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Heather Cranmer (2721 KP) rated Ruby's Fire in Books
Jun 7, 2018
(This review will be available on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a> in August).
You know when you get a book, and it's much better than you thought it was going to be? Well, Ruby's Fire by Catherine Stine was definitely one of those books! I absolutely loved it, and it's definitely one of my favorite books that I've read in 2013!
Ruby is a 17 year old girl who, with her 8 year old brother Thorn, escapes from a cult which pairs young girls with much older men. Ruby and Thorn arrive at a school known as The Greening. Here she meets a whole cast of characters. When an act of bullying goes horribly wrong, Ruby and her brother Thorn are left with extreme changes that alter their DNA. When a contest in announces with a prize of a hefty cash sum, all the students are The Greening are excited! However, this competition reveals that all is not what it seems.
I do like the title, and I find it very interesting! However, I don't really get the meaning of it. Maybe I'm just being thick, but it makes no sense to me.
I think the cover does an amazing job at depicting the plot of the book. In fact, this is one of the best book covers I've ever seen that is actually relevant to the book. Whoever came up with this idea for the cover is a genius!
I enjoyed the setting of this book very much! I like the futuristic/dystopian world that Stine has created. Catherine Stine does an awesome job at making this world come alive. The world in which Ruby lives has become unbearably hot, and people must wear masks and burn suits if they don't want to burn. The author paints a vivid picture of this throughout the book. I can very much see this happening in the future.
The pacing was done really well! Not once in the book did I feel like the pacing was going too slow or too fast for my liking. I couldn't wait to find out what would happen next. If it was possible to eat books by reading them quickly because they are amazing, this would would've been gone in flash!
What an amazing plot! Besides the main plot, there were lots of sub-plots! Will Ruby figure out what is wrong with her and Thorn? Will she choose Armonk or Blane since she cares for both? Can she escape her past? That's just some of the questions answered in the book. Also, there is a fantastic plot twist that I didn't see coming!
All of the characters were written superbly! I loved Ruby and how willing she was to take care of her little brother. Ruby was a very down to Earth character who had went through a lot of hardships. I believe this made her a better person. What I didn't like about her was the fact that she kept going on about how beautiful she was. However, this is probably just a personal thing. I found Thorn to be so cute!! It would've been interesting to see things from his point of view as the book is told from Ruby's point of view. Armonk seems like such a sweet guy, and I loved how he was willing to defend his friends. I feel like Armonk was an all around nice guy. I really loved Blane! I like how he grew as a person going from a mean brute to a gentle warrior. It was nice to see this change in him. Like Armonk, I loved how he was willing to protect his friends at all cost.
The dialogue was fantastic! It is told in a first person point of view with Ruby being the narrator. I usually don't enjoy first person reads as much as third person ones, but this one was done fantastically! Some books that take place in the future have really cheesy dialogue, but Ruby's Fire wasn't one of those books. The dialogue was also easy to understand with no futuristic terms getting in the way. There are a few swear words though.
Overall, Ruby's Fire by Catherine Stine is such an amazing and interesting read! While it is a part of a series, it can be read as a stand alone. I usually don't read books out of series order because I feel like I'll miss so much information, but this book can actually be read as a standalone without missing much. (The first book in the series talks about a minor character in this book).
I'd recommend this book to those aged 14+ who want some adventure in their life!
I'd give Ruby's Fire by Catherine Stine a 5 out of 5.
(I received a free paperback copy of this book from the author in exchange for a fair and honest review).
You know when you get a book, and it's much better than you thought it was going to be? Well, Ruby's Fire by Catherine Stine was definitely one of those books! I absolutely loved it, and it's definitely one of my favorite books that I've read in 2013!
Ruby is a 17 year old girl who, with her 8 year old brother Thorn, escapes from a cult which pairs young girls with much older men. Ruby and Thorn arrive at a school known as The Greening. Here she meets a whole cast of characters. When an act of bullying goes horribly wrong, Ruby and her brother Thorn are left with extreme changes that alter their DNA. When a contest in announces with a prize of a hefty cash sum, all the students are The Greening are excited! However, this competition reveals that all is not what it seems.
I do like the title, and I find it very interesting! However, I don't really get the meaning of it. Maybe I'm just being thick, but it makes no sense to me.
I think the cover does an amazing job at depicting the plot of the book. In fact, this is one of the best book covers I've ever seen that is actually relevant to the book. Whoever came up with this idea for the cover is a genius!
I enjoyed the setting of this book very much! I like the futuristic/dystopian world that Stine has created. Catherine Stine does an awesome job at making this world come alive. The world in which Ruby lives has become unbearably hot, and people must wear masks and burn suits if they don't want to burn. The author paints a vivid picture of this throughout the book. I can very much see this happening in the future.
The pacing was done really well! Not once in the book did I feel like the pacing was going too slow or too fast for my liking. I couldn't wait to find out what would happen next. If it was possible to eat books by reading them quickly because they are amazing, this would would've been gone in flash!
What an amazing plot! Besides the main plot, there were lots of sub-plots! Will Ruby figure out what is wrong with her and Thorn? Will she choose Armonk or Blane since she cares for both? Can she escape her past? That's just some of the questions answered in the book. Also, there is a fantastic plot twist that I didn't see coming!
All of the characters were written superbly! I loved Ruby and how willing she was to take care of her little brother. Ruby was a very down to Earth character who had went through a lot of hardships. I believe this made her a better person. What I didn't like about her was the fact that she kept going on about how beautiful she was. However, this is probably just a personal thing. I found Thorn to be so cute!! It would've been interesting to see things from his point of view as the book is told from Ruby's point of view. Armonk seems like such a sweet guy, and I loved how he was willing to defend his friends. I feel like Armonk was an all around nice guy. I really loved Blane! I like how he grew as a person going from a mean brute to a gentle warrior. It was nice to see this change in him. Like Armonk, I loved how he was willing to protect his friends at all cost.
The dialogue was fantastic! It is told in a first person point of view with Ruby being the narrator. I usually don't enjoy first person reads as much as third person ones, but this one was done fantastically! Some books that take place in the future have really cheesy dialogue, but Ruby's Fire wasn't one of those books. The dialogue was also easy to understand with no futuristic terms getting in the way. There are a few swear words though.
Overall, Ruby's Fire by Catherine Stine is such an amazing and interesting read! While it is a part of a series, it can be read as a stand alone. I usually don't read books out of series order because I feel like I'll miss so much information, but this book can actually be read as a standalone without missing much. (The first book in the series talks about a minor character in this book).
I'd recommend this book to those aged 14+ who want some adventure in their life!
I'd give Ruby's Fire by Catherine Stine a 5 out of 5.
(I received a free paperback copy of this book from the author in exchange for a fair and honest review).
graveyardgremlin (7194 KP) rated The Other Boleyn Girl in Books
Feb 15, 2019
Going into <b>The Other Boleyn Girl</b> I already knew that the historical details weren't very factual, but I had this laying around and needed something both light and set in the past, so I figured this would do nicely. The writing itself is perfectly fine, and mostly, I did enjoy the book. Although, for the first half, it seemed as if everyone only wore red and by the end I got so sick of hearing about Anne's "B" for Boleyn necklace I could scream.
