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Purple Phoenix Games (2266 KP) rated Cloud City in Tabletop Games
Oct 21, 2020
Uh oh, another city-building game. I am notoriously horrible with the theme and mechanics, but I do love playing them anyway. But maybe it’s just because most games involve sprawling out, and maybe my specialty is sprawling up. Maybe, just maybe, I can be a vertical architect and leave the land-grubbing to those “other” architects.
Cloud City is a tile and building placing game for two to four players that is super light and super quick to play. In it players are building architects attempting to plan the greatest use of resources to create the most breathtaking buildings and connections of walkways all above the clouds. The winner is the player who amasses the most City Council votes by creating walkways that span daring lengths and connect same-sized buildings in the sky.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup set aside the starter Cloud tiles for use as player tiles (they have bird icons on them). Shuffle the remaining Cloud tiles and make a giant draw stack. Reveal three tiles for an offer row. Each player draws three Cloud tiles into their hand to be kept secret from the other players. They also will take the appropriate building pieces to place on their starting tiles. Keep the building pieces nearby as they will be used during the game. Players may now begin their bids for architect supreme!
On their turn each player will place a tile from their hand to add to their city, place the corresponding building pieces on the two areas of the tile, optionally build walkways to connect buildings, and then refill their hand of tiles.
When placing a tile, a few rules must be observed: tiles must be placed orthogonally adjacent to an existing tile in the city, may be rotated any direction, and must never be placed outside of a 3×3 tile grid (like the placement rules in Kingdomino).
Once tiles are placed, grab the matching-colored building pieces for the newly placed tile and plop them down on the icons. As the building in the city begin the spring up above the clouds they will need to be connected to buildings of the same height.
To connect these buildings players will take from the supply walkway tokens of different lengths and place them between building of matching height, as shown below. It is these walkways that score the players points as votes from the City Council.
As the player now has only two tiles in hand, a third tile will need to be drawn from either the offer row or blindly from the top of the draw pile. It is now the next player’s turn and the game ends once all players have built their 3×3 city!
Components. This game consists of a bunch of thick cardboard Cloud tiles (48), a bunch more walkway tokens (93), and even more building pieces (96). The tiles are all thick cardboard with minimal but effective art, and are great quality. The walkways are similar thickness and quality and fit into the depressions on the building tops quite nicely. And finally, those building pieces. Oh man, these are great! Super durable plastic (or resin if there’s a difference? I was never very good at chemistry) in three colors and heights. Not needed but certainly appreciated is the detail on each piece with sculpted windows and doors. These are fun pieces to handle during game play and see being built in front of you. Excellent components in this box!
Gameplay is super simple and quick! There are only four real rules to remember (with some restrictions per rule, but they make sense) and as there are only three tiles in hand to build on a turn, AP-prone gamers will still be able to take acceptable-length turns. It’s quick, light, and boasts some great components.
Cloud City is a sure-fire hit and big time winner for me. In fact, I am planning on having my 4-year-old play it with me to truly test the box stating ages 10+. If I can get him to sit still for 30 minutes and concentrate on something other than the tablet or TV I think he will really enjoy it. If you are looking for a great gateway game that even could act as a filler with great components and gameplay that makes you consider the old, “Just one more” attitude, then give Cloud City a look. Blue Orange Games has really increased their production values and choices of games to release. They are remarkable! Just like Cloud City: remarkable!
Cloud City is a tile and building placing game for two to four players that is super light and super quick to play. In it players are building architects attempting to plan the greatest use of resources to create the most breathtaking buildings and connections of walkways all above the clouds. The winner is the player who amasses the most City Council votes by creating walkways that span daring lengths and connect same-sized buildings in the sky.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup set aside the starter Cloud tiles for use as player tiles (they have bird icons on them). Shuffle the remaining Cloud tiles and make a giant draw stack. Reveal three tiles for an offer row. Each player draws three Cloud tiles into their hand to be kept secret from the other players. They also will take the appropriate building pieces to place on their starting tiles. Keep the building pieces nearby as they will be used during the game. Players may now begin their bids for architect supreme!
On their turn each player will place a tile from their hand to add to their city, place the corresponding building pieces on the two areas of the tile, optionally build walkways to connect buildings, and then refill their hand of tiles.
When placing a tile, a few rules must be observed: tiles must be placed orthogonally adjacent to an existing tile in the city, may be rotated any direction, and must never be placed outside of a 3×3 tile grid (like the placement rules in Kingdomino).
Once tiles are placed, grab the matching-colored building pieces for the newly placed tile and plop them down on the icons. As the building in the city begin the spring up above the clouds they will need to be connected to buildings of the same height.
To connect these buildings players will take from the supply walkway tokens of different lengths and place them between building of matching height, as shown below. It is these walkways that score the players points as votes from the City Council.
As the player now has only two tiles in hand, a third tile will need to be drawn from either the offer row or blindly from the top of the draw pile. It is now the next player’s turn and the game ends once all players have built their 3×3 city!
Components. This game consists of a bunch of thick cardboard Cloud tiles (48), a bunch more walkway tokens (93), and even more building pieces (96). The tiles are all thick cardboard with minimal but effective art, and are great quality. The walkways are similar thickness and quality and fit into the depressions on the building tops quite nicely. And finally, those building pieces. Oh man, these are great! Super durable plastic (or resin if there’s a difference? I was never very good at chemistry) in three colors and heights. Not needed but certainly appreciated is the detail on each piece with sculpted windows and doors. These are fun pieces to handle during game play and see being built in front of you. Excellent components in this box!
