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Sassy Brit (97 KP) rated Every Wicked Man in Books
Jun 5, 2019
With the book Write Yourself Happy: The Art of Positive Journalling, Megan C. Hayes reveals just how we can use practical and scientifically proven methods to increase our happiness through journalling. She’s an academic in Positive Psychology and Creative Writing, and that shows via her knowledge and understanding in this well-written and enlightening book.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
Purple Phoenix Games (2266 KP) rated Fire in the Library in Tabletop Games
Feb 11, 2020
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
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, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
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, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Purple Phoenix Games (2266 KP) rated Among the Stars in Tabletop Games
Dec 3, 2021
If there is a mechanic that we at Purple Phoenix Games seem to really love, it is card drafting. One such game that has been a big hit for us (well, at least for 3 of us….) is 7 Wonders. Draft a card, pass the rest to your neighbor, draft another card from those received from your other neighbor, and repeat. Set in the Ancient World, you are working to build the most wondrous city. But Laura, why all the 7 Wonders talk in this review? Well, because Among the Stars gives me major 7 Wonders vibes, but IN SPACE. Keep reading to see what I mean.
Disclaimer: Among the Stars can be played in two different modes – Aggressive and Non-Aggressive. This review covers the core game Non-Aggressive mode of play. -L
Among the Stars is a game of card drafting and tile placement in which players take on the roles of different alien races attempting to build the most efficient space station over the span of 4 years (rounds). After the 4th and final round, players calculate their final scores, and the player with the highest score is the winner! To setup for a game, assemble the Location deck as described in the rules. Each player takes a Main Reactor card and score marker in their chosen color. Score markers are placed at zero on the score board, and players put their Main Reactor card face-up in front of them, along with 2 Energy Cubes. Players choose, or are randomly given, a Race Tile with a special Racial Ability to be used throughout the game. Randomly draw the requisite number of Objective cards and put them face-up near the score board. The game is now ready to begin!
Over the course of 4 rounds, players will be drafting cards and playing them into their Space Station. At the start of each round, every player collects 10 Credits (game currency), and draws a hand of 6 Location cards. Every turn, players will select one card from their hand, place it face-down in front of them, and will pass the remaining cards in their hand to the next player (in either clockwise or counter-clockwise direction, depending on the round). Players will then simultaneously reveal their chosen card and perform one of three actions: Build a Location, Build Power Reactor, or Discard and gain 3 Credits. To Build a Location, you pay its listed cost in Credits and/or Energy and add it to your Space Station. Locations must be placed orthogonally adjacent to an existing Location. When you build a Location, you immediately gain the listed number of VP (tracked on the score board), and may use its ability. Some abilities are immediate and earn you extra VP now, while some are delayed and will be counted at the end of the game. To Build a Power Reactor, you will first discard your selected card for the turn. Pay the 1 Credit cost of a Power Reactor and place it into your Space Station, along with 2 Energy Cubes. Every round, you get 10 Credits, but Energy Cubes do not replenish unless you build more Power Reactors, so keep an eye on your resources! The last possible action is to Discard and gain 3 Credits, and is pretty self-explanatory.
Players continue taking turns (drafting cards, passing cards, and playing cards) until they are left with no cards in hand. The round is now over. Move the round marker to the next space, and begin a new round by drawing another hand of 6 cards. After the 4th round of play, the game ends and final VP are scored. Victory Points have been earned throughout the game, but now any delayed abilities are triggered and scored, Objective points are added, and players gain points for Power Reactors and remaining Credits. The player with the highest score is the winner!
See what I mean about being 7 Wonders in space? The overall gameplay is pretty much the same thing – draft a card, pass cards, play the card – even though thematically they’re on opposite ends of time. That familiarity and simplicity of the gameplay definitely added to my enjoyment of the game. And when I say ‘simplicity’ of gameplay, I do not mean that it is an easy game necessarily. It still requires a decent amount of strategy! Not only do you have to decide what card to draft for maximum benefit, but you also need to figure out exactly where to put it in your Space Station too. Some Locations may give you extra VP for being adjacent to certain other Locations, or they may even earn more VP for distance between two Locations. You’ve got to be thinking in advance, but also able to adapt on the fly. Do you draft a card that you don’t necessarily want because you can see your opponent needs it? Or do you keep your head down and try to fly under the radar? The strategy and mechanics work very well together in creating an engaging and entertaining game.
Components. This game basically just consists of cards, a score board, and some tokens. So even though it’s nothing too fancy or anything, they’re still pretty decent quality! The artwork is thematic and fun to look at, and the layout of the cards is easy to understand. The cards are square, so that makes for some interesting shuffling, but the square shape really lends itself well to the tile-laying aspect of the gameplay. So all in all, good production quality. Just be warned – as the game progresses, it turns into quite a table hog, since you are constantly adding cards to your Space Station. Not a knock on the game, just a heads up so you give yourself plenty of room!
Will Among the Stars replace 7 Wonders for me? Ultimately, no. Don’t get me wrong, it’s still a great game, but 7 Wonders just offers a little more strategy that bumps it to a higher level than Among the Stars. To introduce players to these mechanics and gameplay style, I would use Among the Stars because it is a little ‘lighter’ than 7 Wonders, if you ask me. If you are a fan of 7 Wonders and are interested in a more futuristic theme, I would definitely recommend checking out Among the Stars. It’s a neat game that has been hiding on my game shelf without the playtime it deserves. Purple Phoenix Games gives this one a stellar 15 / 18.