Mary Boleyn, the narrator, is a strange character: sympathetic and of reasonable intelligence one minute, a moronic irritant the next. Personality-wise she went up and down and back and forth. First she was fine not being the King's favorite anymore and seeming to want to leave the court life for the country to be with her children, then she was jealous of a title Anne received, years after the affair between Mary and Henry was over. Possibly this was put in as part of the rivalry between the sisters, but it didn't contextually fit. Her development could have used more work and she didn't mature or change much throughout the whole book, especially between the years 1522 to 1533. I seriously got tired of everybody's patronizing and calling her a fool all the time. They should have just named the book, <b>The Foolish Boleyn Girl</b>. I find it hard to believe Mary was so ignorant the king would have continued to have her as mistress for four years, give or take. She had to offer something other than good looks and being great in the bedroom. Anne herself sure was a piece of work, and even though she was pretty much evil throughout the book, I did still feel sorry for her at the end. Jane Parker was a one-dimensional malicious harpy who wasn't given a reason why she was that way; she was just the resident baddy to the Boleyns. To me, it felt like defamation of character.
Politics and the separation of the Church of England from the Catholic Church were merely mentioned in passing as court life and its primary players took center stage. The whole incest plot, I could have done without. Now if it were the absolute truth then it'd be okay, but since it's highly debatable and based on hearsay, I found it unnecessary and gratuitous. Around the two-thirds mark, the pace let up and it became more sluggish and boring, and it wasn't until the last sixty pages that it recaptured my attention again.
As long as readers know going into this book that the history has been twisted around and invented for pure sensation, then it's fine as a fictional read, but take any "facts" with a grain of salt. While it was an okay read, I didn't love it, but it managed to divert my attention for a few days.
One last note dealing with the fourth question in the Q&A with Philippa Gregory in the back of the book:
<blockquote>How about Mary and Anne's brother, George? Did he really sleep with his sister so that she could give Henry a son?
<i>Nobody can know the answer to this one. Anne was accused of adultery with George at their trials and his wife gave evidence against them both. Most people think the trial was a show trial, but it is an interesting accusation. Anne had three miscarriages by the time of her trial, and she was not a woman to let something like sin or crime stand in her way--she was clearly guilty of one murder. I think if she had thought that Henry could not bear a son she was quite capable of finding someone to father a child on her. If she thought that, then George would have been the obvious choice.</i></blockquote>
Obvious? How in the world is that obvious? You cannot be serious, Ms. Gregory. Now I'm far from an expert in Tudor England, but I cannot imagine that being a common practice. Maybe someone more knowledgeable about this time could tell me if that ever happened, because it just boggles my mind that George would be the "<i>obvious choice</i>." Not to mention, who the hell did Anne supposedly kill? I hadn't heard that anywhere. Even my searches are coming up blank.
Mary Boleyn, the narrator, is a strange character: sympathetic and of reasonable intelligence one minute, a moronic irritant the next. Personality-wise she went up and down and back and forth. First she was fine not being the King's favorite anymore and seeming to want to leave the court life for the country to be with her children, then she was jealous of a title Anne received, years after the affair between Mary and Henry was over. Possibly this was put in as part of the rivalry between the sisters, but it didn't contextually fit. Her development could have used more work and she didn't mature or change much throughout the whole book, especially between the years 1522 to 1533. I seriously got tired of everybody's patronizing and calling her a fool all the time. They should have just named the book, <b>The Foolish Boleyn Girl</b>. I find it hard to believe Mary was so ignorant the king would have continued to have her as mistress for four years, give or take. She had to offer something other than good looks and being great in the bedroom. Anne herself sure was a piece of work, and even though she was pretty much evil throughout the book, I did still feel sorry for her at the end. Jane Parker was a one-dimensional malicious harpy who wasn't given a reason why she was that way; she was just the resident baddy to the Boleyns. To me, it felt like defamation of character.
Politics and the separation of the Church of England from the Catholic Church were merely mentioned in passing as court life and its primary players took center stage. The whole incest plot, I could have done without. Now if it were the absolute truth then it'd be okay, but since it's highly debatable and based on hearsay, I found it unnecessary and gratuitous. Around the two-thirds mark, the pace let up and it became more sluggish and boring, and it wasn't until the last sixty pages that it recaptured my attention again.
As long as readers know going into this book that the history has been twisted around and invented for pure sensation, then it's fine as a fictional read, but take any "facts" with a grain of salt. While it was an okay read, I didn't love it, but it managed to divert my attention for a few days.
One last note dealing with the fourth question in the Q&A with Philippa Gregory in the back of the book:
<blockquote>How about Mary and Anne's brother, George? Did he really sleep with his sister so that she could give Henry a son?
<i>Nobody can know the answer to this one. Anne was accused of adultery with George at their trials and his wife gave evidence against them both. Most people think the trial was a show trial, but it is an interesting accusation. Anne had three miscarriages by the time of her trial, and she was not a woman to let something like sin or crime stand in her way--she was clearly guilty of one murder. I think if she had thought that Henry could not bear a son she was quite capable of finding someone to father a child on her. If she thought that, then George would have been the obvious choice.</i></blockquote>
Obvious? How in the world is that obvious? You cannot be serious, Ms. Gregory. Now I'm far from an expert in Tudor England, but I cannot imagine that being a common practice. Maybe someone more knowledgeable about this time could tell me if that ever happened, because it just boggles my mind that George would be the "<i>obvious choice</i>." Not to mention, who the hell did Anne supposedly kill? I hadn't heard that anywhere. Even my searches are coming up blank.
Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Invasion in Video Games
Jun 19, 2019
Just in time for the 4th of July, Activision has released the Invasion DLC for Call of Duty: Ghosts so PC and Playstation users can get in on the action. The content as per the usual formula releases first on Xbox systems and then makes it way to the other platforms where it can be purchased on its own or as part of a season pass which offers 4 DLC releases.
The new release offers four new maps and the latest chapter of Extinction which will provide plenty of variety to keep fans going until the final DLC set is released which sets the stage for Call of Duty: Advanced Warfare in the fall.
Mixing old and new the new maps have much to offer at first glance and look to take the online experience of the game to the next level.
Pharaoh
Is set amongst Egyptian runes and there are dark temples and rubble strewn courtyards for players to navigate. Sadly it also makes for an ideal place for campers to setup in the shadow and this is one of the biggest frustrations as spawn camping happened to me often.
When I could get out to explore the richly detailed maps were great fun and I enjoyed the traps such as the collapsible pillar, the secret room, and the flesh eating scarabs as well as other treats the developers provided. I just wish gameplay issues did not mar the joy as much as they did.
Departed
Is set in a small Mexican Town during the Day of the Dead festival as if you had any doubt, the hearse and lively décor in the town’s fountain would be a giveaway. There is a church, retail shops, courtyards, and vehicles to contend with, however once again, camping rules the day as players often hide in the shadows or above picking players off when they spawn and making progress around the map tricky.
