Search
Search results
Purple Phoenix Games (2266 KP) rated Destinies in Tabletop Games
Jan 29, 2022
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!!
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!!
Justin Patchett (42 KP) rated The Trump Prophecy (2018) in Movies
Mar 9, 2019 (Updated Mar 24, 2019)
My prophetic vision of how bad it could get
Contains spoilers, click to show
Part of my bill-paying job is managing our store’s DVD section. This past Tuesday, I opened our new release boxes to find a number of copies of a movie called "The Trump Prophecy." I got physically ill. Not ill enough to go home, but I could feel my stomach turn. It wasn’t because I was holding in my hands a movie about Donald Trump, though, because I can make it through many a title about the Bedswerver-in-Chief. There’s something worse: Associating support of him with Christian faith.
Now, ordinarily, I do movie reviews. That’s where I have to watch a movie, first, before writing about it. This time, though, I feel obligated to attempt my own sort of prophecy and write a review of a movie before I see it. I'll take a bit of research on the subject of the film, but until the final paragraph, I'm not actually going to watch this film. Here goes nothing.
"The Trump Prophecy" follows a self-proclaimed prophet, Mark Taylor, as he and a pseudo-publicist, Mary Colbert, spread the word of his vision: That Trump will become President of the United States. They lead a prayer movement to try to see it through, and lo and behold, it works. Sort of. You see, Taylor first put pen to paper to write out his vision in April of 2011, stating that while “they will spend billions to keep this president in,” “the next election will be a clean sweep for the man [Trump] I have chosen.” Clearly, this can only refer to the 2012 election, the very next presidential election in which Barack Obama would end up successfully keeping the presidency for one more term. An election in which Donald Trump did not even run. With that in mind, Taylor’s self-glorification film glosses over the fact that he was completely wrong about that prophecy out of necessity, instead focusing on his rehash of the prophecy going into 2016.
This movie lazily creeps into both the political propaganda and faith-based film genres. Faith-based films generally serve as evangelistic tools. "The Trump Prophecy" fails that, as its characters are already faithful Christians prior to the events of the film, providing no real evangelistic moments for its unsaved audience. It's almost like they know nobody is coming to this film for that. Political propaganda films, on the other hand, intend to indoctrinate in a certain belief. "The Trump Prophecy" fails that, as well. In fact, it has to actively avoid political discussion at all. Could you imagine a movie like this having to make a failing attempt to reconcile Christian faith against supporting Donald Trump?
The cinematography looks like it was shot as a bootleg of "The Room." The leads act with a flatness on par with their cardboard cutouts. Its lone redeeming quality is not tricking you into anything other than what it is: A schlocky puff piece intended to associate Christianity with support of the President, as Trump was God’s chosen man. Allegedly.
Get past its worst cinematic qualities and you’re left with even more problems. "The Trump Prophecy" insults its target audience by minimizing God. It suggests God can't enact his will unless people pray for the things He reveals to them as visions of the future. It paradoxically says God is either not omnipotent to make Trump president, not omniscient to know whether or not Trump would be made president, or both. It also suggests gullibility being the key to godliness, urging the viewer not to question the source of a grammatically incorrect prophecy. (Seriously. Taylor confuses the homophones “waste” and “waist” in his 2011 "Commander in Chief" prophecy). This call to gullibility is precisely why Jerry Falwell Jr.'s Liberty University got itself involved in this mess. If you weren’t a fan of Trump before, you should be one because God said so. To a provably false prophet.
Which leads me to the point where I actually have to subject myself to this nonsense and tell you just how right I was about it.
And dear gosh, was I right. In fact, it’s stranger than I might have though. Remember how I mentioned Taylor’s false prophecy? The opening narration directly quotes from it, giving you the chance, if you haven’t already looked into it, to see exactly where he went from potential prophet to false prophet. And if you missed it the first time, you'll have it repeated twice more. Finally, I'll admit the fault to my prophetic review: Cinematically, "The Trump Prophecy" is closer to a bootleg of a movie produced by The Asylum, but Asylum films are actually enjoyable. But as a bonus, though, combine it with the special effects work of "Birdemic." The film "ends" with an embedded music video and a series of so-called reflective conversations--monologues by demagogues. I can't remember much about these because I had already tuned out. The only fairness I'll give is that "The Trump Prophecy" may be unintentionally hilarious on occasion, but it’s mostly cringe-worthy. The biggest cringe, though is when you realize how many people actually believe this film as fact.