Disclaimer: Among the Stars can be played in two different modes – Aggressive and Non-Aggressive. This review covers the core game Non-Aggressive mode of play. -L
Among the Stars is a game of card drafting and tile placement in which players take on the roles of different alien races attempting to build the most efficient space station over the span of 4 years (rounds). After the 4th and final round, players calculate their final scores, and the player with the highest score is the winner! To setup for a game, assemble the Location deck as described in the rules. Each player takes a Main Reactor card and score marker in their chosen color. Score markers are placed at zero on the score board, and players put their Main Reactor card face-up in front of them, along with 2 Energy Cubes. Players choose, or are randomly given, a Race Tile with a special Racial Ability to be used throughout the game. Randomly draw the requisite number of Objective cards and put them face-up near the score board. The game is now ready to begin!
Over the course of 4 rounds, players will be drafting cards and playing them into their Space Station. At the start of each round, every player collects 10 Credits (game currency), and draws a hand of 6 Location cards. Every turn, players will select one card from their hand, place it face-down in front of them, and will pass the remaining cards in their hand to the next player (in either clockwise or counter-clockwise direction, depending on the round). Players will then simultaneously reveal their chosen card and perform one of three actions: Build a Location, Build Power Reactor, or Discard and gain 3 Credits. To Build a Location, you pay its listed cost in Credits and/or Energy and add it to your Space Station. Locations must be placed orthogonally adjacent to an existing Location. When you build a Location, you immediately gain the listed number of VP (tracked on the score board), and may use its ability. Some abilities are immediate and earn you extra VP now, while some are delayed and will be counted at the end of the game. To Build a Power Reactor, you will first discard your selected card for the turn. Pay the 1 Credit cost of a Power Reactor and place it into your Space Station, along with 2 Energy Cubes. Every round, you get 10 Credits, but Energy Cubes do not replenish unless you build more Power Reactors, so keep an eye on your resources! The last possible action is to Discard and gain 3 Credits, and is pretty self-explanatory.
Players continue taking turns (drafting cards, passing cards, and playing cards) until they are left with no cards in hand. The round is now over. Move the round marker to the next space, and begin a new round by drawing another hand of 6 cards. After the 4th round of play, the game ends and final VP are scored. Victory Points have been earned throughout the game, but now any delayed abilities are triggered and scored, Objective points are added, and players gain points for Power Reactors and remaining Credits. The player with the highest score is the winner!
See what I mean about being 7 Wonders in space? The overall gameplay is pretty much the same thing – draft a card, pass cards, play the card – even though thematically they’re on opposite ends of time. That familiarity and simplicity of the gameplay definitely added to my enjoyment of the game. And when I say ‘simplicity’ of gameplay, I do not mean that it is an easy game necessarily. It still requires a decent amount of strategy! Not only do you have to decide what card to draft for maximum benefit, but you also need to figure out exactly where to put it in your Space Station too. Some Locations may give you extra VP for being adjacent to certain other Locations, or they may even earn more VP for distance between two Locations. You’ve got to be thinking in advance, but also able to adapt on the fly. Do you draft a card that you don’t necessarily want because you can see your opponent needs it? Or do you keep your head down and try to fly under the radar? The strategy and mechanics work very well together in creating an engaging and entertaining game.
Components. This game basically just consists of cards, a score board, and some tokens. So even though it’s nothing too fancy or anything, they’re still pretty decent quality! The artwork is thematic and fun to look at, and the layout of the cards is easy to understand. The cards are square, so that makes for some interesting shuffling, but the square shape really lends itself well to the tile-laying aspect of the gameplay. So all in all, good production quality. Just be warned – as the game progresses, it turns into quite a table hog, since you are constantly adding cards to your Space Station. Not a knock on the game, just a heads up so you give yourself plenty of room!
Will Among the Stars replace 7 Wonders for me? Ultimately, no. Don’t get me wrong, it’s still a great game, but 7 Wonders just offers a little more strategy that bumps it to a higher level than Among the Stars. To introduce players to these mechanics and gameplay style, I would use Among the Stars because it is a little ‘lighter’ than 7 Wonders, if you ask me. If you are a fan of 7 Wonders and are interested in a more futuristic theme, I would definitely recommend checking out Among the Stars. It’s a neat game that has been hiding on my game shelf without the playtime it deserves. Purple Phoenix Games gives this one a stellar 15 / 18.
MasterSolace (19 KP) rated Aladdin (2019) in Movies
Jun 15, 2019
The Music(it's Disney) (4 more)
The Special Effects(it's Disney)
The Atmosphere
The Cast & Characters
One last bit... in the review
Live-Action Magic
Contains spoilers, click to show
Disney has been on a kick of redoing their animated masterpieces into live action masterpieces. It worked with Cinderella... Jungle Book was flawed, but still wild... and Beauty and the Beast was simply Beautiful. So... was this reimagining of Aladdin up to par...
You are damn right it was.
Let's get this out of the way first. Live action musicals still make me feel awkward. Granted, this is Disney... but animated musicals feel just fine. That being said, the numbers were spot on for the most part, while still being slightly altered for the cast in the present. Yes, that includes slight tweaks due to Will Smith being an actual musician(as much as I love Robin Williams, he was not). And those were made(dammit... sorry for the pun)... Fresh.
Acting on point. Because Disney. Sorry, but it's true.
Was the movie perfect? No. It does have some flaws, but nothing that hinders the movie overall. And most of them for me where solely because of the musical numbers. That being said, "Speechless"... bravo Alan Menken.
There is one part of this version that does IMPROVE over the original. The City of Agrabah. The animated version felt nothing more than a backdrop, but this City felt like it was organic. Like an ACTUAL city they were fighting for.