Gameplay is super simple and quick! There are only four real rules to remember (with some restrictions per rule, but they make sense) and as there are only three tiles in hand to build on a turn, AP-prone gamers will still be able to take acceptable-length turns. It’s quick, light, and boasts some great components.
Cloud City is a sure-fire hit and big time winner for me. In fact, I am planning on having my 4-year-old play it with me to truly test the box stating ages 10+. If I can get him to sit still for 30 minutes and concentrate on something other than the tablet or TV I think he will really enjoy it. If you are looking for a great gateway game that even could act as a filler with great components and gameplay that makes you consider the old, “Just one more” attitude, then give Cloud City a look. Blue Orange Games has really increased their production values and choices of games to release. They are remarkable! Just like Cloud City: remarkable!

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Bob Mann (459 KP) rated Downton Abbey (2019) in Movies
Sep 28, 2021
Very little happens…. and it’s totally glorious!
The “Downton Abbey” TV show is comfortingly bland. The tales of the well-heeled Grantham family and the below-stairs antics of their servants. But for those who have followed Julian Fellowes‘ pot-boiler drama through all six seasons, and a number of Christmas specials, it’s like a favourite jumper… or rediscovering your comfy slippers just as the nights start getting colder.
But in a world where TV spin-off movies are notoriously dire, would this movie by the nail in Downton’s coffin?
Thankfully not.
It’s a glorious production! The opening of this film will, I’m sure, fill all Downton fans with utter glee. John Lunn‘s music builds progressively as a royal letter wends its way through the 1927 postal system, eventually ending up (as the famous theme finally emerges spectacularly) at the doors of Downton Abbey. (Downton is of course the gorgeous Highclere Castle near Newbury, acting as a star of the film in its own right. Somewhere I was lucky enough to visit just a couple of weeks before filming began).
The plot(s).
In a year of Thanos-crushing drama, there really is nothing very substantial going on here!
The King (George V, an almost unrecognizable Simon “Hitchhikers Guide” Jones) and Queen Mary (Geraldine James) are staying over in Downton for one night on their Yorkshire tour. This naturally sets the below-stairs staff into a bit of a tizz, as indeed it does the whole village. But their glee at involvement and recognition is a bit premature, since the royal entourage – headed by an officious Mr Wilson (David Haig) – parachute the complete gamut of staff into the location to serve the royal party, so bypassing the locals completely.
The ‘Downton massive’ are of course having none of this, and a battle-royale ensues.
Scattered as sub-plots like confetti at a wedding are a military man putting a strong arm around the potentially-risky Irish Tom Branson (Allen Leech); a family rift that erupts between Aunt Violet (Maggie Smith) and cousin (and royal lady-in-waiting) Maud Bagshaw (Imelda Staunton); a sobbing princess (Kate Phillips); an over-enthusiastic shopkeeper (Mark Addy), who is difficult to let-down gently; a plumbing emergency with romantic jealousy and sabotage involved; the sexual preferences of Barrow (Robert James-Collier) getting him into trouble; and a potential love-interest for the widowed Tom with Maud’s maid Lucy (Tuppence Middleton). (There are probably half a dozen others that I’ve forgotten!)
A huge ensemble cast.
As befits a show that has gone over six seasons, there is a huge ensemble cast involved. Inevitably, some get more air time than others. Bates (Brendan Coyle) seems to be particularly short-changed, and above stairs I thought the same was true – strangely enough – of the Crawleys (Hugh Bonneville and Elizabeth McGovern).
As for Henry Talbot (Matthew Goode), he’s hardly in it at all! Apart from some impressive camera gymnastics for his running-up-the-stairs arrival, he doesn’t make much of an impression at all. (I can only guess he had other filming commitments).
These are players that have worked together as a team for many years, and it shows.
But the acting kudos has to go to Maggie Smith who steals absolutely every scene she’s in, with genuinely witty lines – “I’ll lick the stamps myself” (LoL). Close behind though is Imelda Staunton who also turns in a very impressive performance.
Glorious photography.
The photography is fantastic throughout, with deep rich colours, pin-sharp focus and some seriously dramatic pans. A big hats off to cinematographer Ben Smithard, but also to his drone team (“The helicopter ladies”) for delivering some jaw-droppingly gorgeous shots of Highclere castle.
(By the way, I thought the picture at my local Picturehouse cinema – Harbour Lights in Southampton – was particularly stunning: I queried it with them, and they said they had changed the (very expensive) projector bulb just that day! These things clearly matter!)
Will is appeal?
If you are a Downton fan, yes, Yes, YES! I have been a moderate fan of the TV series, but went with superfans – the illustrious Mrs Movie-Man and (as a guest visitor) Miss Movie-Man. I loved it, but the two ladies were ecstatic with the movie.
Even if you have never seen an episode, it is easy to pick up and the quality of the production is so impressive I don’t think you will be disappointed.
As such, I think I need to post a blend of ratings for this one.
But in a world where TV spin-off movies are notoriously dire, would this movie by the nail in Downton’s coffin?
Thankfully not.
It’s a glorious production! The opening of this film will, I’m sure, fill all Downton fans with utter glee. John Lunn‘s music builds progressively as a royal letter wends its way through the 1927 postal system, eventually ending up (as the famous theme finally emerges spectacularly) at the doors of Downton Abbey. (Downton is of course the gorgeous Highclere Castle near Newbury, acting as a star of the film in its own right. Somewhere I was lucky enough to visit just a couple of weeks before filming began).
The plot(s).
In a year of Thanos-crushing drama, there really is nothing very substantial going on here!