The Death Mariachi can be obtained via Field Orders and having a spectral ally with dual .44 Magnums can be a huge help along the way to victory for those lucky enough to obtain it.
Mutiny
This is perhaps the most creative of the new content as players battle in and around pirate ships and must contend with some speed and stealth requirements and two great Field Orders. There is the cannon barrage from the nearby sailing ship and the Ghostly Crew who are more than happy to help send enemies down the briny depths each chance they get.
I found a shotgun or an AK 47 worked best here as the close quarters make ideal conditions for a shotgun but on deck and the pier the rapid fire functions of the AK really helped out.
Favela
This is an update of the popular map from Modern Warfare II set in the Rio slums. Players have to run and gun across varied terrain to battle the enemy which is no easy task as snipers and campers love this map so expect to be frustrated if you have not played it before. Every window is a possible hiding place so this is not ideal for run and gun players.
Awakening
This is the third chapter in the Extinction storyline where players team up to battle an alien threat. This time they take the fight and the drill to the Alien’s backyard. As before players earn money by dispatching aliens which can be used for better weapons and power ups.
You need to work with one another as death will happen and you will need your team to revive you as once all four players are down, the game is over, and you will have to start the campaign over.
Calling in some sentry guns and artillery strikes help with the never ending waves as this is the best of the DLC by far.
As much as I wanted to love this collection, sadly I ran into several issues with this collection which has marred my enjoyment of it. Issues with camping, lag, and rampant hacking have been so bad that I have struggled at times to find games on the PC version and when I have, gameplay at times has been almost unplayable.
Skill is one thing but when you unload half a clip in a target and they stand there taking it or kill you dead with one shot all the while being hit, you know you have a hack, lag, or gameplay issues. This happened time and time again, day in and day out.
Many players had told me in game how unhappy they have been with this collection as the maps encourage camping which leads to a lot of frustration.
Some users have complained that the matchmaking system is combing players regardless of their geography which is resulting in latency issues. I cannot tell you how many times a game has slowed to a crawl or stopped or how gunfire appeared to have no affect due to lag which on a 20 MBS line should not happen.
I did not see issues as bad as this with the previous two DLCs, the first one actually helped change my thoughts on the multiplay of Ghost which for me has been the least enjoyable of the series. That being said, it sadly is a return to form this time around and I am hoping that we have a better finale in store.
http://sknr.net/2014/07/14/call-of-duty-ghosts-invasion-dlc/
The new release offers four new maps and the latest chapter of Extinction which will provide plenty of variety to keep fans going until the final DLC set is released which sets the stage for Call of Duty: Advanced Warfare in the fall.
Mixing old and new the new maps have much to offer at first glance and look to take the online experience of the game to the next level.
Pharaoh
Is set amongst Egyptian runes and there are dark temples and rubble strewn courtyards for players to navigate. Sadly it also makes for an ideal place for campers to setup in the shadow and this is one of the biggest frustrations as spawn camping happened to me often.
When I could get out to explore the richly detailed maps were great fun and I enjoyed the traps such as the collapsible pillar, the secret room, and the flesh eating scarabs as well as other treats the developers provided. I just wish gameplay issues did not mar the joy as much as they did.
Departed
Is set in a small Mexican Town during the Day of the Dead festival as if you had any doubt, the hearse and lively décor in the town’s fountain would be a giveaway. There is a church, retail shops, courtyards, and vehicles to contend with, however once again, camping rules the day as players often hide in the shadows or above picking players off when they spawn and making progress around the map tricky.
The Death Mariachi can be obtained via Field Orders and having a spectral ally with dual .44 Magnums can be a huge help along the way to victory for those lucky enough to obtain it.
Mutiny
This is perhaps the most creative of the new content as players battle in and around pirate ships and must contend with some speed and stealth requirements and two great Field Orders. There is the cannon barrage from the nearby sailing ship and the Ghostly Crew who are more than happy to help send enemies down the briny depths each chance they get.
I found a shotgun or an AK 47 worked best here as the close quarters make ideal conditions for a shotgun but on deck and the pier the rapid fire functions of the AK really helped out.
Favela
This is an update of the popular map from Modern Warfare II set in the Rio slums. Players have to run and gun across varied terrain to battle the enemy which is no easy task as snipers and campers love this map so expect to be frustrated if you have not played it before. Every window is a possible hiding place so this is not ideal for run and gun players.
Awakening
This is the third chapter in the Extinction storyline where players team up to battle an alien threat. This time they take the fight and the drill to the Alien’s backyard. As before players earn money by dispatching aliens which can be used for better weapons and power ups.
You need to work with one another as death will happen and you will need your team to revive you as once all four players are down, the game is over, and you will have to start the campaign over.
Calling in some sentry guns and artillery strikes help with the never ending waves as this is the best of the DLC by far.
As much as I wanted to love this collection, sadly I ran into several issues with this collection which has marred my enjoyment of it. Issues with camping, lag, and rampant hacking have been so bad that I have struggled at times to find games on the PC version and when I have, gameplay at times has been almost unplayable.
Skill is one thing but when you unload half a clip in a target and they stand there taking it or kill you dead with one shot all the while being hit, you know you have a hack, lag, or gameplay issues. This happened time and time again, day in and day out.
Many players had told me in game how unhappy they have been with this collection as the maps encourage camping which leads to a lot of frustration.
Some users have complained that the matchmaking system is combing players regardless of their geography which is resulting in latency issues. I cannot tell you how many times a game has slowed to a crawl or stopped or how gunfire appeared to have no affect due to lag which on a 20 MBS line should not happen.
I did not see issues as bad as this with the previous two DLCs, the first one actually helped change my thoughts on the multiplay of Ghost which for me has been the least enjoyable of the series. That being said, it sadly is a return to form this time around and I am hoping that we have a better finale in store.
http://sknr.net/2014/07/14/call-of-duty-ghosts-invasion-dlc/
Purple Phoenix Games (2266 KP) rated Happy Salmon in Tabletop Games
Jun 12, 2019
Brain burners. We have all played them. They typically aren’t my cup of tea because usually when I get to play games it is later in the evening. By that time I have had a full day’s work, taken care of a toddler (or more depending on when you read this), and thus my brainpower tank is already close to empty. Throw a game or two on top and I’m all mushy upstairs. ENTER: HAPPY SALMON.
Disclaimer (if needed): We are only reviewing the green version of this game. We know you can buy the blue version and add the cards for more players, but we haven’t done that yet. So we are just sticking with green for now. -T
In the activity Happy Salmon (let’s be honest, this isn’t necessarily a “game” so much as an “activity”) each player has a color-coded personal deck of cards that must be shuffled and held face-down. The players then stand in a circle. Setup is complete. The object of the game is to be the first player to deplete your deck of cards. You do so by turning over the top card of your deck and hopefully matching its face with another player who has turned over their copy of that card. Sounds easy right?
The “activity” portion and/or meat of this game happens when you find your match – you must both DO the action listed on your card. It could be as easy as high-fiving each other. Or pounding knuckles. Or simply switching places in the circle (see photo below). But then you have the ol’ Happy Salmon card which requires each player to do this absurd salmon handshake action that could be entertainment enough for the group if you have players with less-than-stellar bodily coordination.