Other changes were proper... made it more modern. Including Jasmine motivation(instead of marrying who she wants, she is made Sultan... so she can protect and serve her people... she marries Aladdin anyway)... and Jafar's true plans(he didn't just want Agrabah, he wanted to conquer the neighboring nations, as well). Jafar in the original was DRAWN menacing... live action Jafar was devious due to his ambitions. Good job, Disney.
How about the Genie? How did Will Smith do? Well... he was great. BUT Disney did something different this time. In the original, because Robin was the star, it put extra focus on how outrageous he was. Will Smith was the billed star, but they put more focus on who the story was really about... Aladdin. Will Smith served a purpose. He might've been the bigger name, but he did NOT play the biggest part. At least, that is what I feel happened.... and it was for the better.
Was it as good as the original? No. Because there is no true comparison. If you haven't seen it... please... erase the original from your mind for a moment... go see this one... then go back and watch the original. While we KNOW the comparison... there shouldn't be one. This live-action version isn't exactly the same, and it shouldn't be. Askewed focus... different delivery... it maybe Disney's remake, but this version should be approached as if you were watching it from a different perspective......
Treat it as if it were it's own movie.
And know this... the best positive of all...
Robin would've loved it.
You are damn right it was.
Let's get this out of the way first. Live action musicals still make me feel awkward. Granted, this is Disney... but animated musicals feel just fine. That being said, the numbers were spot on for the most part, while still being slightly altered for the cast in the present. Yes, that includes slight tweaks due to Will Smith being an actual musician(as much as I love Robin Williams, he was not). And those were made(dammit... sorry for the pun)... Fresh.
Acting on point. Because Disney. Sorry, but it's true.
Was the movie perfect? No. It does have some flaws, but nothing that hinders the movie overall. And most of them for me where solely because of the musical numbers. That being said, "Speechless"... bravo Alan Menken.
There is one part of this version that does IMPROVE over the original. The City of Agrabah. The animated version felt nothing more than a backdrop, but this City felt like it was organic. Like an ACTUAL city they were fighting for.
Other changes were proper... made it more modern. Including Jasmine motivation(instead of marrying who she wants, she is made Sultan... so she can protect and serve her people... she marries Aladdin anyway)... and Jafar's true plans(he didn't just want Agrabah, he wanted to conquer the neighboring nations, as well). Jafar in the original was DRAWN menacing... live action Jafar was devious due to his ambitions. Good job, Disney.
How about the Genie? How did Will Smith do? Well... he was great. BUT Disney did something different this time. In the original, because Robin was the star, it put extra focus on how outrageous he was. Will Smith was the billed star, but they put more focus on who the story was really about... Aladdin. Will Smith served a purpose. He might've been the bigger name, but he did NOT play the biggest part. At least, that is what I feel happened.... and it was for the better.
Was it as good as the original? No. Because there is no true comparison. If you haven't seen it... please... erase the original from your mind for a moment... go see this one... then go back and watch the original. While we KNOW the comparison... there shouldn't be one. This live-action version isn't exactly the same, and it shouldn't be. Askewed focus... different delivery... it maybe Disney's remake, but this version should be approached as if you were watching it from a different perspective......
Treat it as if it were it's own movie.
And know this... the best positive of all...
Robin would've loved it.
Sophia (Bookwyrming Thoughts) (530 KP) rated Passenger (Passenger, #1) in Books
Jan 23, 2020
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
My very first taste of Alexandra Bracken's works didn't go bad after all (which means I don't have to mope or panic about wasting 99 cents on the first two books in her other series).
<i>Passenger</i> was a little hard for me to get into, at least in terms of characters – everything else is on good terms with me. The traveler world is a delight to read about – Bracken reveals some tidbits from significant events in history I've never actually known about unless I decide to dive into the nit picky details of world/American history or do research for fun on my own. I also love how Bracken integrates music into the traveling world.
Then there are the characters, especially Etta and Nick, who are pretty much the only characters throughout the entire novel. Everyone else appears every so often.
I'm a huge character person – I'm very nit picky about the characters I read about and is unintentionally weighed heavily on whether or not I become fond of the book or my continuation of reading the book. *cough* <i><a title="The Fifth Wave review" href="http://www.bookwyrmingthoughts.com/2015/05/dnf-review-the-5th-wave-by-rick-yancey-so.html" target="_blank" rel="noopener">The Fifth Wave</a></i> didn't bode too well, and that's an understatement.
We have Etta, part one of two main characters/views. She's a violin prodigy, a loner (violin is everything after all), acts superior, and pleases her mother even when she doesn't want to.
Problem? Yep. The girl acts quite bratty and thinks she's everything.
Then there's Nick. He's from another time period, bitter, and blames himself for Julian's death constantly.
What a lovely duo to contend with.
But this is when Bracken just introduces Mademoiselle Superior and Monsieur Bitter into the story. Over the course of being a passenger in this wonderful book – the pun is totally intended – that doesn't sound so wonderful as of right now, saying Nick and Etta are horrible characters is a complete understatement.
Etta is not just a violin prodigy thrown in the world of time travel, a loner, and acts like she's better than every other violinist around her. She is also someone who is fierce, stubborn, and has no problem standing up for her beliefs or speaking her mind. Perhaps she's not bratty after all.
And Nick... well... he's secretly sweet among that internal bitterness.
I'm completely fond of the two characters by the time Bracken takes me through several time periods on Nick and Etta's journey to take back the astrolabe her mother hid from the Ironwoods (who is apparently thirsty for power and creating a familial empire through time). <i>Passenger</i> is a power struggle among families and a revenge rolled into time travel adventure and romance – it's going to be interesting to see where Bracken takes the series in future novels.
<a href="https://bookwyrmingthoughts.com/arc-review-passenger-by-alexandra-bracken/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
My very first taste of Alexandra Bracken's works didn't go bad after all (which means I don't have to mope or panic about wasting 99 cents on the first two books in her other series).
