by itself, but inside is a surprise,"Then she was up, her cheeks flushed, her forehead as pale and shining as a spirit lamp. 'What about this, Jack? Is this a short circuit?' She threw something and suddenly the hall was full of drifting confetti, red and white and blue and yellow. 'Is this?' A green party streamer, faded to a pale pastel color with age." Continuously, throughout the book,the past hotel guests make themselves known, either by showing up in rooms or leaving things for the family to find.

King shines (pun intended) with this book, he keeps things moving so that readers don't get bored. Known for his horror books, he doesn't disappoint in this one, which I personally think that this is his best work ever. He doesn't jump from scene to scene (like in many of his other books), he flawlessly keeps the timeline going even though he switches from character view points, between Jack, Danny, Wendy and Hallorann.

Although the film 'The Shining' is a classic in the horror movie genre, it is a huge step away from the book itself. "And the Red Death held sway over all." is a line that was never in the movie,but is quite frequent through the book. Even the most recognizable scene of "Here's Johnny!" is not in the book!

Also, Hallorann's character has a much bigger part in the story, the reader gets to see him living his Winter life in Florida, working as a chef in another hotel.. Hallorann even has a back story in the book that is wonderful to read about; we get to accompany him to a lawyer's office where he feels the need to get his Will made out for everything to be left to his sister when he is overcome with the feeling that his life may be about to end,"Hallorann had stepped in and told this McIver that he wanted to make a will,and could McIver help him out? Well, McIver asked,how soon do you want the document? Yesterday, said Hallorann, and threw his head back and laughed."

This 659- page book is well worth the read. You not only get a different take on 'The Shining' that is so well known,but you also get a different ending!'The Shining' will now always be a staple on my book shelf.

Even if you love the movie as much as I do (it is my favorite horror movie of all time), you will love the book just as much. King went above and beyond when he wrote 'The Shining.' Highly recommend!
  
Forest Fighters
Forest Fighters
2020 | Card Game
My back yard at my house is half lawn and the back half is woods. The woods are expansive and house many species of wildlife, some of which I care not to ever see. I have squirrels running through my yard and up my trees all the time. I have deer running freely through the neighborhood, and those dang raccoons to tear up my yard when it’s grub season. So when I heard about Forest Fighters being a game about squirrels and possibly fighting against raccoons I knew it had to be reviewed.

Forest Fighters pits players against each other, being rival squirrel clans preparing to gather acorns for the winter. Only one clan can succeed because there is but one oak tree in the entire forest from which acorns may be gathered. Players will be recruiting other animal species onto their side by way of deck building game mechanics and using gained cards to send to battle against their opponents.

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, separate the cards into their respective decks. Deal each player five Forager Squirrels, two Acorns, and three Blackberries. This creates the 10 card deck players will shuffle and begin the game playing. Players will also choose 12 other animal deck types to use for the game and display all the decks within reach of all players. Each player will then draw the top five cards from their shuffled deck to create their starting hand. The game may now begin!
On a turn a player will use all the cards from their hand to purchase new cards from the main display to be added to their discard pile, like every other deck building game out there. The cards have multiple uses, however, and up to two currency values. Most animals will be recruited using Food (like Blackberries and Honey), and Food cards can mostly be obtained by using Forage values. Example: the starter Forager Squirrel can be used as one Food, one Forage, or even one Attack.

Speaking of Attack, on a player’s turn, should they be done shopping for other cards, they may attempt to attack an opponent using animal cards in their hand. Players will add up the Attack value on the cards they wish to use and declare an opponent who will reveal cards whose Defense value meets or exceeds the Attack value. Should the attacker win they will be able to take possession of Blackberries and Honey cards in the loser’s hand, send an animal back to its stack, or take all the Acorn cards. Acorns are both VP and the determining factor in ending the game; once all Acorn cards have been purchased the game is over.