The King (George V, an almost unrecognizable Simon “Hitchhikers Guide” Jones) and Queen Mary (Geraldine James) are staying over in Downton for one night on their Yorkshire tour. This naturally sets the below-stairs staff into a bit of a tizz, as indeed it does the whole village. But their glee at involvement and recognition is a bit premature, since the royal entourage – headed by an officious Mr Wilson (David Haig) – parachute the complete gamut of staff into the location to serve the royal party, so bypassing the locals completely.
The ‘Downton massive’ are of course having none of this, and a battle-royale ensues.
Scattered as sub-plots like confetti at a wedding are a military man putting a strong arm around the potentially-risky Irish Tom Branson (Allen Leech); a family rift that erupts between Aunt Violet (Maggie Smith) and cousin (and royal lady-in-waiting) Maud Bagshaw (Imelda Staunton); a sobbing princess (Kate Phillips); an over-enthusiastic shopkeeper (Mark Addy), who is difficult to let-down gently; a plumbing emergency with romantic jealousy and sabotage involved; the sexual preferences of Barrow (Robert James-Collier) getting him into trouble; and a potential love-interest for the widowed Tom with Maud’s maid Lucy (Tuppence Middleton). (There are probably half a dozen others that I’ve forgotten!)
A huge ensemble cast.
As befits a show that has gone over six seasons, there is a huge ensemble cast involved. Inevitably, some get more air time than others. Bates (Brendan Coyle) seems to be particularly short-changed, and above stairs I thought the same was true – strangely enough – of the Crawleys (Hugh Bonneville and Elizabeth McGovern).
As for Henry Talbot (Matthew Goode), he’s hardly in it at all! Apart from some impressive camera gymnastics for his running-up-the-stairs arrival, he doesn’t make much of an impression at all. (I can only guess he had other filming commitments).
These are players that have worked together as a team for many years, and it shows.
But the acting kudos has to go to Maggie Smith who steals absolutely every scene she’s in, with genuinely witty lines – “I’ll lick the stamps myself” (LoL). Close behind though is Imelda Staunton who also turns in a very impressive performance.
Glorious photography.
The photography is fantastic throughout, with deep rich colours, pin-sharp focus and some seriously dramatic pans. A big hats off to cinematographer Ben Smithard, but also to his drone team (“The helicopter ladies”) for delivering some jaw-droppingly gorgeous shots of Highclere castle.
(By the way, I thought the picture at my local Picturehouse cinema – Harbour Lights in Southampton – was particularly stunning: I queried it with them, and they said they had changed the (very expensive) projector bulb just that day! These things clearly matter!)
Will is appeal?
If you are a Downton fan, yes, Yes, YES! I have been a moderate fan of the TV series, but went with superfans – the illustrious Mrs Movie-Man and (as a guest visitor) Miss Movie-Man. I loved it, but the two ladies were ecstatic with the movie.
Even if you have never seen an episode, it is easy to pick up and the quality of the production is so impressive I don’t think you will be disappointed.
As such, I think I need to post a blend of ratings for this one.

Hadley (567 KP) rated A Luminous Republic in Books
Aug 13, 2020
Well-written (1 more)
Unpredictable
Andres Barba's A Luminous Republic has feral children, senseless murders, and a plot that keeps the story moving enough that the reader won't want to put the book down. This story creatively combines politics, murder, fear and family - - - but the best part is, the book is unpredictable.
We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.
While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.
The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.
But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.
But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "
This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.
Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.
A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.
We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.
While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.
The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.
But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.
But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "
This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.
Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.
A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.

Heather Cranmer (2721 KP) rated TaleSpins in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I love alternate takes on fairy tales, so I was super happy when I was asked if I wanted to review TaleSpins (TaleSpins #1-3) by Michael Mullin! I must say that I loved this book!
The three stories are all short and are written in rhyming verse and can be bought individually. TaleSpins (TaleSpins #1-3) is just the collection of three stories in one place.
I must say that I do like the cover! It has to do with the story of 8th Dwarf.
For my review, I will be reviewing each story individually.
*
8th Dwarf
This is a retelling of Snow White. In this story, there was an eighth dwarf called Creepy who was locked int he basement so he'd be out of sight and out of mind. He was disfigured and lived up to his name. Creepy tells us the story of what really happened.
I enjoyed the story of 8th Dwarf. I felt bad for Creepy though because all he wanted was to be treated like a normal person and not like a criminal. He tries to save Snow White from the evil witch so many times, yet Snow White is too thick to realize that the witch is taking advantage of her. I enjoyed the rhyming, and I loved the font changes and little pictures during the story. I don't know if this is included in the ebook version, but it is in the paperback version.
8th Dwarf gets a 5 out of 5.
*
The Plight and Plot of Princess Penny
This is the story of a 15 year old princess named Penny who is bullied at school by a girl named Darcy. Penny is tired of being bullied by Darcy and seeks out a witch to help her get back at Darcy. Along the way she meets a troll named Jink. Jink warns her to stay away from the witch, but Penny will not listen. When Penny steals from the witch, Penny is taken prisoner by her. It's up to Jink to help Penny.
The Plight and Plot of Princess Penny references many fairy tales. I enjoyed all the references because it took me back to back to my childhood, especially the reference to Hansel and Gretel. While I didn't find this story as interesting as 8th Dwarf, it was still fun to read. Sometimes, I felt as if it had gotten to be a bit long winded and found my eyes were starting to glaze over. However, the pacing would pick back up, and I'd be enthralled in the story once again. I believe this story helps to teach us that nothing is ever as it seems.