<i>Passenger</i> was a little hard for me to get into, at least in terms of characters – everything else is on good terms with me. The traveler world is a delight to read about – Bracken reveals some tidbits from significant events in history I've never actually known about unless I decide to dive into the nit picky details of world/American history or do research for fun on my own. I also love how Bracken integrates music into the traveling world.
Then there are the characters, especially Etta and Nick, who are pretty much the only characters throughout the entire novel. Everyone else appears every so often.
I'm a huge character person – I'm very nit picky about the characters I read about and is unintentionally weighed heavily on whether or not I become fond of the book or my continuation of reading the book. *cough* <i><a title="The Fifth Wave review" href="http://www.bookwyrmingthoughts.com/2015/05/dnf-review-the-5th-wave-by-rick-yancey-so.html" target="_blank" rel="noopener">The Fifth Wave</a></i> didn't bode too well, and that's an understatement.
We have Etta, part one of two main characters/views. She's a violin prodigy, a loner (violin is everything after all), acts superior, and pleases her mother even when she doesn't want to.
Problem? Yep. The girl acts quite bratty and thinks she's everything.
Then there's Nick. He's from another time period, bitter, and blames himself for Julian's death constantly.
What a lovely duo to contend with.
But this is when Bracken just introduces Mademoiselle Superior and Monsieur Bitter into the story. Over the course of being a passenger in this wonderful book – the pun is totally intended – that doesn't sound so wonderful as of right now, saying Nick and Etta are horrible characters is a complete understatement.
Etta is not just a violin prodigy thrown in the world of time travel, a loner, and acts like she's better than every other violinist around her. She is also someone who is fierce, stubborn, and has no problem standing up for her beliefs or speaking her mind. Perhaps she's not bratty after all.
And Nick... well... he's secretly sweet among that internal bitterness.
I'm completely fond of the two characters by the time Bracken takes me through several time periods on Nick and Etta's journey to take back the astrolabe her mother hid from the Ironwoods (who is apparently thirsty for power and creating a familial empire through time). <i>Passenger</i> is a power struggle among families and a revenge rolled into time travel adventure and romance – it's going to be interesting to see where Bracken takes the series in future novels.
<a href="https://bookwyrmingthoughts.com/arc-review-passenger-by-alexandra-bracken/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Gareth von Kallenbach (980 KP) rated Savages (2012) in Movies
Aug 7, 2019
Over the past 15 years, Oliver Stone’s films have been kind of hit or miss to me. It’s as if Stone is still trying to make the same controversial films he became popular for in the 80’s and early 90’s. Only, as an audience, we have become keen to his filmmaking style and therefore his more recent work suffers from the apathy of a “show me something new” culture. Still, despite his failures, Stone does not makes apologies for his work while he continues in his quest to make films about controversial subjects. This time around Stone strives to take us into the violent world of the Mexican drug cartels though a film adaptation of the novel Savages by Don Winslow.
As the film opens we are introduced to “O” (Blake Lively) who, as our narrator, acquaints us with the open yet loving relationship she shares with our two protagonists, Chon and Ben. Chon (Taylor Kitsch), an ex-Navy SEAL, is unquestionably the muscle of the trio’s operation. Chon was the original financier for his high school friend Ben, (Aaron Johnson) the peaceful, charitable, botany genius who has created the most potent marijuana in the world. Together these two embody the perfect man for O, while the three of them enjoy the spoils of the small marijuana empire they created in southern California.
That is until they gain the attention from a Mexican cartel intent on creating a stronger foothold in the southern California area. The cartel offers them a partnership and explains that by teaming up their business will triple in three years. But when the trio refuse the offer, the ruthless head of the cartel, Elena (Selma Hayek), instructs her enforcer, Lado (Benicio Del Toro), to kidnap O and hold her hostage so the boys will cooperate. Soon our heroes use their network of connections, like crooked DEA agent Dennis (John Travolta) and financial broker Spin (Emile Hirsch), to battle the cartel in a series of savage maneuvers to get back their one “shared” love.
Stone has been known to inspire his actors to give Oscar worthy performances. Sadly, you will not find any such performances here. That is not to say that the acting was terrible. It just seemed that the characters themselves are uninspired which is a shame because I would have liked to have seen some growth in this young cast, especially from Taylor Kitsch.
I feel that many critics will be hard on Taylor Kitsch because of his previous epic fails of 2012 (John Carter and Battleship) however I am surprised to admit that, for this movie at least, he gets a pass in my book. Not because he delivers a fantastic performance that makes me believe he’s truly an up and coming talent, but rather because he is convincing in his portrayal of Chon. When O describes our protagonists as each being one half of the perfect man, she refers to Chon as “Hard Steel,” which is exactly what Kitsch plays him as, a one-dimensional, emotionally devoid character with no growth or any real redeeming qualities other than the ability to go to war. Regardless of whether or not Kitsch has any additional acting range not showcased in this film, I cannot penalize him for his performance in this movie. He fit the part that he was cast in fine.