Each animal card recruited will also have a special ability that can be used during a turn, and some of them are quite powerful. Turns continue in this fashion until either all Acorns have been purchased or all players except one have been eliminated. A player is eliminated once they can no longer purchase cards and have no more animals in their deck.
Components. Let me tell you about the good and the okay. The rulebook is a small pamphlet style that has only five pages of rules. And honestly, if you have played deck builders before, could have only taken one page. I like that. There is just enough information to get the game going, but doesn’t explain every card’s abilities, or throw in three pages of game art. Similarly, if any questions arise with card abilities, the card dividers provide more text to help clear up the questions. The cards are all good quality, and there are a ton of them.

The okay part of the game is the art on the cards. It is not at all bad, but it could use a different art style to be a bit more attractive. The last little concern I have is the design of the box. The size, shape, color, and all that is fine. What I wish was different was having the title of the game on all sides. My shelves are organized in a way that I try to pack as much as I can into the space by orienting the boxes to be as small and deep as possible so that the smallest side of the box is showing. I cannot do that with Forest Fighters because the smallest sides have a few art slides and credits. Honestly, this isn’t quite as egregious as some games (I’m looking at you, Oceans), so it’s not a huge deal, but worth mentioning for me.

All in all the game is a solid deck-builder with that extra bit of attacking and stealing from opponents. I have never been a fan of Dominion as I find its themelessness boring and its mechanics antiquated. Now, I think I might be able to use Forest Fighters as a gateway deck builder that is more interesting, but still considered light for new gamers.

I am kind of sad that I missed the Kickstarter for this one because I would have liked to have splurged for the higher tier (those yummy extras), but I am happy to have added Forest Fighters to my collection. I believe it is a great entry into deck-building and if you are looking to find a similar game with a cute theme, an interesting new take on the genre, and can play up to five comfortably, then I recommend you give this one a try. I think you’ll like it. Just don’t ever use the raccoons against me or I will be attacking you every turn.
  
Stepsister
Stepsister
Jennifer Donnelly | 2019 | Young Adult (YA)
8
8.0 (6 Ratings)
Book Rating
Review by Disney Bookworm
I took a break from the Disney Twisted Tales collection to check out a new novel by the New York Times best-selling author Jennifer Donnelly and wow am I glad I did!
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?

Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.

Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!

Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
 
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.

Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
  
Harry Potter: Hogwarts Battle - Defence Against the Dark Arts
Harry Potter: Hogwarts Battle - Defence Against the Dark Arts
2019 | Card Game, Fantasy
“OMG when is Purple Phoenix Games gonna review another Harry Potter game??” We listened. So here is the next installment of our unofficial Harry Potter games series. In Harry Potter: Hogwarts Battle – Defence Against the Dark Arts (which I will gladly reduce to Defence throughout the review, even though my American English Spidey-Senses are all over that spelling), players will be playing through a duel in the classroom using spells, allies, and items to push back and stun their opponent. Have you got the wand strength to stand up to your rival?

Like I just mentioned, Defence pits two players against each other in a sparring scenario. Players will be drafting cards that represent Spells to sling, Allies to aid, and Items to help knock opponents off their balance. The winner of Defence is the wizard who can stun their opponent three times. Only then will they be able to stand a chance against their dark foes.

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, follow the rulebook instructions to lay out the main duel board and its shuffled decks that will surround it. These include the Hogwarts deck (from which players will be purchasing cards to add to their discard piles), the Library deck (which includes only Books cards that add influence or the ability to draw the top card of the player deck), Hexes (which are placed directly in the opponent’s discard pile and must be dealt with first when in hand), and Banished cards. Each player will choose a House card and a matching mover token to be placed on the board. Likewise, each player will have a starting hand of seven Alohomora! cards, one Wand, one Cauldron, and one starter Ally: Owl, Toad, or Cat. Each player will shuffle their starting deck, drawing five for their starting hand. Determine the starting player and the duel may begin!
On a player’s turn they will first deal with any Hex cards they have acquired, following the instructions written on the card. Once cleared, the active player will play cards from their hand in any order they wish to gain Influence to purchase cards from the Classroom (market), Attack points to push back their opponent towards the Stun space, or Health points to move their own mover token one space closer to the Starting space on the board.

Cards that are purchased from the Classroom can be Items, Spells, or even Allies. Items and Spells typically provide Influence, Health, or Attack, and some will have House bonuses in addition to normal effects. In order to take advantage of the House bonus, a player will either need to be from the affiliated House, or have an active Ally belonging to the affiliated House. This is a new mechanic in this game and adds another layer of strategy to a player’s purchasing.