The Plight and Plot of Princess Penny gets a 3.75 out of 5.
*
Jack'd
Jack'd is a take on the original Jack and the Beanstalk story. A doctor comes home to find a valuable treasure of his has been stolen by a teenager named Jack. While trying to locate Jack, the doctor comes across an elf like person who spray paints choices as doors for the doctor to make/take. The doctor becomes responsible for what happens to Jack.
Wow, wow, wow! This is definitely my favorite story in the book! Mr. Mullin sure did save the best for last! Jack'd read like one of those old film noir detective stories....at least, that's how it read to me. I found it interesting the way that the doctor had the choice as to what would happen to Jack...kind of like those choose your own ending books. I also loved how the verse was written in this story. I never even saw the plot twist coming!
Jack'd gets a definite 5 out of 5.
*
TaleSpins (TaleSpins #1-3) is a fantastic take on classic fairy tales. Michael Mullin brings in his own style of writing to make the fairy tales we've all come to know become fresh again.
I'd recommend this book to anyone aged 8+ (except Jack'd due to the theme. Jack'd, I'd recommend to those age 13+) who wants to get a thrill out of fairy tales again.
TaleSpins (TaleSpins #1-3) by Michael Mullin gets a 4.5 out of 5 overall.
(I received a free paperback copy of this title from the author in exchange for a fair and honest review).
I love alternate takes on fairy tales, so I was super happy when I was asked if I wanted to review TaleSpins (TaleSpins #1-3) by Michael Mullin! I must say that I loved this book!
The three stories are all short and are written in rhyming verse and can be bought individually. TaleSpins (TaleSpins #1-3) is just the collection of three stories in one place.
I must say that I do like the cover! It has to do with the story of 8th Dwarf.
For my review, I will be reviewing each story individually.
*
8th Dwarf
This is a retelling of Snow White. In this story, there was an eighth dwarf called Creepy who was locked int he basement so he'd be out of sight and out of mind. He was disfigured and lived up to his name. Creepy tells us the story of what really happened.
I enjoyed the story of 8th Dwarf. I felt bad for Creepy though because all he wanted was to be treated like a normal person and not like a criminal. He tries to save Snow White from the evil witch so many times, yet Snow White is too thick to realize that the witch is taking advantage of her. I enjoyed the rhyming, and I loved the font changes and little pictures during the story. I don't know if this is included in the ebook version, but it is in the paperback version.
8th Dwarf gets a 5 out of 5.
*
The Plight and Plot of Princess Penny
This is the story of a 15 year old princess named Penny who is bullied at school by a girl named Darcy. Penny is tired of being bullied by Darcy and seeks out a witch to help her get back at Darcy. Along the way she meets a troll named Jink. Jink warns her to stay away from the witch, but Penny will not listen. When Penny steals from the witch, Penny is taken prisoner by her. It's up to Jink to help Penny.
The Plight and Plot of Princess Penny references many fairy tales. I enjoyed all the references because it took me back to back to my childhood, especially the reference to Hansel and Gretel. While I didn't find this story as interesting as 8th Dwarf, it was still fun to read. Sometimes, I felt as if it had gotten to be a bit long winded and found my eyes were starting to glaze over. However, the pacing would pick back up, and I'd be enthralled in the story once again. I believe this story helps to teach us that nothing is ever as it seems.
The Plight and Plot of Princess Penny gets a 3.75 out of 5.
*
Jack'd
Jack'd is a take on the original Jack and the Beanstalk story. A doctor comes home to find a valuable treasure of his has been stolen by a teenager named Jack. While trying to locate Jack, the doctor comes across an elf like person who spray paints choices as doors for the doctor to make/take. The doctor becomes responsible for what happens to Jack.
Wow, wow, wow! This is definitely my favorite story in the book! Mr. Mullin sure did save the best for last! Jack'd read like one of those old film noir detective stories....at least, that's how it read to me. I found it interesting the way that the doctor had the choice as to what would happen to Jack...kind of like those choose your own ending books. I also loved how the verse was written in this story. I never even saw the plot twist coming!
Jack'd gets a definite 5 out of 5.
*
TaleSpins (TaleSpins #1-3) is a fantastic take on classic fairy tales. Michael Mullin brings in his own style of writing to make the fairy tales we've all come to know become fresh again.
I'd recommend this book to anyone aged 8+ (except Jack'd due to the theme. Jack'd, I'd recommend to those age 13+) who wants to get a thrill out of fairy tales again.
TaleSpins (TaleSpins #1-3) by Michael Mullin gets a 4.5 out of 5 overall.
(I received a free paperback copy of this title from the author in exchange for a fair and honest review).

Bob Mann (459 KP) rated Miss Sloane (2016) in Movies
Sep 29, 2021
“I never know where the line is”.
In a roller-coaster year for political intrigue on both sides of the Atlantic, and with all hell breaking loose again between Trump and ‘The Hill’, here comes “Miss Sloane”.
Jessica Chastain ( “The Martian“, “Interstellar“) plays the titular heroine (I use the term loosely): a pill-popping insomniac who is working herself into an early grave as a top-Washington lobbyist. The game of lobbying is, as she describes, staying one step of the competition and “playing your trump card just after your opponent has played theirs”. But all is not going well for Elizabeth Sloane. For the film opens with her being on trial for corruption in front of a congressional hearing, chaired by Senator Sperling (John Lithgow, “The Accountant“).