Blake Lively (Gossip Girl, Sisterhood of the Traveling Pants) plays O, short for Ophelia. And yes she channels the mad, love-struck, melancholic character from Hamlet after whom she is named. And while it is easy to make those comparisons to the character of this film, they only appear to be on the surface, if anything. And herein lies the problem. Regardless of how you feel about her open relationship with Ben and Chon, the more I learned about her, the less I cared. Like Kitsch’s character, O is boring and one dimensional. She is the product of being a pretty little rich girl whose mother is off somewhere with husband number twelve. She has been getting stoned every day since she was young and the only place she finds herself loved is in with the company of Chon and Ben. Tragic, I know. While watching the film I honestly thought to myself, if I was Ben or Chon, I would say, “Fuck it. Cut her loose and let’s go to Asia.” She has no redeeming qualities other than being good looking and a good lay. So why would they go through so much trouble for her? The trio’s relationship is weakly tied together by her telling us through narration but never really materializes on screen. At times you get some of a feeling that Ben actually loves her but that love is never really reciprocated from O. It is safe to say that that I did not derive any loving connection from Lively’s performance, though her deliver as a narrator was tolerable.
Aaron Johnson (Kick-Ass) is the one redeeming performance from this young cast. In contrast to Chon, O describes Ben as “Soft Wood” which makes him the better half. Ben is the one character who actually goes through some kind of character arc and growth. Using the wood analogy, we watch him bend from the peaceful Buddhist businessman to the man who will sacrifice everything, to get back this woman he loves. Nowhere is this better embodied than when Ben is faced with the tough choice of sticking to his peaceful beliefs or incinerating a man in cold blood during one of their moves against the cartel. I found myself actually curious about what Ben would do next. Unlike Chon and O, Ben has some depth and struggles with his personal beliefs, his love for O and what needs to be done. Needless to say, Johnson delivers a believable performance that actually helps move along the action and was the only protagonist that kept me interested in their battle.
In addition to Johnson, the film is littered with several strong supporting cast members who all deliver solid performances. Selma Hayek is strong as Elena, the leader of the cartel that challenges Ben and Chon. She is a ruthless and shrewd businesswoman and yet has a better “sense of morality” as she explains during her interactions with O and her own daughter. Her enforcer Lado is played by Benicio Del Toro who, with the help of an uncomfortable rapist mustache, comes off as an extremely menacing character. Del Toro solidifies himself on screen by being down right creepy and yet intelligent in his own savage way. During every moment of screen time you expect him to kill someone just because it is good for business.
A needed bit of change of pace is provided by an unexpected performance by Emile Hirsch (Into the Wild) as Ben and Chon’s witty financial broker, Spin. As well as by John Travolta who plays Dennis, the dirty DEA agent who’s in Ben and Chon’s pocket. In fact, even though Travolta’s screen time is maybe a total of 12 minutes, his performance steals the show with his sole bit of comic relief, for lack of a better explanation. Perhaps the strongest acted moment of this film is during a standoff scene between Del Toro and Travolta that in many ways makes me want to know more about those characters. And what that movie would be about.
In typical Stone fashion the movie is shot in a variety of film angles and stylistic devices used to foreshadow and at times create a foreboding presence. Visually the movie provides a strong and believable feeling for the world these characters live in and the way that they operate their business. In addition, narration is used at points to move along the action and provide the audience with insight that otherwise would not have been possible on performances alone. I personally have no problem with narration as long as it is set up from the beginning and used to advance the story, which it is. However in the final act, the movie introduces a film device from left field that completely kills the already weak pacing of the movie. I cannot get into it without giving away the story, but I can see how this device could completely ruin the movie for those patrons who are already disinterested by the time the final act rolls around. Especially for those who do not find any connection to any of the characters. In which case, the pacing of this film will seem slow and drawn out.
I am torn about my review of this film. Savages is something that I wanted to like more than I did. Two of the three protagonists are one dimensional and if it was not for Johnson and the strong supporting cast I might have found the movie boring. It was also completely different from the expectations set by the commercials. Those looking for an action movie will feel misled and will more than likely be disappointed with the film. Not that there is not any action, only it comes between very long periods of dialogue and slow pacing. By the end of the movie, you are either invested in these characters or just waiting for the lights to come up in the theater. And in typical Oliver Stone fashion the movie tries to make us question our own perception of just what it means to be a savage.
As the film opens we are introduced to “O” (Blake Lively) who, as our narrator, acquaints us with the open yet loving relationship she shares with our two protagonists, Chon and Ben. Chon (Taylor Kitsch), an ex-Navy SEAL, is unquestionably the muscle of the trio’s operation. Chon was the original financier for his high school friend Ben, (Aaron Johnson) the peaceful, charitable, botany genius who has created the most potent marijuana in the world. Together these two embody the perfect man for O, while the three of them enjoy the spoils of the small marijuana empire they created in southern California.
That is until they gain the attention from a Mexican cartel intent on creating a stronger foothold in the southern California area. The cartel offers them a partnership and explains that by teaming up their business will triple in three years. But when the trio refuse the offer, the ruthless head of the cartel, Elena (Selma Hayek), instructs her enforcer, Lado (Benicio Del Toro), to kidnap O and hold her hostage so the boys will cooperate. Soon our heroes use their network of connections, like crooked DEA agent Dennis (John Travolta) and financial broker Spin (Emile Hirsch), to battle the cartel in a series of savage maneuvers to get back their one “shared” love.
Stone has been known to inspire his actors to give Oscar worthy performances. Sadly, you will not find any such performances here. That is not to say that the acting was terrible. It just seemed that the characters themselves are uninspired which is a shame because I would have liked to have seen some growth in this young cast, especially from Taylor Kitsch.
I feel that many critics will be hard on Taylor Kitsch because of his previous epic fails of 2012 (John Carter and Battleship) however I am surprised to admit that, for this movie at least, he gets a pass in my book. Not because he delivers a fantastic performance that makes me believe he’s truly an up and coming talent, but rather because he is convincing in his portrayal of Chon. When O describes our protagonists as each being one half of the perfect man, she refers to Chon as “Hard Steel,” which is exactly what Kitsch plays him as, a one-dimensional, emotionally devoid character with no growth or any real redeeming qualities other than the ability to go to war. Regardless of whether or not Kitsch has any additional acting range not showcased in this film, I cannot penalize him for his performance in this movie. He fit the part that he was cast in fine.
