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Bakjwi (Thirst) (2009)
Bakjwi (Thirst) (2009)
2009 | Drama, Horror, International
Unique take on vampires. (1 more)
Beautiful cinematography.
Father Sang-hyeon is a priest with a bleeding heart. He cares for his patients and does what's in his power to do whatever they ask. EV, the Emmanuel Virus, covers its victims from the waist up with blisters, causes ulcers and hemorrhages in muscle tissue, and even causes victims to vomit blood and die from excessive bleeding if the virus spreads to the internal organs. Sang-hyeon volunteers at the Emmanuel Lab in hopes of finding a treatment for the disease, but winds up contracting the disease himself and dying in the process. The blood he receives during the transfusion, however, miraculously brings him back from the edge of death. While being the lone survivor of the ordeal, the story detailing Sang-hyeon's journey gets more and more spectacular. He comes to the realization that drinking blood makes the blisters that cover his body disappear and that he has superhuman abilities. The transfusion has made Sang-hyeon a vampire. He stays with a childhood friend while struggling with finding ways to quench his hunger for blood in addition to falling in love with Tae-Joo, his best friend's wife.

If anyone sits down with me and has a conversation with me about movies, it's only a matter of time before I reveal that Oldboy is quite possibly my favorite film of all time. So it should be no surprise that I'm willing to see anything the director, Chan-wook Park, or lead actors, Choi Min-sik and Ji-Tae Yu, are involved with. Mainly because of my love for Oldboy, but also because I'm rarely disappointed with anything they are a part of. So when I heard Chan-wook Park was tackling a vampire film, I was thrilled and even more thrilled that he managed to deliver another solid film to his already impressive filmography.

The cinematography is the film's shining feature. Park really knows his stuff when it comes to shooting memorable scenes from behind a camera. Every shot is filled with vibrant colors that leap off of the screen. Every frame of the film seems to tell a story all on its own. I hope there's a Blu-ray release of this film because it will look fantastic. It's rather intriguing to see which elements of the vampire mythology Park used for his vision. Sang-hyeon has to drink blood to survive and to stay looking flawless, has incredible strength, and is vulnerable to sunlight. He doesn't, however, have fangs and also has a reflection in the mirror.

Although I've never seen the film, I couldn't help but feel like this was Chan-wook Park's version of Twilight. The entire middle portion of the film is devoted to Sang-hyeon's and Tae-Joo's love for one another. It felt like the adult version of Twilight, really. There's a lot of blood, nudity, sex, and even a few obscenities thrown in for good measure. Maybe it's the Chan-Wook Park fanboy in me, but I honestly feel like I can guarantee that this is the better film of the two. The psychological aspect that I love about Park's previous films is in Thirst, as well. That's a major factor for me as any film that causes me to think or is unusual in any way winds up becoming a fan favorite. The soundtracks to Park's films always seem to fit its respective film like a glove. Thirst is no exception. While the soundtrack is a bit more subtle this time around, it fit the overall atmosphere of the film rather effortlessly.

The middle portion of the film did seem to drag on longer than everything else in the film. It's weird though as the scenes during that time are crucial to the storyline of the film and it's hard to imagine Thirst being the same film if any of those scenes were cut. Nevertheless, it is my one nitpick of the film.

Chan-wook Park bites into the vampire mythology with Thirst and puts his own dark, psychological twist on it. Park's films always seem to have a specific formula or include most of the following: great writing, beautiful cinematography, a solid cast, some sort of psychological twist that'll mess with your head, and a memorable ending.
  
Deckscape: Crew vs Crew - The Pirate's Island
Deckscape: Crew vs Crew - The Pirate's Island
2021 | Card Game, Pirates, Puzzle, Real-time
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and having played two other Deckscape games, how did this one fare for me? Much better. Read on.

These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.

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 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 info, you may purchase a copy online or from your FLGS. -T


To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.


Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.

Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.

I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.
  
Velvet Buzzsaw (2019)
Velvet Buzzsaw (2019)
2019 | Drama, Horror, Mystery
Ever since Netflix have proven themselves as a fantastic streaming platform, everyone gets hyped about their ‘Originals’. Velvet Buzzsaw was no exception, and when the first trailer dropped I was so excited to watch it. Everything about it seemed great; it was written and directed by Dan Gilroy (the guy who gave us the fantastic Nightcrawler), and the cast was incredible. Who could say no to Jake Gyllenhaal, Rene Russo AND Toni Collette? Not me. Unfortunately, this wonderful mix didn’t live up to my expectations at all and left me feeling very disappointed.