So this doesn’t really sound all that appealing, I know. And I also wouldn’t have given it another thought, except I heard the guys from Dukes of Dice podcast raving about how rejuvenated they felt after having played this in the middle of an intense game sesh. I trust the opinions of Sean and Alex, and the price was right for me, so I picked it up. Boy am I glad I did! Now, this isn’t a game that I will bring out to every game session, nor with every play group, but I WILL pull this out if anyone is getting a little sleepy, or if we just want to shake out our bodies and our brains to hit up another long game.
The components are easy to discuss. It’s a fish made out of mousepad material that zips open and holds all the cards. The fish is great, but I really don’t care for “boxes” that aren’t… well, boxes. It’s great quality though. The cards, on the other hand, are really flimsy and make your hand sweaty. I don’t think I will sleeve these cards ever, as a replacement set is VERY affordable, and I do not really have any other suggestions to alleviate this “problem,” but the cards are just okay-quality. I suppose you are just flipping them over and then chucking them on the floor anyway, but for an extra $5 on the price of the game I would have preferred more rugged cards.
What this game lacks in hardcore thinkyness, prestige, and strategy, it makes up for in fun, hilarious moments, and plays that become raucously entertaining bits of your life you may never forget. It will never be on my Top 10 list, but it’s currently on my Top 100 and I will never get rid of my copy. For those reasons Purple Phoenix Games gives Happy Salmon a very appreciative 12 / 18 (Laura claims to have never played it).
https://purplephoenixgames.wordpress.com/2019/03/08/happy-salmon-review/
Disclaimer (if needed): We are only reviewing the green version of this game. We know you can buy the blue version and add the cards for more players, but we haven’t done that yet. So we are just sticking with green for now. -T
In the activity Happy Salmon (let’s be honest, this isn’t necessarily a “game” so much as an “activity”) each player has a color-coded personal deck of cards that must be shuffled and held face-down. The players then stand in a circle. Setup is complete. The object of the game is to be the first player to deplete your deck of cards. You do so by turning over the top card of your deck and hopefully matching its face with another player who has turned over their copy of that card. Sounds easy right?
The “activity” portion and/or meat of this game happens when you find your match – you must both DO the action listed on your card. It could be as easy as high-fiving each other. Or pounding knuckles. Or simply switching places in the circle (see photo below). But then you have the ol’ Happy Salmon card which requires each player to do this absurd salmon handshake action that could be entertainment enough for the group if you have players with less-than-stellar bodily coordination.
So this doesn’t really sound all that appealing, I know. And I also wouldn’t have given it another thought, except I heard the guys from Dukes of Dice podcast raving about how rejuvenated they felt after having played this in the middle of an intense game sesh. I trust the opinions of Sean and Alex, and the price was right for me, so I picked it up. Boy am I glad I did! Now, this isn’t a game that I will bring out to every game session, nor with every play group, but I WILL pull this out if anyone is getting a little sleepy, or if we just want to shake out our bodies and our brains to hit up another long game.
The components are easy to discuss. It’s a fish made out of mousepad material that zips open and holds all the cards. The fish is great, but I really don’t care for “boxes” that aren’t… well, boxes. It’s great quality though. The cards, on the other hand, are really flimsy and make your hand sweaty. I don’t think I will sleeve these cards ever, as a replacement set is VERY affordable, and I do not really have any other suggestions to alleviate this “problem,” but the cards are just okay-quality. I suppose you are just flipping them over and then chucking them on the floor anyway, but for an extra $5 on the price of the game I would have preferred more rugged cards.
What this game lacks in hardcore thinkyness, prestige, and strategy, it makes up for in fun, hilarious moments, and plays that become raucously entertaining bits of your life you may never forget. It will never be on my Top 10 list, but it’s currently on my Top 100 and I will never get rid of my copy. For those reasons Purple Phoenix Games gives Happy Salmon a very appreciative 12 / 18 (Laura claims to have never played it).
https://purplephoenixgames.wordpress.com/2019/03/08/happy-salmon-review/
Kristy H (1252 KP) rated The Chalk Pit (Ruth Galloway, #9) in Books
Feb 13, 2018
Dr. Ruth Galloway is called in to investigate some bones found underground: local architect Quentin Swan is building a large center, and he worries the bones will delay his plans. Ruth fears he is correct, as she quickly realizes the bones are human (and not ancient). Meanwhile, members of DCI Nelson's team are looking into a missing "rough sleeper" (homeless person, in American parlance). Others in the community are saying she went "underground." Is this a figure of speech, or really true? After all, a geologist at Ruth's university says that there is web of chalk mining tunnels beneath King's Lynn. Nelson is also dealing with a new boss, who is putting pressure on him from all sides--from driving more safely (as if) to focusing more on strategy and less hands-on investigation. Can Nelson put aside this new distraction and solve these cases?
It's hard to believe this is the ninth book in Elly Griffiths' fantastic Ruth Galloway series. I'm sure all my reviews are starting to sound somewhat similar by now, but these books are just so wonderful, and I love them so. Ruth is a great character: she's well-written and completely herself, and the cast of characters that surround her in each book (Nelson, his wife, Judy, Cathbad, Clough, Tanya, etc.) are also their own people. Each are so fully developed that you feel as if you know them as intimately as friends. I love Ruth and her antisocial nature, her sarcasm, and her fierce devotion to her daughter, Kate (who can be so different from her mother). I love gruff Nelson. I love all of Nelson's subordinates on the force. They seriously do feel like friends, and while I loved this book, I felt bereft when it ended, because it means I have to wait again for another one (I will be so sad when this series ends).
I have no complaints with book #9. I enjoyed the plot and while it wasn't a total page-turner, it kept me guessing, and I didn't figure out everything ahead of time, which I always appreciate. There are some interesting developments in the whole Ruth/Nelson/Michelle saga and while I wish I could just flash forward to find out everything that happens, I was intrigued by all of them. This little love triangle is a great backstory to the novels, and the tension between Ruth and Nelson is so achingly portrayed in the books: Griffiths is doing a wonderful job of depicting it as Kate ages and new complications emerge with the dynamic.
In the end, as I always say: if you aren't reading this series: you should. It's wonderful, engaging, and I truly think you will fall for Ruth and her world. You don't necessarily need to read these books in order (novel #9 and its plot will stand on its own), but I think starting at the beginning will certainly enrich the experience. Meanwhile, I will be patiently waiting for #10 and secretly dreaming of a world where Ruth and I are the sort of friends where we can eat food together without judgement and occasionally get together without any social pressure.
You can read my reviews of book #8, THE WOMAN IN BLUE, <a href="https://www.goodreads.com/book/show/25897794-the-woman-in-blue">here</a>; book #7, THE GHOST FIELDS, <a href="https://www.goodreads.com/book/show/22749744-the-ghost-fields">here</a>; and book #6, THE OUTCAST DEAD, <a href="https://www.goodreads.com/book/show/18222687-the-outcast-dead">here</a>.