Through flashback we see how she got to that point, moving from one firm headed by George Dupont (Sam Waterston, “The Killing Fields”) to another headed by Rodolfo Schmidt (Mark Strong, “Kick Ass”, “Kingsman: The Secret Service“) against the backdrop of the high-stakes lobbying around a new gun-control bill. Her fanatical drive to ‘win at all costs’, and the trail of destruction, through her cutthroat work ethic, that she leaves behind her, digs her an ever-deeper hole as the political and legal net closes in around her.
Jessica Chastain has played strong and decisive women before, most notably in “Zero Dark Thirty”, but probably never to this extreme degree. Here she is like Miranda Priestly from “The Devil Wears Prada”, but not played for laughs. Miss Sloane is an emotionally and physically damaged woman, but a formidable one who takes charge both in the boardroom and in the bedroom, through the unashamed use of male escorts (in the well-muscled form of Jake Lacy, “Their Finest“). As such her character is not remotely likable, but one the I could certainly relate to from past business dealings I’ve had. (And no, I don’t mean as a male prostitute!)
I found Sloane to be one of the more fascinating characters in this year’s releases: I was never being sure whether her actions are being powered from a background of strong moral conviction (fuelled by a devastating childhood incident perhaps?) or through pure greed and lust for power. I thought Chastain excelled in the role, but for balance the illustrious Mrs Mann thought she rather overplayed her hand at times.
Outside of Chastain’s central performance though, this is a very strong ensemble cast. Mark Strong – not with an English accent for once and not playing a heavy – is great as the frustrated boss, as is the seldom-seen Sam Waterston (who, by the way, is the father of Katherine Waterston of current “Alien: Covenant” fame). Christine Baranski (so good in “The Good Wife” and now “The Good Fight”) pops up in a cameo as a flinty Senator. But the outstanding turn for me was Oxford-born Gugu Mbatha-Raw (“Belle”, “Beauty and the Beast” – and yes, I’m aware of the irony in this pairing!). Playing Sloane’s colleague Esme Manucharian – both a lady with a secret in her past as well as possessing a great name – Mbatha-Raw is just riveting and deserving of a Supporting Actress nomination in my book.
What binds the whole two hours together is an extraordinarily skillful script by debut writer Jonathan Perera, which has both a gripping and ever-twisting story as well as a host of quotable lines. Ladies and gentlemen, we may have a new Aaron Sorkin on the block! It’s a brave script, dealing as it does with 2nd amendment issues, since there seems to be nothing that stirs up American comment like gun-control. For those living in the UK (where gun deaths are over 50 times less per capita than in the US) the whole topic is both fascinating and perplexing and there were a lot of nodding heads during Sloane’s TV rant about it being an archaic ‘Wild West’ throwback that should no longer be set in stone. (But it’s not our country any more, so you Americans can do what you like!)
The marvelous Cinematography is by Sebastian Blenkov – the second time this gentleman has come to my attention within a month (the first time being “Their Finest“).
The director is Portsmouth-born Brit John Madden (“Shakespeare in Love”, “The Best Exotic Marigold Hotel”) and he does a great job in sustaining the tension and energy throughout the running time. This all makes it a great shame that the film has not done well at the US box office, perhaps because ( the film was released in December 2016) the public had more than their fill of politics after a bruising and divisive election. (I’m not sure the UK release date now – just before our own General Election – is wise either).
But for me, this was a memorable film, and come the end of the year it might well be up there in my top 10 for the year. I’m a sucker for a good political thriller with “All the President’s Men” and “Primary Colors” in my personal list as some of my favourite ever films. If you like those films, “House of Cards” or remember fondly TV series like “The West Wing” or (for those with even longer memories) “Washington Behind Closed Doors” then I would strongly recommend you get out and watch this.
Jessica Chastain ( “The Martian“, “Interstellar“) plays the titular heroine (I use the term loosely): a pill-popping insomniac who is working herself into an early grave as a top-Washington lobbyist. The game of lobbying is, as she describes, staying one step of the competition and “playing your trump card just after your opponent has played theirs”. But all is not going well for Elizabeth Sloane. For the film opens with her being on trial for corruption in front of a congressional hearing, chaired by Senator Sperling (John Lithgow, “The Accountant“).
Through flashback we see how she got to that point, moving from one firm headed by George Dupont (Sam Waterston, “The Killing Fields”) to another headed by Rodolfo Schmidt (Mark Strong, “Kick Ass”, “Kingsman: The Secret Service“) against the backdrop of the high-stakes lobbying around a new gun-control bill. Her fanatical drive to ‘win at all costs’, and the trail of destruction, through her cutthroat work ethic, that she leaves behind her, digs her an ever-deeper hole as the political and legal net closes in around her.
Jessica Chastain has played strong and decisive women before, most notably in “Zero Dark Thirty”, but probably never to this extreme degree. Here she is like Miranda Priestly from “The Devil Wears Prada”, but not played for laughs. Miss Sloane is an emotionally and physically damaged woman, but a formidable one who takes charge both in the boardroom and in the bedroom, through the unashamed use of male escorts (in the well-muscled form of Jake Lacy, “Their Finest“). As such her character is not remotely likable, but one the I could certainly relate to from past business dealings I’ve had. (And no, I don’t mean as a male prostitute!)
I found Sloane to be one of the more fascinating characters in this year’s releases: I was never being sure whether her actions are being powered from a background of strong moral conviction (fuelled by a devastating childhood incident perhaps?) or through pure greed and lust for power. I thought Chastain excelled in the role, but for balance the illustrious Mrs Mann thought she rather overplayed her hand at times.