The main issue I had with Velvet Buzzsaw is that the pacing is horrendously slow. The first 45 minutes felt like nothing but exposition, when it was a relatively simple concept for the audience to grasp. The film follows a bunch of art critics, artists and patrons of the arts as they uncover a series of paintings from an unknown artist. However, they’re not your normal paintings because a supernatural force lurks within them waiting to enact revenge. That’s it, that’s the synopsis. So why waste so much screen time dragging things out? The trailer made this look like a fast paced, intense thriller, but the reality is nothing like that.

It’s a shame the pacing and screenplay is so weak, because Velvet Buzzsaw does have a few redeeming features. The quality of acting is very good, and visually it’s beautiful to look at, particularly the locations and the paintings that appear throughout. I especially enjoyed the characters Rhodora Haze (Rene Russo) and Gretchen (Toni Collette), as they embody the typically powerful, ruthless and bitchy personas one would expect from this industry. They satirise art lovers perfectly, which is partially why I haven’t rated this film lower. In all honesty, these actors deserved better than the script they were dealt, and it’s a shame such talent was wasted here. I’m having trouble understanding how you can take such an interesting concept and brilliant actors, and make it so boring.

Even the inevitable death scenes are pretty dull, and play like a straight to TV horror film that doesn’t quite hit the mark. Velvet Buzzsaw fails to execute any sort of suspense, or even terror, so when people eventually die you’re just sat there like “Huh, is that it?”. After such a slow first act, you expect some kind of payoff, but it never arrives. Again, the trailer had some pretty scary moments that made me expect a few jump scares or intense moments. I’m confused about why this was even marketed as a horror-thriller, when it lacks so many of the aspects that make both those genres great. I didn’t feel scared at all, and even when the characters we were supposed to hate met their demise, there was no morbid satisfaction in it. To be completely honest, I was apathetic towards the whole thing. I just wanted it to end.

If you are a fan of slow-burning films that take a while to get going, then you might enjoy Velvet Buzzsaw more than I did. I don’t necessarily have a problem with these types of films, but you still need to keep the audience gripped somehow. You need to give people a reason to keep watching.

Gilroy’s attempt to show the horrors of the art world falls flat, and certainly doesn’t live up to the expectations based on the success of Nightcrawler. Part of me even wondered how this was the same man, it felt so vastly different to his other work. Netflix Originals rarely let me down, but this time, they really did.

https://jumpcutonline.co.uk/review-velvet-buzzsaw-2019/
  
Dungeon Drop
Dungeon Drop
2020 | Adventure, Fantasy
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.

Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.

The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.


When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.

Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.


When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
  
The Intouchables (2012)
The Intouchables (2012)
2012 | Comedy, Drama, International
Beautifully acted (2 more)
Well-directed
Heart warming
A foreign film that everyone should watch
I don’t think there has been one foreign film that I have watched that I have not liked or one that has not moved me in some way. It’s good to be able to pull away from mainstream Hollywood films and delve into another language.

This time I went for a heartwarming tale about a French aristocrat and a man from the projects who form an unlikely bond. Driss (Omar Sy) struggles in life, he lives at home with a large extended family and does his best to make ends meet.

Looking to show the benefits office that he is trying to find work so he can claim is not the easiest way to make money. On the other side, Philippe (François Cluzet) is dependent on everyone in his life, since a paragliding accident left him paralyzed from the neck down.

During an interview process to find his next carer in which Driss applies for the pair seemingly hit it off, and so begins a wonderful and awe-inspiring story. Driss who has never really needed to take responsibility after being pushed out on the street by his Aunt finds a new companion in Philippe.

Philippe too has found someone to share a smile with again, a laugh and most importantly someone that does not pity him which he feels is the most important. There is no particular story in this to adhere to, it’s about the growing relationship between two different people from opposite ends of the financial spectrum and how important they realise they are to each other.

Driss has to come to grips with the lifestyle that Philippe leads, how he has to be on call at every hour of the day, but living inside the large Parisian mansion he gets a taste of what his life is like to be wealthy and to seemingly have it all.

When Driss discovers that Philippe has an epistolary relationship with a woman he forces him to speak to her on the phone as opposed to the continual writing of letters, even going so far as to set him up on a date. Dris and Philippe force each other to step out of their comfort zones and to realize there is so much more in life.