Blake Lively (Gossip Girl, Sisterhood of the Traveling Pants) plays O, short for Ophelia. And yes she channels the mad, love-struck, melancholic character from Hamlet after whom she is named. And while it is easy to make those comparisons to the character of this film, they only appear to be on the surface, if anything. And herein lies the problem. Regardless of how you feel about her open relationship with Ben and Chon, the more I learned about her, the less I cared. Like Kitsch’s character, O is boring and one dimensional. She is the product of being a pretty little rich girl whose mother is off somewhere with husband number twelve. She has been getting stoned every day since she was young and the only place she finds herself loved is in with the company of Chon and Ben. Tragic, I know. While watching the film I honestly thought to myself, if I was Ben or Chon, I would say, “Fuck it. Cut her loose and let’s go to Asia.” She has no redeeming qualities other than being good looking and a good lay. So why would they go through so much trouble for her? The trio’s relationship is weakly tied together by her telling us through narration but never really materializes on screen. At times you get some of a feeling that Ben actually loves her but that love is never really reciprocated from O. It is safe to say that that I did not derive any loving connection from Lively’s performance, though her deliver as a narrator was tolerable.
Aaron Johnson (Kick-Ass) is the one redeeming performance from this young cast. In contrast to Chon, O describes Ben as “Soft Wood” which makes him the better half. Ben is the one character who actually goes through some kind of character arc and growth. Using the wood analogy, we watch him bend from the peaceful Buddhist businessman to the man who will sacrifice everything, to get back this woman he loves. Nowhere is this better embodied than when Ben is faced with the tough choice of sticking to his peaceful beliefs or incinerating a man in cold blood during one of their moves against the cartel. I found myself actually curious about what Ben would do next. Unlike Chon and O, Ben has some depth and struggles with his personal beliefs, his love for O and what needs to be done. Needless to say, Johnson delivers a believable performance that actually helps move along the action and was the only protagonist that kept me interested in their battle.
In addition to Johnson, the film is littered with several strong supporting cast members who all deliver solid performances. Selma Hayek is strong as Elena, the leader of the cartel that challenges Ben and Chon. She is a ruthless and shrewd businesswoman and yet has a better “sense of morality” as she explains during her interactions with O and her own daughter. Her enforcer Lado is played by Benicio Del Toro who, with the help of an uncomfortable rapist mustache, comes off as an extremely menacing character. Del Toro solidifies himself on screen by being down right creepy and yet intelligent in his own savage way. During every moment of screen time you expect him to kill someone just because it is good for business.
A needed bit of change of pace is provided by an unexpected performance by Emile Hirsch (Into the Wild) as Ben and Chon’s witty financial broker, Spin. As well as by John Travolta who plays Dennis, the dirty DEA agent who’s in Ben and Chon’s pocket. In fact, even though Travolta’s screen time is maybe a total of 12 minutes, his performance steals the show with his sole bit of comic relief, for lack of a better explanation. Perhaps the strongest acted moment of this film is during a standoff scene between Del Toro and Travolta that in many ways makes me want to know more about those characters. And what that movie would be about.
In typical Stone fashion the movie is shot in a variety of film angles and stylistic devices used to foreshadow and at times create a foreboding presence. Visually the movie provides a strong and believable feeling for the world these characters live in and the way that they operate their business. In addition, narration is used at points to move along the action and provide the audience with insight that otherwise would not have been possible on performances alone. I personally have no problem with narration as long as it is set up from the beginning and used to advance the story, which it is. However in the final act, the movie introduces a film device from left field that completely kills the already weak pacing of the movie. I cannot get into it without giving away the story, but I can see how this device could completely ruin the movie for those patrons who are already disinterested by the time the final act rolls around. Especially for those who do not find any connection to any of the characters. In which case, the pacing of this film will seem slow and drawn out.
I am torn about my review of this film. Savages is something that I wanted to like more than I did. Two of the three protagonists are one dimensional and if it was not for Johnson and the strong supporting cast I might have found the movie boring. It was also completely different from the expectations set by the commercials. Those looking for an action movie will feel misled and will more than likely be disappointed with the film. Not that there is not any action, only it comes between very long periods of dialogue and slow pacing. By the end of the movie, you are either invested in these characters or just waiting for the lights to come up in the theater. And in typical Oliver Stone fashion the movie tries to make us question our own perception of just what it means to be a savage.
Johnny Marr recommended Out of Our Heads by The Rolling Stones in Music (curated)
Purple Phoenix Games (2266 KP) rated Cosmic Run: Express in Tabletop Games
Oct 27, 2021
Components are obviously an integral part of games. Some games are beasts when it comes to components – boasting large numbers of included components to bolster the gameplay. And then you have games that have mastered the art of gameplay utilizing a minimal number of components. Cosmic Run: Express is one of these games, consisting of only 25 cards. But does the gameplay hold up for such a physically small game? Read on to find out!
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
Lottie disney bookworm (1056 KP) rated The Story of Silence in Books
Jun 17, 2021
An Arthurian tale, adapted from a 13th century lost poem, containing dragons and knights but tackling the fluid notion of gender? Sign me up! Literally! Thank you to Eidelweiss+ and HarperVoyager for the opportunity to read this in exchange for an honest review.
Silence is born a girl, but due to the laws of inheritance is raised a boy, with only 3 people knowing their true gender (one of whom, initially, is not Silence). The Story of Silence follows Silence from birth, showing their struggles between Nature and Nurture in the medieval period.