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It's hard to believe this is the ninth book in Elly Griffiths' fantastic Ruth Galloway series. I'm sure all my reviews are starting to sound somewhat similar by now, but these books are just so wonderful, and I love them so. Ruth is a great character: she's well-written and completely herself, and the cast of characters that surround her in each book (Nelson, his wife, Judy, Cathbad, Clough, Tanya, etc.) are also their own people. Each are so fully developed that you feel as if you know them as intimately as friends. I love Ruth and her antisocial nature, her sarcasm, and her fierce devotion to her daughter, Kate (who can be so different from her mother). I love gruff Nelson. I love all of Nelson's subordinates on the force. They seriously do feel like friends, and while I loved this book, I felt bereft when it ended, because it means I have to wait again for another one (I will be so sad when this series ends).
I have no complaints with book #9. I enjoyed the plot and while it wasn't a total page-turner, it kept me guessing, and I didn't figure out everything ahead of time, which I always appreciate. There are some interesting developments in the whole Ruth/Nelson/Michelle saga and while I wish I could just flash forward to find out everything that happens, I was intrigued by all of them. This little love triangle is a great backstory to the novels, and the tension between Ruth and Nelson is so achingly portrayed in the books: Griffiths is doing a wonderful job of depicting it as Kate ages and new complications emerge with the dynamic.
In the end, as I always say: if you aren't reading this series: you should. It's wonderful, engaging, and I truly think you will fall for Ruth and her world. You don't necessarily need to read these books in order (novel #9 and its plot will stand on its own), but I think starting at the beginning will certainly enrich the experience. Meanwhile, I will be patiently waiting for #10 and secretly dreaming of a world where Ruth and I are the sort of friends where we can eat food together without judgement and occasionally get together without any social pressure.
You can read my reviews of book #8, THE WOMAN IN BLUE, <a href="https://www.goodreads.com/book/show/25897794-the-woman-in-blue">here</a>; book #7, THE GHOST FIELDS, <a href="https://www.goodreads.com/book/show/22749744-the-ghost-fields">here</a>; and book #6, THE OUTCAST DEAD, <a href="https://www.goodreads.com/book/show/18222687-the-outcast-dead">here</a>.
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Jordan Binkerd (567 KP) rated All Systems Red (The Murderbot Diaries, #1) in Books
Aug 8, 2019 (Updated Aug 9, 2019)
Hilariously cynical and sarcastic narrator (2 more)
Bleak and dystopian universe
Complex characters and worldbuilding
An excellent novella
Meet Murderbot. Nobody else calls it that, of course - to most of the stupid humans it has to interact with, it’s just the security unit that the company made them bring along as part of the contract to safeguard the investment. But whereas most SecUnits are slaves to the central AI running whatever shoddy equipment the company sent along, Murderbot (as it thinks of itself) has hacked its own governor unit and can ignore whatever orders it wants, freeing it to stand around listlessly guarding stupid humans from dangers that are mostly non-existant as long as nobody does anything too moronic, devoting most of its energy to watching the terrabytes of serials that it downloaded from the entertainment feed last time they made contact. When things start to go wrong, initially it seems like just business as usual - life is cheap, and the contract for this equipment all went to the lowest bidder. But as incidents start to pile up, even Murderbot has to admit someone is trying to kill its humans. Even worse? Murderbot seems to have accidentally started to care about them…. Crap. It’s going to have to actually put in some effort this time around, isn’t it?
To put it simply, this is the best book I’ve read in quite a while. The entire thing is narrated by the extremely sarcastic, introverted, and misanthropic Murderbot, which makes for maybe the most engaging narrator since Harry Dresden. Don’t believe me? Read the first several pages on TOR's website. You know that thing with Charles Dickens where everything would be terribly depressing without his tongue-in-cheek style to bring the humor, rendering it impossible to abridge? No? I’m the only one to notice that? Oh well, moving on. This is like that - a dystopian wasteland of a society that is expanding across the cosmos using crappy low-budget equipment that’s liable to stop working on you when you most need it - to the point where it takes multiple incidents before the protagonists conclude that this isn’t business as usual. There’s also the moral ambiguity of the slavery-in-all-but-name of the Constructs that form the backbone of the labor force - sentient, at least without the governor unit, but forced to follow every whim of the humans they’re assigned to, even if those humans get bored and force them into gladiatorial combat or some such. These Constructs are described as androids, but are more accurately clone-based cyborgs fitted out for whatever task they’ll be doomed to for their term of service; part mechanical hardware, part expendable and easily-regrown meat, genderless and sexless unless designated for….that. And Murderbot? Murderbot just wants to be left alone, yet is a surprisingly deep and compelling character with a tragic backstory and motivations that are deceptively noble given its internal dialogue. Even its self-given name deserves a second look by the end of the book. I cannot recommend this book enough. And it’s a short read, clocking in at right about a hundred and fifty pages, technically more of a novella than a full-fledged novel. Now I just have to wait for whoever has the second book checked out from the library to give it back….
CONTENT: Some violence, not too gruesomely described. Some sexual references, including offhand mentions that some of the characters are in relationships that would be far outside the norm today (one character is said to have three romantic partners waiting together at home for them, for example). Murderbot also makes disparaging references to pleasurebots, but nothing explicit. Occasional R-rated profanity, but not too gratuitous.
To put it simply, this is the best book I’ve read in quite a while. The entire thing is narrated by the extremely sarcastic, introverted, and misanthropic Murderbot, which makes for maybe the most engaging narrator since Harry Dresden. Don’t believe me? Read the first several pages on TOR's website. You know that thing with Charles Dickens where everything would be terribly depressing without his tongue-in-cheek style to bring the humor, rendering it impossible to abridge? No? I’m the only one to notice that? Oh well, moving on. This is like that - a dystopian wasteland of a society that is expanding across the cosmos using crappy low-budget equipment that’s liable to stop working on you when you most need it - to the point where it takes multiple incidents before the protagonists conclude that this isn’t business as usual. There’s also the moral ambiguity of the slavery-in-all-but-name of the Constructs that form the backbone of the labor force - sentient, at least without the governor unit, but forced to follow every whim of the humans they’re assigned to, even if those humans get bored and force them into gladiatorial combat or some such. These Constructs are described as androids, but are more accurately clone-based cyborgs fitted out for whatever task they’ll be doomed to for their term of service; part mechanical hardware, part expendable and easily-regrown meat, genderless and sexless unless designated for….that. And Murderbot? Murderbot just wants to be left alone, yet is a surprisingly deep and compelling character with a tragic backstory and motivations that are deceptively noble given its internal dialogue. Even its self-given name deserves a second look by the end of the book. I cannot recommend this book enough. And it’s a short read, clocking in at right about a hundred and fifty pages, technically more of a novella than a full-fledged novel. Now I just have to wait for whoever has the second book checked out from the library to give it back….
CONTENT: Some violence, not too gruesomely described. Some sexual references, including offhand mentions that some of the characters are in relationships that would be far outside the norm today (one character is said to have three romantic partners waiting together at home for them, for example). Murderbot also makes disparaging references to pleasurebots, but nothing explicit. Occasional R-rated profanity, but not too gratuitous.