Now, ordinarily, I do movie reviews. That’s where I have to watch a movie, first, before writing about it. This time, though, I feel obligated to attempt my own sort of prophecy and write a review of a movie before I see it. I'll take a bit of research on the subject of the film, but until the final paragraph, I'm not actually going to watch this film. Here goes nothing.
"The Trump Prophecy" follows a self-proclaimed prophet, Mark Taylor, as he and a pseudo-publicist, Mary Colbert, spread the word of his vision: That Trump will become President of the United States. They lead a prayer movement to try to see it through, and lo and behold, it works. Sort of. You see, Taylor first put pen to paper to write out his vision in April of 2011, stating that while “they will spend billions to keep this president in,” “the next election will be a clean sweep for the man [Trump] I have chosen.” Clearly, this can only refer to the 2012 election, the very next presidential election in which Barack Obama would end up successfully keeping the presidency for one more term. An election in which Donald Trump did not even run. With that in mind, Taylor’s self-glorification film glosses over the fact that he was completely wrong about that prophecy out of necessity, instead focusing on his rehash of the prophecy going into 2016.
This movie lazily creeps into both the political propaganda and faith-based film genres. Faith-based films generally serve as evangelistic tools. "The Trump Prophecy" fails that, as its characters are already faithful Christians prior to the events of the film, providing no real evangelistic moments for its unsaved audience. It's almost like they know nobody is coming to this film for that. Political propaganda films, on the other hand, intend to indoctrinate in a certain belief. "The Trump Prophecy" fails that, as well. In fact, it has to actively avoid political discussion at all. Could you imagine a movie like this having to make a failing attempt to reconcile Christian faith against supporting Donald Trump?
The cinematography looks like it was shot as a bootleg of "The Room." The leads act with a flatness on par with their cardboard cutouts. Its lone redeeming quality is not tricking you into anything other than what it is: A schlocky puff piece intended to associate Christianity with support of the President, as Trump was God’s chosen man. Allegedly.
Get past its worst cinematic qualities and you’re left with even more problems. "The Trump Prophecy" insults its target audience by minimizing God. It suggests God can't enact his will unless people pray for the things He reveals to them as visions of the future. It paradoxically says God is either not omnipotent to make Trump president, not omniscient to know whether or not Trump would be made president, or both. It also suggests gullibility being the key to godliness, urging the viewer not to question the source of a grammatically incorrect prophecy. (Seriously. Taylor confuses the homophones “waste” and “waist” in his 2011 "Commander in Chief" prophecy). This call to gullibility is precisely why Jerry Falwell Jr.'s Liberty University got itself involved in this mess. If you weren’t a fan of Trump before, you should be one because God said so. To a provably false prophet.
Which leads me to the point where I actually have to subject myself to this nonsense and tell you just how right I was about it.
And dear gosh, was I right. In fact, it’s stranger than I might have though. Remember how I mentioned Taylor’s false prophecy? The opening narration directly quotes from it, giving you the chance, if you haven’t already looked into it, to see exactly where he went from potential prophet to false prophet. And if you missed it the first time, you'll have it repeated twice more. Finally, I'll admit the fault to my prophetic review: Cinematically, "The Trump Prophecy" is closer to a bootleg of a movie produced by The Asylum, but Asylum films are actually enjoyable. But as a bonus, though, combine it with the special effects work of "Birdemic." The film "ends" with an embedded music video and a series of so-called reflective conversations--monologues by demagogues. I can't remember much about these because I had already tuned out. The only fairness I'll give is that "The Trump Prophecy" may be unintentionally hilarious on occasion, but it’s mostly cringe-worthy. The biggest cringe, though is when you realize how many people actually believe this film as fact.
Purple Phoenix Games (2266 KP) rated Century: Golem Edition - An Endless World in Tabletop Games
May 5, 2021
If you’ve read our reviews on the first 2 games of the Century: Golem Edition games, then you will know that we are big fans. The art and theme really drew us in, and the gameplay is what keeps us coming back for more. Now that the third and final game has dropped, how does it fit in with its predecessors? Is it the finale we were hoping for? Or does it leave us yearning for the OG Century Golem? Keep reading to find out!
Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L
Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!
On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.
Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.
The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.
An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.
Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!
Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L
Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!
On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.
Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.
The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.
An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.
Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!
Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
Purple Phoenix Games (2266 KP) rated Kingdomino Origins in Tabletop Games
Dec 28, 2021
I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
Daniel Boyd (1066 KP) rated Sons of Anarchy - Season 1 in TV
Jul 21, 2017
The Sins of The Father Are Visited On The Sons…
When this show initially premiered I dismissed it entirely. I instantly assumed that it was just some manly, cheesy rubbish that wasn’t worth my time. How small minded of me. It was only after the caretaker in my work recommended that I give it a go that I went back to it. For the first few episodes, it seemed as though I was right. A bunch of leather clad manly bikers shooting up rival gangs and blowing stuff up, but stick with this show and you will see just how deep the rabbit hole really goes. The writing here is phenomenal, the show was created and co-written by Kurt Sutter, who also plays Otto in the show. He is clearly a literary genius, as he also penned The Shield, as well as the recent, brilliantly written Jake Gyllenhall boxing movie, Southpaw. The show follows a gang of bikers called SAMCRO, (the Sons of Anarchy Motorcycle Club Redwood Original,) loosely based on the real life biker gang, The Hell’s Angels, (a few of which’s members actually have cameo roles in the show,) our protagonist is a young man named Jackson Teller, he is the son of John Teller, the original founder of the biker gang. Soon after Jax was born, his father was killed in a traffic collision, although it is suspected that there is more to his death than just that. Since then his mother Gemma has remarried to the current President of the gang, a man called Clay Morrow, who was also John Teller’s best friend and who co-founded the gang along with JT. When the show begins Jax is Clay’s Vice president, or VP and when Clay begins to lead the club on what Jax sees as a more violent, destructive path, he opposes him and he seeks a way to maintain the club, without having to kill anyone or take part in any shady business. Clay sees Jax as an idealist and tells him so, but Jax is persistent in his ideals, as he believes that this is the way that his Father would have wanted the club to be ran. The supporting cast of characters also add a lot to the overarching plot and each have their own respective back stories. There is Tara, Jax’s ex girlfriend, whom he falls back in love with, Gemma, who is Jax’s mother and the matriarch of the club, then there is Tig, Clay’s triggerman initially, but as the show goes on we see that he has a softer side, then there is Opie, Jax’s best friend from a young age who initially wants to leave the biker life behind, but after certain events in the first season of the show unfold, circumstances force him to stay by Jax’s side. There is also Chibs, the Scotsman who doesn’t mess about when it comes to dealing with a problem, there is also Happy, an emotional psychopath who is also played brilliantly by a real life ex Hell’s Angel member. Then there is Juice, a young Latino man who struggles with his personal demons throughout the show and lastly there is Bobby Elvis, another older member of the group who may be a big softie on the cover, but can also handle himself if anyone tries to cross him. From after the first season, the plot begins to twist and turn as we witness several double crosses and multiple agendas come into play and one of my favourite things about this show is that even though Jax is clearly the protagonist, he isn’t always the good guy and he makes some questionable decisions when he is put under pressure. I don’t want to say much else as I’m worried that I will spoil the show, but it definitely is worth your time and I would definitely recommend this show to anyone who is interested in a good crime saga.
BankofMarquis (1832 KP) rated The Dark Knight (2008) in Movies
Apr 16, 2018
Not a Masterpiece, but has a Masterful performance
With the DARK KNIGHT, Christopher Nolan kicks his movie's up a notch. His previous films were critical - but not necessarily commercial - successes. With the 2nd of his Batman trilogy, Nolan swings for the seats and in more ways than one, hits a home run.
THE DARK KNIGHT continues the "dark, realistic" Batman story line (based on the Frank Miller Graphic Novels of the same name) that Nolan started with BATMAN BEGINS. This film starts off simply enough - a "James Bond" type of opening action sequence that has Batman tying up some loose ends (specifically regarding the villain Scarecrow), but Nolan (and his brother, the Screenwriter Jonathan Nolan) do a clever thing, they interweave the introduction of a new villain, The Joker, into this universe.
While The Joker commits crime after crime, his real purpose is to bring chaos and anarchy to Gotham City - and he succeeds wonderfully well, despite the attempts of Batman, Alfred, Lucious Fox and Detective Jim Gordon to stop him.
As is befitting a criminal such as The Joker - and also, as befitting a big budget summer tent pole blockbuster film - the stunts of this film are amazing, over-the-top, explosive and LOUD. There are death defying stunts, breathlessly captured, long, screeching car chases (that's a good thing) and fight scenes that are well choreographed and are, by the most part, done "practically" (not with the aid of CGI), including a wonderful stunt of flipping a semi-truck and trailer up in the air and onto it's back by the nose of the truck.