As wizards duel back and forth slinging Spells, recruiting and activating Allies, and using Items to push back their opponent, one wizard will be stunned. When this happens the players will reset their play areas by combining all of their cards they have in their possession. Shuffle the lot of them, draw another hand of five cards and reset their mover token back to the Starting space. The next round is ready to begin and the wizard who stuns their opponent thrice will be crowned champion! Or get an A for the day… or whatever the Common Core equivalent is nowadays.
Components. I have many great things to say about the components in this box and a couple little gripes. Gripelets, really. First gripe: the box comes with a cardstock sleeve. It is very cool and looks great, but it’s unnecessary and I find it keeps snagging on other boxes and such. Not a big deal, as I can always get rid of it, but that’s an opinion. Second, the board is very dark. It features a very dark purple (yay purple!) with black spaces upon which players move their tokens. The colors are very close under certain lighting and I wish there was even just a faint outline of the spaces in a white or gray. Lastly, and probably just me and the way I play, the Attack and Health trackers are almost completely unnecessary. I know you are supposed to take a token every time you “Gain” a Health or Attack point, but I always just keep track in my head thus negating the need for the tokens.

But onto the great. Literally everything else is great. I have always enjoyed the components in the original game, and as this one contains many of the same, I also enjoy these. The art style is interesting and pretty cool, and I really don’t mind screencaps as much as many others do. So for me, overall, I really enjoy the components here.

All in all I truly love this game. I am almost always in the mood to play Harry Potter: Hogwarts Battle, but it is cooperative and my wife doesn’t really enjoy the OG HP game. This one, however, she does enjoy because she can just flex on me and stun me into oblivion with her superior deckbuilding abilities. This one is quicker to setup and play, and holds a much smaller footprint. The mechanics are familiar without being totally duplicating, and I just love deckbuilders in general. So this one was bound to be a big hit with me from the start.

If you are looking for a great Harry Potter-themed deckbuilding game and are not completely sold on the bigger cooperative game, take a look at this much smaller two-player competitive title. Do try to take some of the cards with a grain of salt, as I am sure it is difficult to imagine having both Hermione and Draco as allies simultaneously, but it can happen in the game. Purple Phoenix Games gives this one a very enthusiastic 11 / 12. Just a word of caution, try not to Flipendo your table when you lose. It won’t end well.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
Doctor Who: Time of the Daleks
Doctor Who: Time of the Daleks
2017 | Entertainment, Science Fiction
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?


Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.

On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.

Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.


This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).

Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.

Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.

While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
  
Funkoverse Strategy Game: Harry Potter 100
Funkoverse Strategy Game: Harry Potter 100
2019 | Fighting, Miniatures
Because I haven’t given my readers enough insight into my nerdiness, here are a few more things I’m into: Harry Potter, the MCU, and Doctor Who. I also have several Funko Pops! characters somewhere here in this house: the Tenth Doctor, the Twelfth Doctor, Captain America, Ms. Marvel, Ant-Man, and Dr. Strange to name a few. So when I heard that a game was coming out where I could possibly use my Funkos for something other than sitting on my armoire, I got excited. Oh, also it’s Harry Potter themed? COUNT ME IN!

Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.

DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T


To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).

To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.

If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.

Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.


After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.

I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.

Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.

I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.
  
Star Wars: Episode VII - The Force Awakens (2015)
Star Wars: Episode VII - The Force Awakens (2015)
2015 | Action, Sci-Fi
Good characters are brilliant (0 more)
Evil characters aren't as strong (0 more)
There has been an awakening...
Contains spoilers, click to show
There was a point where I honestly thought that this day was never going to come. Ladies and gentlemen, for the first time in 30 years we have an exciting, entertaining Star Wars movie. Now this review will contain a non spoilers section and a spoilers section, so if you haven’t seen the movie yet, maybe don’t read past the spoiler warning. So, strap in because if this franchise is starting as it means to go on, then I’ve got a good feeling about this…