The film’s serious nature is broken in parts by some beautiful light-hearted comedy, Driss realizing what the rubber gloves are for, and that foot cream is not shampoo. It’s been a while since I genuinely laughed out loud at any film.

When Philippe and Driss decide it is time to part ways there is a deflating sense of sadness that their relationship is over, but both men soon discover that they need each other in their life more than ever. Based on a true story it’s a brilliantly written and well-directed film that tugs at the heartstrings but will have you smiling all the way through.
  
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Purple Phoenix Games (2266 KP) rated Loopin' Chewie in Tabletop Games

Aug 21, 2019 (Updated Mar 31, 2021)  
Loopin' Chewie
Loopin' Chewie
2014 | Action, Electronic, Entertainment, Flight / Aviation, Kids Game
Cue the opening crawl! Chewbacca is attempting to take out the entire army of Storm Troopers on his own! Will he succeed, or can you fend him off in this unpredictable family game for 2-3 Storm Troopers?


Loopin’ Chewie is a re-theming of an older game titled Loopin’ Louie. I never played Loopin’ Louie, and I am a fan of Star Wars (not a super duper fan, but I like the series), so when I saw this at Wal-Mart (of all places) I picked it up. For $13. I knew my son would love it, so that’s why I bought it. Yeah, that’s why.
In Loopin’ Chewie the players are supposed to be protecting the Death Star from Chewbacca flying in the Millennium Falcon. Chewie flies around the play area and dives at the players’ Storm Trooper discs trying to cut them down. The players are readied at their own personal station to swat Chewie away and rein terror on their opponents using colorful levers.

To setup the game, assemble the components as instructed in the rule sheet to build a teetering tower of unpredictable Chewbacca Falcon dives. Give each player three Storm Trooper discs to be loaded in their play area, turn on the central motor and the game is off!


Players will be tapping their lever when Chewie dives close to their area in attempts to shoo him away to opponents. Players are eliminated from the round when all three of their Storm Trooper discs have been flattened by Chewbacca. Play continues as players swat Chewie this way and that until one player remains with discs in their area. This player is the victor and will need to accept challenges from their opponents to play just one more round. Again and again.
Components. For a $13 family game from Hasbro found at Wal-Mart, the components here are actually quite stellar. The Chewbacca riding the Millennium Falcon is great, the overall design of the player areas and Storm Trooper discs is wonderful, and I have not had one problem with the motorized components presented. A+ from me on components here.

This is obviously not a gamer’s game, but it certainly is fun when you are playing with other people, especially with children. The sheer joy on their faces is worth everything as Chewie comes attacking and they are able to fend him off and send him your way as you (maybe purposefully) are too slow on the swat and your Storm Troopers are defeated. It is quick, super light, and can effectively work as a filler game, or just something to pull out when you need to entertain the littles for a few minutes. It won’t last throughout an entire nap period, but it will certainly do well to bond with your children (or drinking buddies I guess) over a silly game of Chewbacca pouncing on your Storm Troopers.

If you find this one out in the wild, pick it up. Your kids will thank you.
  
Destinies
Destinies
2021 | Adventure, Exploration, Fantasy, Medieval
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.

Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.

DISCLAIMER: We are using the Kickstarter 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


Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.

Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.

The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.


Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.

I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.

Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.

What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.

If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
  
<b><i>The author/publisher provided a free copy of the book for review purposes - thank you! Receiving a review copy does not guarantee a positive review and therefore do not affect the opinion or content of the review.</i></b>
I honestly forgot about writing a review for <i>Cage of Destiny</i> after reading it, so I am now fashionably late in the reviewing scheme of things.

My excuse: I've been trying to get both of my co-bloggers into reading this and it has not happened yet. My mission will continue. (Also Anelise’s library is cooler than mine because she says they have a copy of the first book.)

<b>I honestly live for Davis’s introductions because they give me life</b>. It's one of the rare things that never happen in books but it happened and I always look forward to reading it. <b>Also it seems like there will be more books?</b> Which means I might get more of one of my favorite bad-ass princess? My heart is overjoyed. *rolls into abyss of happiness*

<i>Cage of Destiny</i> starts right off from <i><a href="http://www.bookwyrmingthoughts.com/blog-tour-cage-of-darkness-by-jennifer-anne-davis-arc-review"; target="_blank" rel="noopener noreferrer">Cage of Darkness</a></i>, when Allyssa is given the ultimate choice from her parents to walk away from her crown or continue the path of being empress of Emperion. This makes things a lot interesting since <i><a href="http://www.bookwyrmingthoughts.com/blog-tour-cage-of-deceit-by-jennifer-anne-davis-arc-review"; target="_blank" rel="noopener noreferrer">Cage of Deceit</a></i> revealed <b>Allyssa is a bad-ass princess who sneaks around the kingdom just to take down criminals in a disguise. </b>And now she has a decision while taking down evil queen interested in kingdom domination!