The writing style of this fantasy novel is remarkable, with an almost lyrical, ballad quality to it. The settings of Cornwall, and later Brittany, are described in such a way that captivates the reader, transporting them to the jousting fields, the towering castles and the courts of Earls and Kings.
The writing is at a slower pace, a literary journey rather than a sprint and for that reason I didn’t quite get the feeling of “I can’t put this down”, particularly in the middle of the novel. However, the twists and turns in Silence’s life were always quick to pull me back in.
As a character, the reader loves Silence from the very beginning. None of the struggles of their life are of their own making. Indeed, there are moments within this story where it would have been much simpler to tell the truth but Silence does not, displaying true knightly qualities of courage and loyalty. If I had one criticism of this book it is that, after his first “courses”, Silence doesn’t seem to find disguising his Nature very difficult., Yes, he binds his chest but he also travels on the road with male companions for years with no further mention of the more natural signs of his true nature.
The cast of characters surrounding Silence are also excellent, we have the troubled Earl Cador who, despite his original plan, it seems cannot love his child as he should; Griselle and the seneschal who do love and care for Silence and then there is Merlin.
Now, I know Silence should be my favourite character but Merlin stole the show in my opinion! There is no stoical wizard in Myers’ world, oh no! Merlin is a naked, disgusting old man who has an awful habit of laughing out loud at the unseen futures of those he passes. I also appreciated how Merlin wasn’t a solution to Silence’s problems (in fact the opposite is true!). Despite the magical undercurrent within this story, Merlin doesn’t fix everything with the flick of a magic wand – conversely he forces Silence to look inside and solve their own riddle, emphasising that you do not need to fit into one category or another, you can be both, you can be what you decide to be.
It should also be noted that, up to this point in the novel, Silence is referred to with the male pronoun, as that is how he sees himself. He is a boy. He is a knight! However, on processing Merlin’s world this pronoun notably changes to they and their. A beautiful detail that resonated how Silence had accepted their true identity.
The characterisation of women in The Story of Silence is something that has been picked up on a lot by my fellow reviewers and yes, the women in this book are often sex-crazed, deceitful, disloyal creatures. This is also an issue that is directly discussed within the author’s note, further proving that this was not an intentional slight on women. Alex Myers is an author, they are telling a story and that story takes place in the 13th century when, unfortunately, women were depicted like this. The main despicable action by a woman is essential to stay true to the poem. Was it frustrating as a female reader? Sometimes. But are there an equal number of ugly characteristics shown in the male characters? Absolutely!
The Story of Silence is a slow-burning tale which steadily unfurls into a captivating narrative which will stay with the reader long after the final page. The original 13th century poem captures the concept of gender so beautifully but Alex Myers takes this even further, handling Silence’s journey with love and compassion. I feel very lucky to have read this.
Silence is born a girl, but due to the laws of inheritance is raised a boy, with only 3 people knowing their true gender (one of whom, initially, is not Silence). The Story of Silence follows Silence from birth, showing their struggles between Nature and Nurture in the medieval period.
The writing style of this fantasy novel is remarkable, with an almost lyrical, ballad quality to it. The settings of Cornwall, and later Brittany, are described in such a way that captivates the reader, transporting them to the jousting fields, the towering castles and the courts of Earls and Kings.
The writing is at a slower pace, a literary journey rather than a sprint and for that reason I didn’t quite get the feeling of “I can’t put this down”, particularly in the middle of the novel. However, the twists and turns in Silence’s life were always quick to pull me back in.
As a character, the reader loves Silence from the very beginning. None of the struggles of their life are of their own making. Indeed, there are moments within this story where it would have been much simpler to tell the truth but Silence does not, displaying true knightly qualities of courage and loyalty. If I had one criticism of this book it is that, after his first “courses”, Silence doesn’t seem to find disguising his Nature very difficult., Yes, he binds his chest but he also travels on the road with male companions for years with no further mention of the more natural signs of his true nature.
The cast of characters surrounding Silence are also excellent, we have the troubled Earl Cador who, despite his original plan, it seems cannot love his child as he should; Griselle and the seneschal who do love and care for Silence and then there is Merlin.
Now, I know Silence should be my favourite character but Merlin stole the show in my opinion! There is no stoical wizard in Myers’ world, oh no! Merlin is a naked, disgusting old man who has an awful habit of laughing out loud at the unseen futures of those he passes. I also appreciated how Merlin wasn’t a solution to Silence’s problems (in fact the opposite is true!). Despite the magical undercurrent within this story, Merlin doesn’t fix everything with the flick of a magic wand – conversely he forces Silence to look inside and solve their own riddle, emphasising that you do not need to fit into one category or another, you can be both, you can be what you decide to be.
It should also be noted that, up to this point in the novel, Silence is referred to with the male pronoun, as that is how he sees himself. He is a boy. He is a knight! However, on processing Merlin’s world this pronoun notably changes to they and their. A beautiful detail that resonated how Silence had accepted their true identity.
The characterisation of women in The Story of Silence is something that has been picked up on a lot by my fellow reviewers and yes, the women in this book are often sex-crazed, deceitful, disloyal creatures. This is also an issue that is directly discussed within the author’s note, further proving that this was not an intentional slight on women. Alex Myers is an author, they are telling a story and that story takes place in the 13th century when, unfortunately, women were depicted like this. The main despicable action by a woman is essential to stay true to the poem. Was it frustrating as a female reader? Sometimes. But are there an equal number of ugly characteristics shown in the male characters? Absolutely!
The Story of Silence is a slow-burning tale which steadily unfurls into a captivating narrative which will stay with the reader long after the final page. The original 13th century poem captures the concept of gender so beautifully but Alex Myers takes this even further, handling Silence’s journey with love and compassion. I feel very lucky to have read this.