First off, let’s talk about the new cast. All three of them are fantastic in their performances, with Daisy Ridley as Rey, John Boyega as Finn and Oscar Isaac as Poe Dameron respectively. Poe has the smallest role, which is my biggest and only complaint about the character, because he is awesome. He is funny, he’s an amazing pilot, he reeks of cool and he is the one character in this movie that I’d love to get a pint with. Finn is another new character, dealing with an inner conflict, (which I won’t ruin,) but is still likeable and relatable. Rey is arguably the most central of the three new main cast members and she delivers also, she sold the fairly bland character dealing with an exciting new adventure calling her name pretty well, but possibly could have done more in a few scenes, as it sort of feels like they could have cast anyone of the same age in this role and they would have delivered, but she did well enough. Of course, the old cast are also back, Anthony Daniels as C3PO is just as irritating as he was 30 years ago and while it’s nice to see Peter Mahew back as Chewie, they really could have put any tall, thin guy into the furry costume and it wouldn’t have made any difference. Carrie Fisher is back as Leia and the while lines she had were entertaining and at times touching, she simply wasn’t in the movie enough. I won’t talk about Luke until the spoilers section, so let’s move on to Han. It’s nice to see grumpy old gramps Harrison Ford actually look enthusiastic and as if he is actually enjoying himself for a change. His performance surprisingly isn’t phoned in and he genuinely commits to the role just as much as he did 30 years ago. Also, out of the original returning cast, he is definitely in the movie most.

Now that we have discussed the light side, now let’s move onto the dark side. Personally I don’t think these characters are as strong as the protagonists. It’s not the fault of the actors, Domnall Gleason as Hux is great, super evil and almost Nazi-like, Andy Serkis as Snoke is intimidating in his performance also and Adam Driver as Kylo Ren is one of the best performances in the movie, showing sadness and anger, all while being an unhinged threatening presence. The problem here is that the villains in this movie just don’t have the same impact as the villains in the original , Hux and Ren are made out to be young and naïve and while Snoke is pulling the strings, but we only ever see him as a hologram and even then, we don’t see him all that much. It’s as if this is these villain’s origin story, but in A New Hope, the villains and the Empire already felt like an established, villainous organisation, whereas in this movie it is as if a bunch of amateurs have happened across a new death star (let’s not lie, that’s all that the Starkiller base is,) and they don’t really know what they are doing. And Captain Phasma? Hardly worth talking about, she is in two scenes and does nothing in either of them besides let herself get taken advantage of. So that’s a summary on how I felt about the characters in general, onto the movie as a whole.

I feel that Abrams has gotten the tone of this movie just right. It’s funny enough that it’s constantly entertaining and never boring and it’s serious enough that you feel a genuine, palpable threat throughout. The score is also fantastic, as is expected from John Williams and overall the effects are spot on also. I did have a slight problem with some of the CGI characters, namely Snoke, the tentacle monsters that show up briefly and the market owner that was in possession of the Falcon at the start of the movie played by Simon Pegg, but there were also a lot of puppets and practical effects were used and it really pays off in the overall look of the movie, no more crammed scenes of cartoon garbage like the prequels, just what matters. The pacing of this movie is very fast, some might say too fast, with Abrams not really giving the viewers time to breathe and digest what they just saw before throwing another dogfight or lightsaber battle at them, but hey, at least you can’t say it’s boring and I’m happy to say that there isn’t a senate discussion in sight. I really do feel like I have to see the movie again however before making an overall verdict and that is due to the extremely fast pacing and because of all of the significant events that happen nothing really stands out, which leaves a lack of meat on the bone. The story is well written however, the world is built well and the characters are all introduced well, but the story does follow a lot of the same beats as the original trilogy. Without giving anything away, the story is divided up into three distinct acts, with each taking place on a different planet followed by an epilogue at the end. There is a cantina scene, a robot carrying an important message to be delivered, Tie Fighter vs. X Wing dogfights and a death star-like weapon of mass destruction, there is even a trench run.




Okay, so I saw the movie again on Tuesday this week and while most of what I felt the first time I felt again, making a lot of the feelings I had after my first viewing more concrete, I did notice a few new things. Also, from this point on there will be spoilers.