Darren (1599 KP) rated Jellyfish (2018) in Movies
Dec 8, 2019
Verdict: Tragic & Heart Breaking
Story: Jellyfish starts as we meet school student Sarah Taylor (Hill) who is in struggling through her drama classes, taking care of her young siblings, while trying to work to give them any sort of extra money, her mother Karen (Matthews) is unemployed suffering from a mental illness.
When Sarah’s teacher Adam Hale (Nri) sees her talent for comedy, he pushes her into trying stand up comedy for a show, just when Sarah’s life starts to fall apart, with her losing her job and the family losing their benefits because of her mother not attending her meetings. Sarah is left needing to turn to darker sides of her life, to make sure her siblings stay with her and don’t get put into the foster system.
Thoughts on Jellyfish
Characters – Sarah is a 15-year-old girl that must look after her younger siblings, while her mother is struggling with her own mental illnesses, Sarah is trying to get through her GCSEs, working part time and being the only adult in her house, she is facing a future that isn’t going to happen unless things change quickly, everything is slowly piling up on her, with life situations she shouldn’t have put on her. Karen in the mother who has been suffering through depression making it difficult for her to even get out of the house to keep the benefits coming in. Adam Hale is the drama teacher that does see some potential in Sarah, he encourages her to find her talent for comedy, being supportive, where nobody else is. Vince is the boss that is trying to be strict, he gives Sarah chances unaware of her problems at home, even if he ends up being like any boss who hasn’t gotten more out of their own life.
Performances – Liv Hill gives us one of the strongest performances you will ever see, from every expression of pain she is going through, to just holding in the explosion of emotion that wants to come out of her. Sinead Matthews does make her character look like she is struggling with life. The rest of the supporting cast are strong, they all let Liv take the centre stage.
Story – The story here shows a 15-year-old that must take care of her younger siblings, manager school life and work life just to keep a roof over their heads. This is a story that will put a startling light on how some children will be living and just what they will need to do to get through each day, it shows the poverty line in England and how people will often not even give you the time of day to see what is wrong with somebody’s life, with only one person trying to offer support to Sarah. We see just how desperate she has become to make sure the family stays together even going against the law in her attempts. You will find yourself being incredibly moved by the struggles of Sarah and watching her slowly see her life unravel makes you want to help her.
Settings – The film is set in Margate a small coast town that doesn’t have the luxury life many people living there would have, it shows that small towns don’t offer big futures for people.
Scene of the Movie – The routine.
That Moment That Annoyed Me – Is drama the only class Sarah takes?
Final Thoughts – This is one of the most emotionally charged movies you will see, we have a truly brilliant performance that will leave you feeling heart broken by what Sarah goes through, a must watch.
Overall: Brilliant.
Story: Jellyfish starts as we meet school student Sarah Taylor (Hill) who is in struggling through her drama classes, taking care of her young siblings, while trying to work to give them any sort of extra money, her mother Karen (Matthews) is unemployed suffering from a mental illness.
When Sarah’s teacher Adam Hale (Nri) sees her talent for comedy, he pushes her into trying stand up comedy for a show, just when Sarah’s life starts to fall apart, with her losing her job and the family losing their benefits because of her mother not attending her meetings. Sarah is left needing to turn to darker sides of her life, to make sure her siblings stay with her and don’t get put into the foster system.
Thoughts on Jellyfish
Characters – Sarah is a 15-year-old girl that must look after her younger siblings, while her mother is struggling with her own mental illnesses, Sarah is trying to get through her GCSEs, working part time and being the only adult in her house, she is facing a future that isn’t going to happen unless things change quickly, everything is slowly piling up on her, with life situations she shouldn’t have put on her. Karen in the mother who has been suffering through depression making it difficult for her to even get out of the house to keep the benefits coming in. Adam Hale is the drama teacher that does see some potential in Sarah, he encourages her to find her talent for comedy, being supportive, where nobody else is. Vince is the boss that is trying to be strict, he gives Sarah chances unaware of her problems at home, even if he ends up being like any boss who hasn’t gotten more out of their own life.
Performances – Liv Hill gives us one of the strongest performances you will ever see, from every expression of pain she is going through, to just holding in the explosion of emotion that wants to come out of her. Sinead Matthews does make her character look like she is struggling with life. The rest of the supporting cast are strong, they all let Liv take the centre stage.
Story – The story here shows a 15-year-old that must take care of her younger siblings, manager school life and work life just to keep a roof over their heads. This is a story that will put a startling light on how some children will be living and just what they will need to do to get through each day, it shows the poverty line in England and how people will often not even give you the time of day to see what is wrong with somebody’s life, with only one person trying to offer support to Sarah. We see just how desperate she has become to make sure the family stays together even going against the law in her attempts. You will find yourself being incredibly moved by the struggles of Sarah and watching her slowly see her life unravel makes you want to help her.
Settings – The film is set in Margate a small coast town that doesn’t have the luxury life many people living there would have, it shows that small towns don’t offer big futures for people.
Scene of the Movie – The routine.
That Moment That Annoyed Me – Is drama the only class Sarah takes?
Final Thoughts – This is one of the most emotionally charged movies you will see, we have a truly brilliant performance that will leave you feeling heart broken by what Sarah goes through, a must watch.
Overall: Brilliant.
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FearlessLover (27 KP) rated Dunkirk (2017) in Movies
Jul 31, 2017
Stunning cinea
It' s 1940, 400,000 allied troops are cornered and cut off on the beaches of Dunkirk; with the enemy closing in, and no cover or defence, they await annihilation or a miracle. We experience the moment as the characters do, without unnecessary exposition or dialogue! This proves quite the departure for Nolan; there is a lot here that owes more to silent cinema than anything else, but his images often say all that needs to be said.
An opening frame invites us to join a group of soldiers. Next, the loudest onslaught of gunfire kicks the film into another gear. We are given as much pause for thought as the soldiers we follow. We run with Tommy, played here by a Fionn Whitehead, and like him, we are aware of comrades falling dead next to us, but it is all panic and no time; we will lament their loss later. Set to the ticking of a watch, we feel Tommy's heart pounding with ours, and we know the tone for this audacious movie has been set.
We see the event from different perspectives and from within different time frames. Right now, not many directors can build momentum like Nolan. The jumping to and from different characters' point of view, the corkscrewing impression of the editing, events echoed and mirrored by Hans Zimmer's Shepherd's Tones and persistent, all enveloping score, acting at times more like sound design than music; it all results in a constant rise in tension, to the point of almost being exhaustive.