To be a ruler, or not to be a ruler, that is the question.

And of course, <b>there is a love triangle, which is kind of strange yet thrilling at the same time.</b> Unlike most love triangles where the poor girl is playing “Pick a Boy” and us poor readers are fighting around with teams, <b>there's only one side to this love triangle.</b> The other guy is just there hanging on hopelessly, and my heart is happy because <b>Davis isn't busy pulling around with my poor heartstrings and there is only one ship to this story.</b>

Which basically leads me into some of the characters of book three. All of the major characters have been introduced in either the first or second book, so a lot of those characters are returning. In addition to that, <b>there are some new characters as well, so maybe there's a book four? That is yet to be seen.</b>

But let me take a moment to appreciate Kerdan, who got introduced in the previous book and will be playing a larger role than floating around and plotting and being all around mysterious prince warrior. <b>Kerdan is basically the Kenji from <i>Shatter Me</i></b> - all funny personality with more page time than Kenji did, but also my favorite character other than Allyssa.

In fact, <b>Kerdan probably brings out the funny side of Allyssa, </b>which I will definitely not complain about.
<b>
</b> <b><i>Cage of Destiny </i>brings a satisfying conclusion to one story with an unknown promise of future books</b> - I'll be looking forward to future books regardless.

<a href="https://bookwyrmingthoughts.com/cage-of-destiny-by-jennifer-anne-davis/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
Six of Crows
Six of Crows
Leigh Bardugo | 2016 | Science Fiction/Fantasy, Young Adult (YA)
10
9.2 (45 Ratings)
Book Rating
Every so often a book will come along which will make you re-evaluate all the 5 star reviews you have given in the past. Six of Crows for me is that book. Set in Leigh Bardugo's "Grishaverse" it is the tale of an impossible heist where the rewards far outweigh the risk. Our main protagonist Kaz Brekker is fast becoming a legend in the bowels of the Barrel, the criminal underworld of Ketterdam. He is young, but a driven and ruthless trickster, with a team to match. They are tasked with breaching the heavily fortified Ice Court to rescue a scientist held hostage. It's a feat which has never been achieved, but with the promise of a reward that will take Kaz and his team out of the bottom of the Barrel it's risk he's willing to take, after all, just how many things could go wrong?

Six of Crows is told in multiple points of view, which can sometimes be confusing for me but there were only a couple of occasions that I found myself flipping back to the start of the chapter to remind myself who in the limelight. I felt that this was a style that worked really well with this story as the main six often found themselves in different places with different tasks and this way of storytelling allowed it all to come seamlessly together. Whilst it does majorly involve the Grisha, I found it was a world that I easily fell into pace with, without having read the Grisha Trilogy first. I'm told there are a number of nods which are present but I never felt lost or like I was missing out.

The characters are fantastic, my favourite by far was Inej, the wraith. Rescued from the oldest profession by Kaz, she is a force to be reckoned with, a silent assassin. There are no walls she can't climb or secrets she can't glean. I felt most for her, what she had been through before joining with Kaz and how it had driven her to become who she now was. I loved the sense of purpose that grew within her throughout the story. The others too though all have their stories to tell, a proper band of misfits all with their secrets and terrible histories that have shaped them. It's hard to remember that they are all teenagers, but then that makes them easier to underestimate.

The audacity behind Kaz's plan is immeasurable and it is through this that I am just in awe of the writing. At just shy of 500 pages there was not a single moment of rest for the reader, I felt on edge every step of the way. I felt fear for these characters, trepidation but also the good humour that only a rag tag bunch of forgotten teenagers could have in the circumstances they faced. I simply did not want to put this down, at all. The last of the six sections I tried to slow down as I knew it was coming to an end but it pulled me in and wouldn't let go. It's rare for a book to leave me breathless, but this one really did. It's the first of a duology and I can't wait for pay day to roll round so I can pick up Crooked Kingdom. If I could give this six stars I would, It's a truly amazing read and If you're a YA fantasy fan you will not be disappointed!