Knowing what was coming before it did really helped the pacing of this movie, it was much easier to digest a second time, but at no point was it a chore to watch the film again. I also noticed a lot more lens flares this time, upon first viewing I thought that the only lens flare in the movie was when the Starkiller base fires it’s weapon, but there are in fact quite a few throughout the film. Also the end scene with Luke was a lot better the second time, it didn’t feel as awkward or drawn out and felt more like a fitting end to the movie, although if you ask me, Luke should have at least had a line. Also the revelation that Kylo Ren was actually Ben Solo, Han’s son and Han’s death scene at the hands of Ren were also better on second viewing. While Han’s death was somewhat predictable and probably could have been executed better, it was nice to have him in this movie for the time we got him and I’m sure Harrison Ford is more than happy to never have to play the character again. Also BB-8 is possibly even more likable the second time. Seeing the movie again I also gained a greater appreciation for the cinematography in it, with some awesome long shots showing off the dogfights and the First Order vs. Resistance action. I’m glad I got to see the movie a second time as it has upped my opinion of the movie and if you are a Star Wars fan, it’s something that I would strongly recommend you do.
  
Banewreaker
Banewreaker
Jacqueline Carey | 2005 | Science Fiction/Fantasy
10
9.5 (2 Ratings)
Book Rating
Shelf Life – Banewreaker Will Make You Feel Bad for Sauron
Contains spoilers, click to show
Very few fantasy fans can get away with admitting that they aren’t all that big into sweeping, high epic fantasy à la Lord of the Rings or the Pern stories or everything that Terry Brooks writes. Many non-fantasy fans, however, can point to these tales as examples of why they aren’t into fantasy. Like it or not, it’s hard not to see the latter group’s point, as a lot of high fantasy is riddled with confusing terminology, rehashed stories, and genre clichés. This is not to say that these stories are bad, per sé, just that they can easily turn off readers who aren’t in the right kind of crowd.

Banewreaker, the first book in Jacqueline Carey’s two-part volume The Sundering, will probably not change any opinions in this respect, then, as it’s sweeping high fantasy to the core. This, as it turns out, is both its greatest strength and its greatest weakness.

There are some reviews out there that laud Banewreaker as a masterful examination of subjective viewpoints in an epic fantasy turned into a human tragedy by a simple change of perspective. And they are absolutely correct.

There are other reviews, however, that call the book out as a heap of all of the stalest fantasy clichés piled one atop the other in a confusing and pretentious jumble with a shellacking of purple prose for good measure. And they are also absolutely correct.

Let me explain.

For starters, it would be inaccurate to say that this story is full of clichés. This story is clichés. This story is every familiar and used-up trope you would expect from a high fantasy, all of those details that have been done to death in thousands of other versions until almost nothing that happens seems original anymore.

This is what’s going to turn off a lot of people. But the thing is, Banewreaker has to be this way. It wants the reader to look at all of the things that they’ve come to expect from a fantasy epic and then, by shifting the narrative focus, realize that all of these beloved tropes are actually, when you think about it, tragic as hell.

In other words, it’s Lord of the Rings from Sauron’s point of view.

It’s not a riff, though. It’s not goofy like most of the stuff I go in for. It takes its subject just as seriously as the stories that it’s mirroring, and this is what makes the whole story ultimately so gripping and so moving.

The story starts out like many stories of this magnitude, with exposition stretching back to the Dawn of This Particular Creation. In this case, we have a protogenos world god named Uru-Alat who died and gave rise to seven smaller godlike beings called Shapers. First comes Haomane, who becomes the Lord of Thought and sets himself up as head honcho for this ensuing pantheon. Second is Arahila, the Basically a Love Goddess; and third is Satoris, whose purview was “the quickening of the flesh,” which is high fantasy speak for sexy times. Four more Shapers come after this who, for the sake of brevity, we’ll be glossing over.