Outside of Chastain’s central performance though, this is a very strong ensemble cast. Mark Strong – not with an English accent for once and not playing a heavy – is great as the frustrated boss, as is the seldom-seen Sam Waterston (who, by the way, is the father of Katherine Waterston of current “Alien: Covenant” fame). Christine Baranski (so good in “The Good Wife” and now “The Good Fight”) pops up in a cameo as a flinty Senator. But the outstanding turn for me was Oxford-born Gugu Mbatha-Raw (“Belle”, “Beauty and the Beast” – and yes, I’m aware of the irony in this pairing!). Playing Sloane’s colleague Esme Manucharian – both a lady with a secret in her past as well as possessing a great name – Mbatha-Raw is just riveting and deserving of a Supporting Actress nomination in my book.
What binds the whole two hours together is an extraordinarily skillful script by debut writer Jonathan Perera, which has both a gripping and ever-twisting story as well as a host of quotable lines. Ladies and gentlemen, we may have a new Aaron Sorkin on the block! It’s a brave script, dealing as it does with 2nd amendment issues, since there seems to be nothing that stirs up American comment like gun-control. For those living in the UK (where gun deaths are over 50 times less per capita than in the US) the whole topic is both fascinating and perplexing and there were a lot of nodding heads during Sloane’s TV rant about it being an archaic ‘Wild West’ throwback that should no longer be set in stone. (But it’s not our country any more, so you Americans can do what you like!)
The marvelous Cinematography is by Sebastian Blenkov – the second time this gentleman has come to my attention within a month (the first time being “Their Finest“).
The director is Portsmouth-born Brit John Madden (“Shakespeare in Love”, “The Best Exotic Marigold Hotel”) and he does a great job in sustaining the tension and energy throughout the running time. This all makes it a great shame that the film has not done well at the US box office, perhaps because ( the film was released in December 2016) the public had more than their fill of politics after a bruising and divisive election. (I’m not sure the UK release date now – just before our own General Election – is wise either).
But for me, this was a memorable film, and come the end of the year it might well be up there in my top 10 for the year. I’m a sucker for a good political thriller with “All the President’s Men” and “Primary Colors” in my personal list as some of my favourite ever films. If you like those films, “House of Cards” or remember fondly TV series like “The West Wing” or (for those with even longer memories) “Washington Behind Closed Doors” then I would strongly recommend you get out and watch this.

Gareth von Kallenbach (980 KP) rated Teenage Mutant Ninja Turtles (2014) in Movies
Aug 6, 2019
I’m kind of like everyone else out there. I grew up with the Ninja Turtles. I loved the cartoons, the comics and most of all the toys. I remember the pizza shooter. Boy, did I get into some trouble with that. When the movie came out in 1990, I begged and begged by father to take me to it until he finally did. I loved that movie! And while it may not for most, it still hold up for me today.
I wish that I could speak with as much enthusiasm about 2014’s Teenage Mutant Ninja Turtles. The truth is, as I sat there and watched I found myself shaking my head “no” more often than not over the course of the hour and a half. My worst fears for the movie came true, and I am ashamed of what this may do to the franchise. And be warned, there are most definitely spoilers ahead.
TMNT is about a “gang” called the Foot Clan, who are robbing chemical shipments, banks and all sorts of places in New York City. April O’Neil, a local news reporter, is looking to make a big break and thinks she may have found it as she happens upon a robbery in progress by the Foot Clan. But before she could any good pictures or footage, mysterious vigilantes show up and save the day. This leads her to investigate and find out that none other than our favorite heroes in the half shell are said vigilantes. We find out that the partner of Shredder, the head of the Foot Clan, was running experiments using a chemical compound not of this world. They were injecting, you guessed it, four turtles and a rat. Now the turtles must stop the Foot Clan from carrying out there ultimate plan, which leads us to a final showdown between our heroes and Shredder.
First off, bad move changing the origin story like that. A mutagen made from an alien compound? It totally lacks credibility especially as it is only slight referenced in one scene, and then never spoken of again. Plus, losing “the ooze” origin totally closes doors (though maybe not all the way) on other characters in the TMNT universe (i.e. BeBop and Rocksteady). It’s just really lame to see them veer away from what was tried and true.
The turtles themselves, their new look actually grew on me. I think that some of the accessories may have been a little overboard, but the basics were there. I especially liked that the bandanas weren’t identical. However, the look is where it ended for me. I do not think that they cast the voices right. It just didn’t sound like they are supposed to sound. We’ve had the iconic voices from animated series to the old series of movies that just stand out. I didn’t get that here.
Also, I just don’t get the deal with Megan Fox. I get that some guys find her attractive, but that doesn’t mean she can act. She was the absolute worst choice for April O’Neil. She just didn’t look the part. Maybe Michael Bay was trying to prove a point about the rumors going around for why she wasn’t in Transformers 3. Will Arnett, however, did an excellent job as Vern Fenwick, O’Neil’s camera man. He had some great comedic timing and relief from the action sequences.
If you ask me, they showed Shredder’s face way too early in the movie. And then they way overdid him, right off the get go. Shredder was a formidable foe because of his cunningness and martial arts expertise. But ladies and gentleman, they introduce Super Shredder almost immediately off the bat. Or, as I like to call him in this film, Swiss Army Shredder. He looked like a freaking Transformer, in the worst way. I swear I even heard the Transformer sound when he jumped and landed one time. They way, way over did it. I know, I’ve already said this. But it seems to be a theme of the night.