These stunts would mean nothing if there wasn't some folks to root for and get behind - and this film has those characters - and performances - in spades with continued good work from Nolan "Dark Knight Trilogy" regulars Christian Bale (Batman/Bruce Wayne), Detective Jim Gordon (Gary Oldman), Alfred the Butler (Michael Caine, really shining here) and Lucious Fox (Morgan Freeman - a nice character add to this universe for this trilogy). This core really brings the goods, which is good, for the newcomers to this series - Aaron Eckhart's District Attorney Harvey Dent and Maggie Gillenhall taking over the role of Rachel Dawes (from Katie Holmes) are pretty bland in comparison.
But...all of them pale in comparison to the once-in-a-lifetime performance and character of Heath Ledger as The Joker. Ledger, as most of you know, rightfully won the Oscar for Best Supporting Actor for this role - a rare feat for a "comic book" movie. This is not only the Best Supporting Actor turn for 2008, but I would argue it is one of the best Supporting Actor turns of all-time. Anytime that Ledger is on the screen, your eye goes to him and you lose all sense of anything else that is going on. His look, his tics, his pauses, his vocal patterns, his mannerisms, his walk, ALL convey a sense of the character and added all up, it is quite something to behold.
Many, many have called this their favorite "comic book" film of all time, but I don't think I share that idea. While Nolan spent much of his time on the characters, the "look" of the film and the effects and stunts, he left the story a little too thin and the length of this film is a bit too long, for my tastes. I was most certainly looking at my watch during the "thrilling conclusion" of this film waiting for it to be done.
Now...to be fair...most of the reason for that is that I was exhausted watching Ledger's performance. He wore me out. But...that's a compliment, not a complaint.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)
THE DARK KNIGHT continues the "dark, realistic" Batman story line (based on the Frank Miller Graphic Novels of the same name) that Nolan started with BATMAN BEGINS. This film starts off simply enough - a "James Bond" type of opening action sequence that has Batman tying up some loose ends (specifically regarding the villain Scarecrow), but Nolan (and his brother, the Screenwriter Jonathan Nolan) do a clever thing, they interweave the introduction of a new villain, The Joker, into this universe.
While The Joker commits crime after crime, his real purpose is to bring chaos and anarchy to Gotham City - and he succeeds wonderfully well, despite the attempts of Batman, Alfred, Lucious Fox and Detective Jim Gordon to stop him.
As is befitting a criminal such as The Joker - and also, as befitting a big budget summer tent pole blockbuster film - the stunts of this film are amazing, over-the-top, explosive and LOUD. There are death defying stunts, breathlessly captured, long, screeching car chases (that's a good thing) and fight scenes that are well choreographed and are, by the most part, done "practically" (not with the aid of CGI), including a wonderful stunt of flipping a semi-truck and trailer up in the air and onto it's back by the nose of the truck.
These stunts would mean nothing if there wasn't some folks to root for and get behind - and this film has those characters - and performances - in spades with continued good work from Nolan "Dark Knight Trilogy" regulars Christian Bale (Batman/Bruce Wayne), Detective Jim Gordon (Gary Oldman), Alfred the Butler (Michael Caine, really shining here) and Lucious Fox (Morgan Freeman - a nice character add to this universe for this trilogy). This core really brings the goods, which is good, for the newcomers to this series - Aaron Eckhart's District Attorney Harvey Dent and Maggie Gillenhall taking over the role of Rachel Dawes (from Katie Holmes) are pretty bland in comparison.
But...all of them pale in comparison to the once-in-a-lifetime performance and character of Heath Ledger as The Joker. Ledger, as most of you know, rightfully won the Oscar for Best Supporting Actor for this role - a rare feat for a "comic book" movie. This is not only the Best Supporting Actor turn for 2008, but I would argue it is one of the best Supporting Actor turns of all-time. Anytime that Ledger is on the screen, your eye goes to him and you lose all sense of anything else that is going on. His look, his tics, his pauses, his vocal patterns, his mannerisms, his walk, ALL convey a sense of the character and added all up, it is quite something to behold.
Many, many have called this their favorite "comic book" film of all time, but I don't think I share that idea. While Nolan spent much of his time on the characters, the "look" of the film and the effects and stunts, he left the story a little too thin and the length of this film is a bit too long, for my tastes. I was most certainly looking at my watch during the "thrilling conclusion" of this film waiting for it to be done.