To summarize the important godly exposition, the Seven Shapers set about shaping the world to the surprise of no one. Haomane creates elves (here called Ellyl, but if you’ve ever even looked at a fantasy, you know that they’re the elves here), Arahila creates humans, and Satoris doesn’t create anything because he’s busy hanging out with dragons and learning their wisdom. Satoris grants his fleshy quickening to the humans but not the elves, because Haomane didn’t want his elves to do that. Then Haomane decides he doesn’t want the humans to do that either, but Satoris refuses to take the gift away again. Conflict escalates, god wars ensue, and the world splits into two continents, with Satoris ostracized from his brethren on one and the remaining Shapers on the other. By the time the dust has settled, Satoris is scarred and burned pitch black, living in a mostly dead land thanks to Haomane’s wrath, but with a dagger in his possession that is the only weapon capable of killing any of the Shapers.

The story itself picks up thousands of years later, with Satoris as the Satan/Sauron stand-in living in a forbidding land surrounded by classically evil things like trolls, giant spiders, and insane people. Since Haomane is the head god, the rest of the world believes Satoris to be a terrible figure of evil and betrayal, while Satoris’s few allies know him as a pitiable and misunderstood figure who only ever wanted to honor his word and do right by his own sense of morality rather than the dictates of his elder brother god king.

From here the plot becomes the typical Army of Good vs. Army of Evil adventure, but with the protagonistic focus on Satoris and his allies. His trolls we see not as a mindless horde but as a simple, honorable people who happily serve their lord because he happily serves them right back. The mad individuals inhabiting his fortress are castaways from normal society with nowhere else to go. And the giant spiders just happen to live there and be bigger than normal, with no sinister intentions beyond that.

And just like that, by actually showing us the home life of the ultimate in evil fantasy tropes, we see how easily one side’s view of evil is another’s view of good. In doing so, Banewreaker becomes perhaps the first sweeping fantasy epic with no real bad guy, just two sides of an unfortunate conflict. Both sides have their likeable characters, both sides seem from their view to be in the right, and pretty soon you, as the reader, will stop cheering for either one, because whenever one person that you like succeeds it means that another person whom you also like is failing.

In fact, the closest thing that this story has to a clearly-labeled “evil” character is the sorceress Lilias, and even then, she’s not evil so much as a woman who has done some bad things for completely understandable reasons. Lilias, in fact, is one of the most pitiful characters in this whole saga of pitiable characters, with her fears and attachments closely mirroring those of most readers, only amplified by her immortality and magical powers. She is afraid of dying. She wants to be more in the grand scheme of things than just another man’s wife or another country’s momentary ruler, both of which would just be tiny moments in a long history. She likes her youth. She likes having pretty things and pretty people around her. And from her interactions with her dragon mentor and apparently only friend, Calandor, we see that she is also capable of intense affection and even love just as she is capable of indulging in self-centered self-interest that, if not particularly a good trait, is also one that she is not alone in possessing.

Banewreaker, then, is a story with a large cast of characters but very few actual heroes or innocents as well as very few outright villains, which is exactly what it sets out to be. Those who love it and those who hate it both seem to blame this quality in particular for their feelings. The biggest complaint leveled against it (that I have read, anyway) is that the people we should be rooting for do not deserve our sympathy, while the people we should be rooting against are more misguided and unwilling to see things in another light than deserving of our scorn.

This is true. But if it’s a flaw, it’s an intentional one. And if it makes you feel like you shouldn’t be cheering for either side at all in this conflict, that’s the point. This is a story of clichés, yes, but it has something that it needs to say about these clichés and, in doing so, about the subjective and impossibly nebulous quality of morality in general.

In short, here again is another fantasy story about the Forces of Good wiping out an entire nation dedicated to their “evil” enemy. And as the story points out, even if you believe in that cause, you’re still wiping out an entire nation of people. No way is there not a downside to that. Seeing things in a black-and-white morality just means crushing a whole lot of important shades of gray underfoot.

Whether or not you like Banewreaker, then, depends in large part upon how much you realize that Carey as an author is being self-aware. As someone who read and still hasn’t stopped being awed over her Kushiel series, I can’t claim complete objectivity in this area, because I came to Banewreaker already in love with her. I can say, however, that unless you have an intense and searing aversion to ornate and sweeping style, this book is worth any fantasy-lover’s time – especially if you’ve ever felt a pang of empathy for all of the poor villainous mooks that fantasy heroes tend to mow down without a thought because they were the wrong kind of ugly.