I walked out of the film wishing I had never agreed to do this. Unfortunately, though, someone’s got to take one for the team. And if it means that I can warn others, than I am glad to have done it. The movie was entirely bad; there were a couple of funny moments. It just saddens me to think that this will be some people’s first exposure to what was always such an awesome universe. I will most definitely not be picking this up on Blu-ray. I will, however, be watching 1990’ Teenage Mutant Ninja Turtles.
Now, I understand that some of you may see me as being a fan boy obsessing over nostalgia. But if you have read any of my reviews, you know that I always am kinder and look for the entertainment value of movies. This movie just made me sad. But if you don’t believe me, or doubt my opinion… go check it out. You’ll wish you hadn’t.
I wish that I could speak with as much enthusiasm about 2014’s Teenage Mutant Ninja Turtles. The truth is, as I sat there and watched I found myself shaking my head “no” more often than not over the course of the hour and a half. My worst fears for the movie came true, and I am ashamed of what this may do to the franchise. And be warned, there are most definitely spoilers ahead.
TMNT is about a “gang” called the Foot Clan, who are robbing chemical shipments, banks and all sorts of places in New York City. April O’Neil, a local news reporter, is looking to make a big break and thinks she may have found it as she happens upon a robbery in progress by the Foot Clan. But before she could any good pictures or footage, mysterious vigilantes show up and save the day. This leads her to investigate and find out that none other than our favorite heroes in the half shell are said vigilantes. We find out that the partner of Shredder, the head of the Foot Clan, was running experiments using a chemical compound not of this world. They were injecting, you guessed it, four turtles and a rat. Now the turtles must stop the Foot Clan from carrying out there ultimate plan, which leads us to a final showdown between our heroes and Shredder.
First off, bad move changing the origin story like that. A mutagen made from an alien compound? It totally lacks credibility especially as it is only slight referenced in one scene, and then never spoken of again. Plus, losing “the ooze” origin totally closes doors (though maybe not all the way) on other characters in the TMNT universe (i.e. BeBop and Rocksteady). It’s just really lame to see them veer away from what was tried and true.
The turtles themselves, their new look actually grew on me. I think that some of the accessories may have been a little overboard, but the basics were there. I especially liked that the bandanas weren’t identical. However, the look is where it ended for me. I do not think that they cast the voices right. It just didn’t sound like they are supposed to sound. We’ve had the iconic voices from animated series to the old series of movies that just stand out. I didn’t get that here.
Also, I just don’t get the deal with Megan Fox. I get that some guys find her attractive, but that doesn’t mean she can act. She was the absolute worst choice for April O’Neil. She just didn’t look the part. Maybe Michael Bay was trying to prove a point about the rumors going around for why she wasn’t in Transformers 3. Will Arnett, however, did an excellent job as Vern Fenwick, O’Neil’s camera man. He had some great comedic timing and relief from the action sequences.
If you ask me, they showed Shredder’s face way too early in the movie. And then they way overdid him, right off the get go. Shredder was a formidable foe because of his cunningness and martial arts expertise. But ladies and gentleman, they introduce Super Shredder almost immediately off the bat. Or, as I like to call him in this film, Swiss Army Shredder. He looked like a freaking Transformer, in the worst way. I swear I even heard the Transformer sound when he jumped and landed one time. They way, way over did it. I know, I’ve already said this. But it seems to be a theme of the night.
I walked out of the film wishing I had never agreed to do this. Unfortunately, though, someone’s got to take one for the team. And if it means that I can warn others, than I am glad to have done it. The movie was entirely bad; there were a couple of funny moments. It just saddens me to think that this will be some people’s first exposure to what was always such an awesome universe. I will most definitely not be picking this up on Blu-ray. I will, however, be watching 1990’ Teenage Mutant Ninja Turtles.
Now, I understand that some of you may see me as being a fan boy obsessing over nostalgia. But if you have read any of my reviews, you know that I always am kinder and look for the entertainment value of movies. This movie just made me sad. But if you don’t believe me, or doubt my opinion… go check it out. You’ll wish you hadn’t.

Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.

Cynthia Armistead (17 KP) rated Alpha (Shifters, #6) in Books
Mar 1, 2018
Well, that was disappointing. I'm honestly sorry that I ever read that first book (which I got free somehow?). I remember being annoyed at the spelling of the main character's name, "Faythe." I should have stopped then.
The way the plot wound up, for the most part, had no real surprises. Anybody who has followed the series has to have figured out what was going to happen by now. It's been foreshadowed - heck, shouted from the rooftops.
No, my disappointment is in the way the damned romance thing was handled.
If you've bothered to read this but haven't read the series, I'm surprised. Anyway, we have a classic love triangle between Faythe, Marc, and Jace. The setting is supposed to be current day America with a twist - the characters are werecats, part of a hidden subculture.
We all know that mainstream Americans are supposedly monogamous but more serially monogamous and closet - something - in practice. Anyway, werecat society is fiercely monogamous. Females are rare, and they're supposed to hit puberty, get married, and produce the next generation with their One True Love. Period. No other options.
So Faythe has defied tradition so far. She went to college. Good for her! She had a boyfriend there. Even better! A non-Pride boyfriend. Great! (To my way of thinking, not her subculture's). She left her guy, Marc, standing at the altar to do all that, though. Eww - not classy.
But after she goes back home, she gets back together with Marc. Hmph.
Then she "connects" with Jace. That means "has sex with." Ooo, bad idea, since she was in a committed relationship with Marc at the time. Very bad idea. But Oh, They were Grieving! Together! For her brother and his best friend, who had just been treacherously killed by enemies! So of course the way to do that, instead of talking about their memories of him, is to roll around naked in the middle of a public room, right?