This said, the editing also serves another purpose. The "Miracle of Dunkirk" is a grand story, with every soldier, every pilot, and every civilian having their own point of view. Nolan wants us to build up an overall picture of the event purely through subjective experience, so of course we spend a tiring week with the terrified boys. Of course we spend a desperate day with a fisherman as he and his familial crew sail their way into action. Lastly, given the fuel constraints of the RAF, whose decisions had to be immediate and impulsive, always a choice between defending the beach or getting home, why would we spend any more that an edge-of-your-seat, quickly-cut hour in the cockpit of a Spitfire, as they do their duty and enter into dogfights to keep the German aircraft at bay? Each timeline is contracted or dilated to give everybody equal measure and importance, whilst staying true to and very much in their situation. Yes, this means we're kept on our toes; we have moments of confusion as timelines cross over and we see the same thing happening from another point of view, but as we head into the finale, as well as the aforementioned tension and release (which is just exciting cinema), we also get to see how, despite very different perspectives, everyone was working together, and how sacrifice and struggle for duty were par for the course for all involved, whether other people knew it or not. It is important that we the audience recognise this bigger picture, and as everything clicks together in an emotive final convergence of efforts, we not only see the justification for the techniques adopted, but struggle to imagine the story told another way. That is, at least, without going down a standard route, with objective storytelling employed.
A proper review not being complete without comment on the elephant in the room, it must be said that Harry Styles does not stand out like the proverbial sore thumb at all. Frankly, he carries his scenes with aplomb, and surely, following the Heath Ledger lesson, and now this, it is time we learned that, maybe, Christopher Nolan just knows what he's doing better that we do? As to the other big names, there are moments from that remain with me so long after having seen it: Kenneth Brannagh and Mark Rylance can say so much with so little, their faces and gestures doing the heavy lifting to deliver a lot of the human emotion, and it would appear Tom Hardy has Oscar-worthy eyes! You need see nothing more through the course of his drama to have a complete sense of the type of man his Farrier is. We talk about great acting and achieving realism through imagination, but with the knowledge that Nolan actually took everyone to Dunkirk, sank real ships, sailed real ships, flew real Spitfires overhead, employed real explosions on the beach, and even rejected green screen and CGI in favour of cardboard cut-outs, it seems imagination wasn't too necessary for these already consummate actors.
Nolan's principle fan base will be well prepared for what they get; but with his insistence on holding back from the audience any perspective not afforded his characters, ala 'Memento', some knowledge of the "Miracle Of Dunkirk" might put the more casual viewer in better stead. Regardless of which camp you fall into, or indeed of whether or not the movie does it for you, certain things are for sure: With no melodrama or cheese, and no superfluous fluff or emotional subterfuge, 'Dunkirk' is a purely experiential movie, a technical marvel of a war film unlike any other I can name. It also stands as a beacon in Nolan's career, characterised by his desire to cultivate an audience willing to keep up with him. And perhaps most importantly, this is a key moment in world history that is often overlooked; a disaster averted which, had it not been, would have seen the history books written very differently. That this event has been marshalled by a confident and sincere director, who has surely by now cemented his name alongside those of his own heroes, is reason enough to see 'Dunkirk'.
An opening frame invites us to join a group of soldiers. Next, the loudest onslaught of gunfire kicks the film into another gear. We are given as much pause for thought as the soldiers we follow. We run with Tommy, played here by a Fionn Whitehead, and like him, we are aware of comrades falling dead next to us, but it is all panic and no time; we will lament their loss later. Set to the ticking of a watch, we feel Tommy's heart pounding with ours, and we know the tone for this audacious movie has been set.
We see the event from different perspectives and from within different time frames. Right now, not many directors can build momentum like Nolan. The jumping to and from different characters' point of view, the corkscrewing impression of the editing, events echoed and mirrored by Hans Zimmer's Shepherd's Tones and persistent, all enveloping score, acting at times more like sound design than music; it all results in a constant rise in tension, to the point of almost being exhaustive.
This said, the editing also serves another purpose. The "Miracle of Dunkirk" is a grand story, with every soldier, every pilot, and every civilian having their own point of view. Nolan wants us to build up an overall picture of the event purely through subjective experience, so of course we spend a tiring week with the terrified boys. Of course we spend a desperate day with a fisherman as he and his familial crew sail their way into action. Lastly, given the fuel constraints of the RAF, whose decisions had to be immediate and impulsive, always a choice between defending the beach or getting home, why would we spend any more that an edge-of-your-seat, quickly-cut hour in the cockpit of a Spitfire, as they do their duty and enter into dogfights to keep the German aircraft at bay? Each timeline is contracted or dilated to give everybody equal measure and importance, whilst staying true to and very much in their situation. Yes, this means we're kept on our toes; we have moments of confusion as timelines cross over and we see the same thing happening from another point of view, but as we head into the finale, as well as the aforementioned tension and release (which is just exciting cinema), we also get to see how, despite very different perspectives, everyone was working together, and how sacrifice and struggle for duty were par for the course for all involved, whether other people knew it or not. It is important that we the audience recognise this bigger picture, and as everything clicks together in an emotive final convergence of efforts, we not only see the justification for the techniques adopted, but struggle to imagine the story told another way. That is, at least, without going down a standard route, with objective storytelling employed.
A proper review not being complete without comment on the elephant in the room, it must be said that Harry Styles does not stand out like the proverbial sore thumb at all. Frankly, he carries his scenes with aplomb, and surely, following the Heath Ledger lesson, and now this, it is time we learned that, maybe, Christopher Nolan just knows what he's doing better that we do? As to the other big names, there are moments from that remain with me so long after having seen it: Kenneth Brannagh and Mark Rylance can say so much with so little, their faces and gestures doing the heavy lifting to deliver a lot of the human emotion, and it would appear Tom Hardy has Oscar-worthy eyes! You need see nothing more through the course of his drama to have a complete sense of the type of man his Farrier is. We talk about great acting and achieving realism through imagination, but with the knowledge that Nolan actually took everyone to Dunkirk, sank real ships, sailed real ships, flew real Spitfires overhead, employed real explosions on the beach, and even rejected green screen and CGI in favour of cardboard cut-outs, it seems imagination wasn't too necessary for these already consummate actors.
Nolan's principle fan base will be well prepared for what they get; but with his insistence on holding back from the audience any perspective not afforded his characters, ala 'Memento', some knowledge of the "Miracle Of Dunkirk" might put the more casual viewer in better stead. Regardless of which camp you fall into, or indeed of whether or not the movie does it for you, certain things are for sure: With no melodrama or cheese, and no superfluous fluff or emotional subterfuge, 'Dunkirk' is a purely experiential movie, a technical marvel of a war film unlike any other I can name. It also stands as a beacon in Nolan's career, characterised by his desire to cultivate an audience willing to keep up with him. And perhaps most importantly, this is a key moment in world history that is often overlooked; a disaster averted which, had it not been, would have seen the history books written very differently. That this event has been marshalled by a confident and sincere director, who has surely by now cemented his name alongside those of his own heroes, is reason enough to see 'Dunkirk'.
Purple Phoenix Games (2266 KP) rated Revolution! in Tabletop Games
Oct 31, 2019
My wife is not able to play games with me as much as either of us would like. We have kids, dogs, and other life responsibilities that limit our gaming time together. However, if there ever was a game that she loves to play and absolutely has figured out, it’s Revolution! by Steve Jackson Games (yes, the Munchkin Man). So that’s why I am including her guest score on this review. She seems to like it an awful lot.