Now...to be fair...most of the reason for that is that I was exhausted watching Ledger's performance. He wore me out. But...that's a compliment, not a complaint.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)
BankofMarquis (1832 KP) rated Casablanca (1942) in Movies
May 6, 2019
A Classic in Every Sense of the Word
"Of all the gin joints, in all the towns, in all the world, she walks into mine."
"We'll always have Paris."
"Here's looking at you, kid."
"Louis, I think this is the beginning of a beautiful friendship."
And many, many, many other iconic lines were featured in the brilliant 1942 all-time Classic CASABLANCA. Listed as "Warner Brothers Project #410", this film was supposed to be "just another film", but it turned out to be something more.
Starring Humphrey Bogart, Ingrid Bergman and Claude Rains, CASABLANCA tells the story of refugees trying to flee Nazi controlled France (via Casablanca) in WWII. Amongst the denizens of Casablanca, there is Rick Blain, proprieter of Rick's Cafe American - a place where one can buy documents needed to escape, as well as escape - through a bottle.
Humphrey Bogart is perfectly cast as the jaded, "I stick my neck out for no one", Rick. He is cynical, corrupt, selfish...but he also has a heart of gold underneath it all. Bogie plays all of these layers - richly - at once, and was rewarded with an Academy Award nomination. He would lose to Paul Lukas for WATCH ON THE RHINE - a film I haven't seen, so can't judge as to the merits of his win. But...based on Bogart's performance...I'd say he was robbed.
Rick's "partner in crime' is Capt. Louis Renault of the Casablanca police. He is cheerfully and unapologetic-ally played by Claude Rains, who also was nominated (but didn't win) for his performance. These two play off each other brilliantly and the chemistry between these two is evident and I would have LOVED to see another film featuring these two fine performers. I'd say the chemistry between these two actors is a high point in this film, if it weren't for...
Ingrid Bergman as Ilse Lund - a past romance of Rick's. When Ilse and her husband, Viktor Laszlo enters Rick's seeking transit papers to flee the Nazi's, the instant spark and chemistry between Bogart and Bergman is palatable. You can feel the heat between the two of them through the screen and the longing and regret for "what could have been" is heartbreaking. If you were to show an example of "screen chemistry" the scenes between Bogart in Bergman in this film would be "Exhibit A".
Credit for all of this - and for keeping the plot machinations moving forward - is Warner Brothers "contract director" Michael Curtiz - one of the greatest Directors of "old Hollywood." His credits include the Errol Flynn ROBIN HOOD, James Cagney's Oscar turn as George M. Cohan in YANKEE DOODLE DANDY, CASABLANCA, the Bing Crosby/Danny Kaye WHITE CHRISTMAS and John Wayne in THE COMMANCHERO'S - all big budget, big expectations films that delivered the goods. Curtiz won the Oscar for his work in this film.
Assisting him are the two men who wrote so many memorable lines...twin brothers Julius and Phillip Epstein. They (deservedly) won an Oscar for their screenplay - the only set of Twins to win the Oscar.
The supporting cast - including Paul Henreid, Sydney Greenstreet and Peter Lorre - are exceptional as well, as are great scene after great scene - including the "Marseilles" scene and, of course, the fog covered airport scene at the end.
If you haven't seen this film in awhile, do yourself a favor and check it out. If you have NEVER seen it, I envy you the experience of seeing this wonderful black and white film for the first time. It is consistently listed as one of the top 5 films of all time - and earns that ranking. It truly is one of the greatest films - with some of the greatest performances - of all time.
Certainly, if you wanted just one example of Studio "Old Hollywood" movie making, this would be the one movie to watch.
Letter Grade: A+
10 stars (out of 10) and you can take that to the Bank(ofMarquis)
"We'll always have Paris."
"Here's looking at you, kid."
"Louis, I think this is the beginning of a beautiful friendship."
And many, many, many other iconic lines were featured in the brilliant 1942 all-time Classic CASABLANCA. Listed as "Warner Brothers Project #410", this film was supposed to be "just another film", but it turned out to be something more.
Starring Humphrey Bogart, Ingrid Bergman and Claude Rains, CASABLANCA tells the story of refugees trying to flee Nazi controlled France (via Casablanca) in WWII. Amongst the denizens of Casablanca, there is Rick Blain, proprieter of Rick's Cafe American - a place where one can buy documents needed to escape, as well as escape - through a bottle.