Um, not the way I'd do it, but, apparently that's their way. They do their grieving with a lot more alcohol than I would too, though.
They don't get caught, at least - not then. No, an enemy figures it out due to how the three interact, and tells Marc, and he believes the enemy (because everybody believes enemies over allies in the heat of battle). And they're all too immature to put the crap behind them and just deal with the fact that they're in the middle of a "war," too.
I kept wanting to spank all of them, and it wasn't because I found any of them sexy.
I did hope, at first, that bringing Jace in as a love interest - and Faythe does repeat, over and over and over again, that she loves Jace, that it wasn't "just sex" - might mean that there was hope for some sort of surprise in the end of the book. That would have been nice, right? Something of a twist that didn't lead to an unhappy ending? I would have loved to see that!
She's going to be the first female Alpha, so why not the first Alpha with two husbands? She'll be the first Alpha who has to deal with pregnancy, so why not have one husband to protect her while she's pregnant and another to get deal with what has to be done in person? What a concept?
My hope was buoyed by the fact that Vincent deliberately developed Jase as a decent potential partner, showing him taking care of Faythe well when she's injured, supporting her as she would need to be supporting when she takes over the Pride as Alpha, and working well with Marc and others repeatedly.
Marc, on the other hand, is a jerk, slamming doors, stomping around, and doing everything but pissing on the furniture to mark his territory.
Just once, I want to see a hero or heroine walk away when someone says, "I cant live without you!" I want to see someone say, "Whoa - that's WAY unhealthy, babe! You need THERAPY!"
Instead, Faythe's father tells her to "Choose the one you can't live without." UGH. Thanks, Daddy! Codependent much?
Do I think she chose the wrong Tom? Absolutely. But - she's a spoiled brat, and she chose a jealous ass. They deserve each other. Let the sweet, loving man go find the sweet, loving woman he deserves. Hopefully he'll stop the drunken escapades and keep it in his pants from now on. Maybe Kaci will grow up to be his Tabby?
Anyway, there you have it. Volume Eleventy Billion and thirteen of How To Do Dysfunctional Relationships.
Next, please!
The way the plot wound up, for the most part, had no real surprises. Anybody who has followed the series has to have figured out what was going to happen by now. It's been foreshadowed - heck, shouted from the rooftops.
No, my disappointment is in the way the damned romance thing was handled.
If you've bothered to read this but haven't read the series, I'm surprised. Anyway, we have a classic love triangle between Faythe, Marc, and Jace. The setting is supposed to be current day America with a twist - the characters are werecats, part of a hidden subculture.
We all know that mainstream Americans are supposedly monogamous but more serially monogamous and closet - something - in practice. Anyway, werecat society is fiercely monogamous. Females are rare, and they're supposed to hit puberty, get married, and produce the next generation with their One True Love. Period. No other options.
So Faythe has defied tradition so far. She went to college. Good for her! She had a boyfriend there. Even better! A non-Pride boyfriend. Great! (To my way of thinking, not her subculture's). She left her guy, Marc, standing at the altar to do all that, though. Eww - not classy.
But after she goes back home, she gets back together with Marc. Hmph.
Then she "connects" with Jace. That means "has sex with." Ooo, bad idea, since she was in a committed relationship with Marc at the time. Very bad idea. But Oh, They were Grieving! Together! For her brother and his best friend, who had just been treacherously killed by enemies! So of course the way to do that, instead of talking about their memories of him, is to roll around naked in the middle of a public room, right?
Um, not the way I'd do it, but, apparently that's their way. They do their grieving with a lot more alcohol than I would too, though.
They don't get caught, at least - not then. No, an enemy figures it out due to how the three interact, and tells Marc, and he believes the enemy (because everybody believes enemies over allies in the heat of battle). And they're all too immature to put the crap behind them and just deal with the fact that they're in the middle of a "war," too.
I kept wanting to spank all of them, and it wasn't because I found any of them sexy.
I did hope, at first, that bringing Jace in as a love interest - and Faythe does repeat, over and over and over again, that she loves Jace, that it wasn't "just sex" - might mean that there was hope for some sort of surprise in the end of the book. That would have been nice, right? Something of a twist that didn't lead to an unhappy ending? I would have loved to see that!
She's going to be the first female Alpha, so why not the first Alpha with two husbands? She'll be the first Alpha who has to deal with pregnancy, so why not have one husband to protect her while she's pregnant and another to get deal with what has to be done in person? What a concept?
My hope was buoyed by the fact that Vincent deliberately developed Jase as a decent potential partner, showing him taking care of Faythe well when she's injured, supporting her as she would need to be supporting when she takes over the Pride as Alpha, and working well with Marc and others repeatedly.
Marc, on the other hand, is a jerk, slamming doors, stomping around, and doing everything but pissing on the furniture to mark his territory.
Just once, I want to see a hero or heroine walk away when someone says, "I cant live without you!" I want to see someone say, "Whoa - that's WAY unhealthy, babe! You need THERAPY!"
Instead, Faythe's father tells her to "Choose the one you can't live without." UGH. Thanks, Daddy! Codependent much?
Do I think she chose the wrong Tom? Absolutely. But - she's a spoiled brat, and she chose a jealous ass. They deserve each other. Let the sweet, loving man go find the sweet, loving woman he deserves. Hopefully he'll stop the drunken escapades and keep it in his pants from now on. Maybe Kaci will grow up to be his Tabby?
Anyway, there you have it. Volume Eleventy Billion and thirteen of How To Do Dysfunctional Relationships.
Next, please!