Emma @ The Movies (1786 KP) rated Love, Simon (2018) in Movies
Jun 29, 2019 (Updated Sep 25, 2019)
Simon Spier keeps a huge secret from his family, his friends, and all of his classmates: he's gay. When that secret is threatened, Simon must face everyone and come to terms with his identity.
I had been looking forward to this one, book adaptation... of course I was going to be... so getting this as our secret screening was fun great. But it really divided the pack and there was much discussion online about it after. But not so much about the film. I'm going to get the grumpy portion of this out of the way first.
I think this is only the second secret screening I've been to. The first one was Molly's Game, which again, was one I'd been looking forward to seeing, and when the card came up at the beginning I think only one person left. It certainly wasn't many. The card comes up for this one... well, it was like a mass exodus. Without the film even rolling I think we lost about half a dozen people. After the first couple of minutes we lost another load. It was that second lot that made me lose faith in humanity a little, because it wasn't more than seconds after Simon says that he's gay that I heard disapproving noises and footsteps trotting out of seats.
Most people online said the same thing about their cinemas. And I know that you don't have to watch every film ever made. But don't just turn your nose up at it because (and here's me being optimistic) it's a young adult film/novel. If you turned your nose up at it because its main character is gay... well... welcome to the real world, they're here, they're queer, and they're here to stay.
I was pleased to see that lots of people gave it a chance, and many seemed to enjoy it. There was a lot of hate for it from others though, and honestly, when you read the comments for it... well, just don't read the comments. For every good there is a bad, but most of the bad either just walked out or don't really give much in the way of a genuine excuse. Several feel like they're being cheated by Cineworld for showing things that aren't blockbusters... people... this isn't how these things work. Trust me, the company comes to the middle man who presents it to the consumer. Business 101. Companies know that you're going to pay to see their big blockbusters and buy their merchandise... why would they give it to you for free? (Yes I know we all have Unlimited cards and essentially get them for free, but you get my meaning.) There's already hype around them, they don't need more. Anyway, away from my rant.
Love, Simon was a wonderful film, and despite what some are saying, (sorry, swerving into rant territory there again) it was laugh out loud funny... and everyone was laughing. Except those people who left without giving it a chance... wow, sorry, I just can't let this go.
If you haven't quite forgotten your teenage years you'll see lots of bits in this that really ring a bell. Those awkward moments, the crushes, the annoying teachers, the pain. If you've experienced any of them then there will be bits that you physically react to. You can feel the emotions that are running around the characters, you know the decisions they're making are good, bad and terrible, and you can almost see the future. As the story unfolds you really do get pulled along with Simon. You feel his pain and you feel his joy.
A genuine smile inducing film. I think you can see my favourite bit in one of the trailers... straight people not having to come out... it honestly cracked me up.
Of course the book is in the TBR, I'll get round to it eventually. But regardless of how it stacks up next to the book is was a wonderful film. You can only hope that it is enlightening to some that watch it, and helpful to others.
I had been looking forward to this one, book adaptation... of course I was going to be... so getting this as our secret screening was fun great. But it really divided the pack and there was much discussion online about it after. But not so much about the film. I'm going to get the grumpy portion of this out of the way first.
I think this is only the second secret screening I've been to. The first one was Molly's Game, which again, was one I'd been looking forward to seeing, and when the card came up at the beginning I think only one person left. It certainly wasn't many. The card comes up for this one... well, it was like a mass exodus. Without the film even rolling I think we lost about half a dozen people. After the first couple of minutes we lost another load. It was that second lot that made me lose faith in humanity a little, because it wasn't more than seconds after Simon says that he's gay that I heard disapproving noises and footsteps trotting out of seats.
Most people online said the same thing about their cinemas. And I know that you don't have to watch every film ever made. But don't just turn your nose up at it because (and here's me being optimistic) it's a young adult film/novel. If you turned your nose up at it because its main character is gay... well... welcome to the real world, they're here, they're queer, and they're here to stay.
I was pleased to see that lots of people gave it a chance, and many seemed to enjoy it. There was a lot of hate for it from others though, and honestly, when you read the comments for it... well, just don't read the comments. For every good there is a bad, but most of the bad either just walked out or don't really give much in the way of a genuine excuse. Several feel like they're being cheated by Cineworld for showing things that aren't blockbusters... people... this isn't how these things work. Trust me, the company comes to the middle man who presents it to the consumer. Business 101. Companies know that you're going to pay to see their big blockbusters and buy their merchandise... why would they give it to you for free? (Yes I know we all have Unlimited cards and essentially get them for free, but you get my meaning.) There's already hype around them, they don't need more. Anyway, away from my rant.
Love, Simon was a wonderful film, and despite what some are saying, (sorry, swerving into rant territory there again) it was laugh out loud funny... and everyone was laughing. Except those people who left without giving it a chance... wow, sorry, I just can't let this go.
If you haven't quite forgotten your teenage years you'll see lots of bits in this that really ring a bell. Those awkward moments, the crushes, the annoying teachers, the pain. If you've experienced any of them then there will be bits that you physically react to. You can feel the emotions that are running around the characters, you know the decisions they're making are good, bad and terrible, and you can almost see the future. As the story unfolds you really do get pulled along with Simon. You feel his pain and you feel his joy.
A genuine smile inducing film. I think you can see my favourite bit in one of the trailers... straight people not having to come out... it honestly cracked me up.
Of course the book is in the TBR, I'll get round to it eventually. But regardless of how it stacks up next to the book is was a wonderful film. You can only hope that it is enlightening to some that watch it, and helpful to others.