Humphrey Bogart is perfectly cast as the jaded, "I stick my neck out for no one", Rick. He is cynical, corrupt, selfish...but he also has a heart of gold underneath it all. Bogie plays all of these layers - richly - at once, and was rewarded with an Academy Award nomination. He would lose to Paul Lukas for WATCH ON THE RHINE - a film I haven't seen, so can't judge as to the merits of his win. But...based on Bogart's performance...I'd say he was robbed.
Rick's "partner in crime' is Capt. Louis Renault of the Casablanca police. He is cheerfully and unapologetic-ally played by Claude Rains, who also was nominated (but didn't win) for his performance. These two play off each other brilliantly and the chemistry between these two is evident and I would have LOVED to see another film featuring these two fine performers. I'd say the chemistry between these two actors is a high point in this film, if it weren't for...
Ingrid Bergman as Ilse Lund - a past romance of Rick's. When Ilse and her husband, Viktor Laszlo enters Rick's seeking transit papers to flee the Nazi's, the instant spark and chemistry between Bogart and Bergman is palatable. You can feel the heat between the two of them through the screen and the longing and regret for "what could have been" is heartbreaking. If you were to show an example of "screen chemistry" the scenes between Bogart in Bergman in this film would be "Exhibit A".
Credit for all of this - and for keeping the plot machinations moving forward - is Warner Brothers "contract director" Michael Curtiz - one of the greatest Directors of "old Hollywood." His credits include the Errol Flynn ROBIN HOOD, James Cagney's Oscar turn as George M. Cohan in YANKEE DOODLE DANDY, CASABLANCA, the Bing Crosby/Danny Kaye WHITE CHRISTMAS and John Wayne in THE COMMANCHERO'S - all big budget, big expectations films that delivered the goods. Curtiz won the Oscar for his work in this film.
Assisting him are the two men who wrote so many memorable lines...twin brothers Julius and Phillip Epstein. They (deservedly) won an Oscar for their screenplay - the only set of Twins to win the Oscar.
The supporting cast - including Paul Henreid, Sydney Greenstreet and Peter Lorre - are exceptional as well, as are great scene after great scene - including the "Marseilles" scene and, of course, the fog covered airport scene at the end.
If you haven't seen this film in awhile, do yourself a favor and check it out. If you have NEVER seen it, I envy you the experience of seeing this wonderful black and white film for the first time. It is consistently listed as one of the top 5 films of all time - and earns that ranking. It truly is one of the greatest films - with some of the greatest performances - of all time.
Certainly, if you wanted just one example of Studio "Old Hollywood" movie making, this would be the one movie to watch.
Letter Grade: A+
10 stars (out of 10) and you can take that to the Bank(ofMarquis)
Purple Phoenix Games (2266 KP) rated Apotheca in Tabletop Games
Jun 12, 2019
In the fantasy world, Witches and Wizards get all the credit for magical feats. But if it weren’t for the proverbial ‘man behind the curtain,’ those feats wouldn’t be possible! Who am I talking about? Apothecaries, of course! Yes, maybe a Wizard single-handedly defeated a dragon, but only after drinking a healing potion to recover some strength. And maybe a Witch was able to sneak past some henchmen after drinking a potion of invisibility. The list goes on! The point is, apothecaries can do some cool magical stuff too. So keep crushing it out there, apothecaries – this game is for you!
After years of study, you have finally become a master apothecary, and making magic potions is your passion. You buy all of your ingredients in a secret marketplace with no problem until one day, you come across another apothecary trying to buy all of the same ingredients as you! Who does this person think they are?? Using your quick wit, and some sleight of hand, you manage to scatter the ingredients around the marketplace to hide them from your rival. Now all you’ve got to do is give them the slip so you can go pick up the ingredients. Be careful, though – you’re rival is as sly as you are, and is scouring the marketplace to find them first!
In Apotheca, players are racing to create three magic potions before their opponents do. To craft a magic potion, players must make a match of three potions of the same color in a row. Played on a 4×4 grid, potions are manipulated by apothecary powers from recruited apothecary cards in a manner similar to movement in chess, or better yet – Onitama. Complete three matches, and you win! As a whole, I could describe Apotheca as chess with a helping of tic-tac-toe.