Revolution! is an area control bidding game of influencing kingdom inhabitants to jockey for a superior position of power to win the game. The key is influencing the right people at the right time to gain resources, influence in the kingdom, and support (VPs).
DISCLAIMER – We are using the expansion “The Palace” along with our review as it add components to play with up to 6 people, and our game nights tend toward 6 players more than 4. The base game alone plays up to 4 players and uses 4 fewer characters to influence. Should we add in the “Anarchy” expansion we will either add that information here or link to the review from here. -T
To setup, place the main kingdom board on the table that outlines the different districts in which the players will be vying for majority influence. Each player chooses a color and receives all color-matched components: player reference screen, cubes, disc, and one bid board (which are all identical). Each player will also receive one Force token (red fist), Blackmail token (black envelope), and three Gold tokens (gold coins). You are now ready to begin.
Turns are taken simultaneously. Players will place tokens on their bid boards to denote which type of influence they plan to exert on an inhabitant and how many of each. For instance, you may place all your coins on the General and hope you win. Or maybe you want to place a coin and a blackmail on the Printer. Once all players have placed their influence on their boards, the privacy screens are lifted and each kingdom character is compared individually, one by one. Did your three Coins on the General fly, or did someone add a Blackmail token and prevail? Wait, one Blackmail wins? Yes, in Revolution! the gold Coins are the lowest value influence. So one Blackmail alone is enough to win against ANY NUMBER of Coins. Now, one Blackmail alone is defeated by one Blackmail and one Coin, but simply one Force would beat both of those attempts, as Force is the most powerful token type, but not all inhabitants are affected by Force. Take your General for example. Their color on the bid board is red, meaning that a red token will have no effect here. Once the winners of each kingdom person have been determined, the winners receive the benefits offered by each character. I will not go into detail the benefits each character gives you, but for an example (shown below on the play pic), the General awards the winner with one Support (VP), one Force (fist token), and you may place an influence cube in the Fortress. Before the next turn, each player will check their token collection and anyone who has less than five tokens will receive a number of Coins to bring their collection to five tokens.
As the bidding phase gains you resources for future rounds, or instant Support, etc, the second half of a round is influencing the different districts within the kingdom. You do this placing your won cubes on any space within a specific district to attempt majority control of it. At the end of the game, the players with majority control of each district will receive Support for the districts that correspond with what is printed on the board. These are VERY important as you can amass tons of Support from district majorities. The game continues in this fashion for a number of rounds until all influence spaces on the main kingdom board are full. Players then check for majority in each district and apply Support on the VP track. The player with the most Support at the end of the game is the winner! (It will be Kristin.)
Components. This is a heavy game, not in complexity, but in component weight. The boards are all of great quality, the cardboard tokens are nice, the wooden cubes are typical quality. The art on the game is good, if dated, but good. I have no complaints about the components.
As you can see from our scores at the top, we REALLY like this game. As one of the highest ranking games on BGG from Steve Jackson Games, this one delivers a great time of double thinking, bluffing your neighbors, and certainly rewards players for their great strategy. We used to play this game ALL THE TIME until it became futile playing against my wife. She is that good. At one point I thought I had her strategy figured out, but I have since lost it. However, I am always eager to play this and try again. One of these days I will claim victory. Revolution! could definitely stand an update, or re-theme, or something along with a reprint to bring it into more homes, but I am glad I have a copy (with all the expansions *shoulder brush*) and it will not be leaving my collection any time soon. That’s a mark of a great game, and that’s partly why Purple Phoenix Games gives this one a close-to-a-Golden-Feather-Award-recipient 23 / 24. If you see one in the wild, pick it up!
Revolution! is an area control bidding game of influencing kingdom inhabitants to jockey for a superior position of power to win the game. The key is influencing the right people at the right time to gain resources, influence in the kingdom, and support (VPs).
DISCLAIMER – We are using the expansion “The Palace” along with our review as it add components to play with up to 6 people, and our game nights tend toward 6 players more than 4. The base game alone plays up to 4 players and uses 4 fewer characters to influence. Should we add in the “Anarchy” expansion we will either add that information here or link to the review from here. -T
To setup, place the main kingdom board on the table that outlines the different districts in which the players will be vying for majority influence. Each player chooses a color and receives all color-matched components: player reference screen, cubes, disc, and one bid board (which are all identical). Each player will also receive one Force token (red fist), Blackmail token (black envelope), and three Gold tokens (gold coins). You are now ready to begin.
Turns are taken simultaneously. Players will place tokens on their bid boards to denote which type of influence they plan to exert on an inhabitant and how many of each. For instance, you may place all your coins on the General and hope you win. Or maybe you want to place a coin and a blackmail on the Printer. Once all players have placed their influence on their boards, the privacy screens are lifted and each kingdom character is compared individually, one by one. Did your three Coins on the General fly, or did someone add a Blackmail token and prevail? Wait, one Blackmail wins? Yes, in Revolution! the gold Coins are the lowest value influence. So one Blackmail alone is enough to win against ANY NUMBER of Coins. Now, one Blackmail alone is defeated by one Blackmail and one Coin, but simply one Force would beat both of those attempts, as Force is the most powerful token type, but not all inhabitants are affected by Force. Take your General for example. Their color on the bid board is red, meaning that a red token will have no effect here. Once the winners of each kingdom person have been determined, the winners receive the benefits offered by each character. I will not go into detail the benefits each character gives you, but for an example (shown below on the play pic), the General awards the winner with one Support (VP), one Force (fist token), and you may place an influence cube in the Fortress. Before the next turn, each player will check their token collection and anyone who has less than five tokens will receive a number of Coins to bring their collection to five tokens.
As the bidding phase gains you resources for future rounds, or instant Support, etc, the second half of a round is influencing the different districts within the kingdom. You do this placing your won cubes on any space within a specific district to attempt majority control of it. At the end of the game, the players with majority control of each district will receive Support for the districts that correspond with what is printed on the board. These are VERY important as you can amass tons of Support from district majorities. The game continues in this fashion for a number of rounds until all influence spaces on the main kingdom board are full. Players then check for majority in each district and apply Support on the VP track. The player with the most Support at the end of the game is the winner! (It will be Kristin.)
Components. This is a heavy game, not in complexity, but in component weight. The boards are all of great quality, the cardboard tokens are nice, the wooden cubes are typical quality. The art on the game is good, if dated, but good. I have no complaints about the components.
As you can see from our scores at the top, we REALLY like this game. As one of the highest ranking games on BGG from Steve Jackson Games, this one delivers a great time of double thinking, bluffing your neighbors, and certainly rewards players for their great strategy. We used to play this game ALL THE TIME until it became futile playing against my wife. She is that good. At one point I thought I had her strategy figured out, but I have since lost it. However, I am always eager to play this and try again. One of these days I will claim victory. Revolution! could definitely stand an update, or re-theme, or something along with a reprint to bring it into more homes, but I am glad I have a copy (with all the expansions *shoulder brush*) and it will not be leaving my collection any time soon. That’s a mark of a great game, and that’s partly why Purple Phoenix Games gives this one a close-to-a-Golden-Feather-Award-recipient 23 / 24. If you see one in the wild, pick it up!