One thing I really like about this game is that it’s a game of semi-hidden information. Some things are hidden and some things are not. You do know the apothecary power(s) your opponent has, but you don’t know the color of the potions they put into play. Based on how they use their powers to manipulate potions, both face-up and face-down, you must deduce their strategy and thwart their attempts at making a match! Of course, they are doing the exact same thing to you – only you know the color of potions you place, but your power is known to your opponent. It’s a unique game of deduction and deception that requires more strategy than meets the eye.
Apotheca can be played with 1-4 players, but I think the best player count is 2. In a 3-4 player game, it can be difficult to build a concrete strategy because the board can significantly change between your turns. In a 2-player game, the board changes as well, but not nearly as quickly since it is just a back-and-forth with turn order. Also, more players means more hidden information – it can be tedious trying to remember who performed what action and who has what powers as you try to deduce everyone’s strategy. I don’t mind Apotheca as a 3-4 player game, but I would certainly prefer to play it as a 2-player game.
As you can see by our individual ratings, we are a little split on this game. It requires a decent amount of strategy and deduction, which work well together in this game. Apotheca was one of the first games in my collection, and it’s one that will stay there. Overall, Purple Phoenix Games gives Apotheca a sneaky 12 / 18.
https://purplephoenixgames.wordpress.com/2019/02/01/apotheca-review/
After years of study, you have finally become a master apothecary, and making magic potions is your passion. You buy all of your ingredients in a secret marketplace with no problem until one day, you come across another apothecary trying to buy all of the same ingredients as you! Who does this person think they are?? Using your quick wit, and some sleight of hand, you manage to scatter the ingredients around the marketplace to hide them from your rival. Now all you’ve got to do is give them the slip so you can go pick up the ingredients. Be careful, though – you’re rival is as sly as you are, and is scouring the marketplace to find them first!
In Apotheca, players are racing to create three magic potions before their opponents do. To craft a magic potion, players must make a match of three potions of the same color in a row. Played on a 4×4 grid, potions are manipulated by apothecary powers from recruited apothecary cards in a manner similar to movement in chess, or better yet – Onitama. Complete three matches, and you win! As a whole, I could describe Apotheca as chess with a helping of tic-tac-toe.
One thing I really like about this game is that it’s a game of semi-hidden information. Some things are hidden and some things are not. You do know the apothecary power(s) your opponent has, but you don’t know the color of the potions they put into play. Based on how they use their powers to manipulate potions, both face-up and face-down, you must deduce their strategy and thwart their attempts at making a match! Of course, they are doing the exact same thing to you – only you know the color of potions you place, but your power is known to your opponent. It’s a unique game of deduction and deception that requires more strategy than meets the eye.
Apotheca can be played with 1-4 players, but I think the best player count is 2. In a 3-4 player game, it can be difficult to build a concrete strategy because the board can significantly change between your turns. In a 2-player game, the board changes as well, but not nearly as quickly since it is just a back-and-forth with turn order. Also, more players means more hidden information – it can be tedious trying to remember who performed what action and who has what powers as you try to deduce everyone’s strategy. I don’t mind Apotheca as a 3-4 player game, but I would certainly prefer to play it as a 2-player game.
As you can see by our individual ratings, we are a little split on this game. It requires a decent amount of strategy and deduction, which work well together in this game. Apotheca was one of the first games in my collection, and it’s one that will stay there. Overall, Purple Phoenix Games gives Apotheca a sneaky 12 / 18.
https://purplephoenixgames.wordpress.com/2019/02/01/apotheca-review/
Kyera (8 KP) rated Princess of Thorns in Books
Feb 1, 2018
Princess of Thorns is a not-so-classic retelling of the Sleeping Beauty story. The main character is actually the daughter of the cursed princess, who awoke from a kiss. Her name is Aurora, like the Disney movie's princess and her mother's name is Rose. In the french version of the tale, Sleeping Beauty's daughter is named Aurore. I believe that her mother's is the shortened form of Briar Rose, like German version of her tale by the Brother's Grimm. If you are familiar with the Grimm and Perrault versions of the tale, not only the Disney one, then you will notice many similarities. In a few versions of the tale, there is an evil step-mother or mother-in-law who attempts to eat the leading lady's children.
The author makes use of these characters and plots in her novel. She chooses to include the ill-fated mother, brother and sister, as well as the villainous step-mother. Although that familial tie is not explicitly stated, the King was the children's father and he married the ogre. Thus, she would be their step-mother. And you thought you had a dysfunctional family?
In true fairytale fashion, there are ogres, witches, fairies, and ruffians. Not all are portrayed as you would expect. The ogres have evolved, or perhaps devolved depending upon who you ask. In the early years, the ogres were monstrous creatures that devoured souls whole. They did not control themselves, but feasted on the entire soul leaving nothing behind. As time went on, they were forced to change and limit how much they took. After a time, the ogres began to become smaller and take on much more human-like appearances. Their food source never changed and they prided themselves upon each soul they took, marking their bare skulls.
The Fae seem human, although they possess extra-human traits and magic. One may not think of fairies and immediately imagine a human-like creature with great dexterity, skill in battle, and a lack of guilt -but the Fair Folk are shown this way in the novel. A fairy can bestow a gift upon a human child, like beauty, courage, eloquence, obedience, or strength. But each blessing comes with a curse, as the magic always finds a way to turn the gift into a burden. There are untold consequences to the blessings that cannot be avoided. As such, the fairies stopped giving their gifts to human children.
As with most fairytales, there is an element of romance. The love story blossoms under unusual circumstances and not without its share of problems. The two characters get to know each other throughout the journey, but their are many secrets left untold. As they are discovered, the relationship is altered for good or bad. And in the end, a choice must be made.
Most importantly, the novel isn't entirely predictable (although the budding romance was expected). Generally, you expect good to triumph over evil in most modern retellings of the story - unlike their Grimm counterparts. The plot's climax was frankly a little anti-climactic, but enjoyable non-the-less.
I think the author showed an average amount of character development, although I usually think more would be incredibly beneficial. Certain aspects of the world were explained, but not vividly enough. The "show-don't-tell" method could have been employed here to create a richer, more immersive world. Overall, I was pleased with the author's lexicon, grammar, and spelling - which happens much less often than should reasonably be expected.
I would certainly read another novel by this author as I love stories based upon fairytales. If you read Alex Flinn, I would highly recommend this novel to you just keep in mind it is slightly darker. Readers of fantasy, romance, and the like will enjoy this book and should give it a chance. It seems to target the female demographic, but males should enjoy it as well.
The author makes use of these characters and plots in her novel. She chooses to include the ill-fated mother, brother and sister, as well as the villainous step-mother. Although that familial tie is not explicitly stated, the King was the children's father and he married the ogre. Thus, she would be their step-mother. And you thought you had a dysfunctional family?
In true fairytale fashion, there are ogres, witches, fairies, and ruffians. Not all are portrayed as you would expect. The ogres have evolved, or perhaps devolved depending upon who you ask. In the early years, the ogres were monstrous creatures that devoured souls whole. They did not control themselves, but feasted on the entire soul leaving nothing behind. As time went on, they were forced to change and limit how much they took. After a time, the ogres began to become smaller and take on much more human-like appearances. Their food source never changed and they prided themselves upon each soul they took, marking their bare skulls.
The Fae seem human, although they possess extra-human traits and magic. One may not think of fairies and immediately imagine a human-like creature with great dexterity, skill in battle, and a lack of guilt -but the Fair Folk are shown this way in the novel. A fairy can bestow a gift upon a human child, like beauty, courage, eloquence, obedience, or strength. But each blessing comes with a curse, as the magic always finds a way to turn the gift into a burden. There are untold consequences to the blessings that cannot be avoided. As such, the fairies stopped giving their gifts to human children.
As with most fairytales, there is an element of romance. The love story blossoms under unusual circumstances and not without its share of problems. The two characters get to know each other throughout the journey, but their are many secrets left untold. As they are discovered, the relationship is altered for good or bad. And in the end, a choice must be made.
Most importantly, the novel isn't entirely predictable (although the budding romance was expected). Generally, you expect good to triumph over evil in most modern retellings of the story - unlike their Grimm counterparts. The plot's climax was frankly a little anti-climactic, but enjoyable non-the-less.
I think the author showed an average amount of character development, although I usually think more would be incredibly beneficial. Certain aspects of the world were explained, but not vividly enough. The "show-don't-tell" method could have been employed here to create a richer, more immersive world. Overall, I was pleased with the author's lexicon, grammar, and spelling - which happens much less often than should reasonably be expected.
I would certainly read another novel by this author as I love stories based upon fairytales. If you read Alex Flinn, I would highly recommend this novel to you just keep in mind it is slightly darker. Readers of fantasy, romance, and the like will enjoy this book and should give it a chance. It seems to target the female demographic, but males should enjoy it as well.