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Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Kyera (8 KP) rated Daughter Of The Burning City in Books
Jan 31, 2018
There were more twists and turns in the story than the labyrinthine paths through the Gomorrah Festival. I was impressed that this was Amanda Foody's debut novel, but that does not mean it was without its faults. Overall, I felt that the Festival itself as a setting was the most intriguing part of the story.
I didn't feel that the magic system was as developed as it should have been, or perhaps it was too developed. It wasn't always clear what people could have as abilities. The added element of being able to have multiple abilities that alter how each other works or each ability manifesting itself completely differently in people made following how the magic worked very difficult. There were also rules or examples that you read that seem to contradict one another. You just had to accept that it wasn't entirely clear and anything could happen.
The setting was certainly the most intriguing part of this story. The Gomorrah Festival, also known as the City of Burning Desires, is a traveling Carnival full of thieves, strumpets, charlatans, performers and fortune tellers. The gates of the city have ever burning flames and the cloying scent of smoke, perfume, and sugar cloak the tents. Amanda Foody's writing brilliantly brings the city to life, although we sadly see very little of the actual Festival. I loved the performance elements of the Night Circus and Caraval, so I was a little disappointed that the locale didn't play a bigger role.
I never really connected with the main character, Sorrina, our thread through the entire story. She is a magic worker who can create illusions with her mind, despite having no eyes to see for herself. Since coming to the Festival, she has begun creating illusions to become her family. They perform with her and despite not being truly real, are quite beloved by Sorrina. Unfortunately, one night a member of her illusion family is killed - but how can illusions be killed?
Sorrina vows to discover who hurt her family and protect the remaining members no matter what. Soon she meets an Up-Mountainer named Luca who is definitely the best character in the book. At first, he seems like the stereotypical sassy, "bad boy" love interest, but he is actually incredibly intelligent. I really enjoyed the dimension he brought to the story and how he balanced out Sorrina's more romantic, unfocused, indecisive character.
Despite the fact that Sorrina's family are illusions, they do feel like real people. Some are more developed than others. You feel for two of her sisters, one who bears the weight of the family on her shoulders and the other who just wants to be a real person. Those two will tug at your heartstrings and make you forget that they are illusions. I didn't feel like I got to know the other family members as well and that was a shame. They were such unique creations that they deserved that connection and time.
The story was fantastical, yet I enjoyed the mystery element as you puzzled through the clues with the characters to discover who killed an illusion, and how. The plot was a little convoluted so at times my attention waned, but overall I enjoyed the book. There were some pacing issues that could have been resolved by some additional editing/culling of scenes. Sometimes when I sat down I was completely engrossed in the plot, but there were also others where I picked the book up and put it down moments later.
I felt that the story was tied up satisfactorily and it didn't leave me with too many questions, but I won't lie and say I wouldn't enjoy another book set in that world with different characters. The level of development is still impressive for a debut novel and I cannot wait to see more from Amanda Foody.
I would definitely recommend this to young adult/teen readers who enjoy fantasy novels with really intriguing worlds, but don't expect too much of the carnival element to be present in the plot.
I didn't feel that the magic system was as developed as it should have been, or perhaps it was too developed. It wasn't always clear what people could have as abilities. The added element of being able to have multiple abilities that alter how each other works or each ability manifesting itself completely differently in people made following how the magic worked very difficult. There were also rules or examples that you read that seem to contradict one another. You just had to accept that it wasn't entirely clear and anything could happen.
The setting was certainly the most intriguing part of this story. The Gomorrah Festival, also known as the City of Burning Desires, is a traveling Carnival full of thieves, strumpets, charlatans, performers and fortune tellers. The gates of the city have ever burning flames and the cloying scent of smoke, perfume, and sugar cloak the tents. Amanda Foody's writing brilliantly brings the city to life, although we sadly see very little of the actual Festival. I loved the performance elements of the Night Circus and Caraval, so I was a little disappointed that the locale didn't play a bigger role.
I never really connected with the main character, Sorrina, our thread through the entire story. She is a magic worker who can create illusions with her mind, despite having no eyes to see for herself. Since coming to the Festival, she has begun creating illusions to become her family. They perform with her and despite not being truly real, are quite beloved by Sorrina. Unfortunately, one night a member of her illusion family is killed - but how can illusions be killed?
Sorrina vows to discover who hurt her family and protect the remaining members no matter what. Soon she meets an Up-Mountainer named Luca who is definitely the best character in the book. At first, he seems like the stereotypical sassy, "bad boy" love interest, but he is actually incredibly intelligent. I really enjoyed the dimension he brought to the story and how he balanced out Sorrina's more romantic, unfocused, indecisive character.
Despite the fact that Sorrina's family are illusions, they do feel like real people. Some are more developed than others. You feel for two of her sisters, one who bears the weight of the family on her shoulders and the other who just wants to be a real person. Those two will tug at your heartstrings and make you forget that they are illusions. I didn't feel like I got to know the other family members as well and that was a shame. They were such unique creations that they deserved that connection and time.
The story was fantastical, yet I enjoyed the mystery element as you puzzled through the clues with the characters to discover who killed an illusion, and how. The plot was a little convoluted so at times my attention waned, but overall I enjoyed the book. There were some pacing issues that could have been resolved by some additional editing/culling of scenes. Sometimes when I sat down I was completely engrossed in the plot, but there were also others where I picked the book up and put it down moments later.
I felt that the story was tied up satisfactorily and it didn't leave me with too many questions, but I won't lie and say I wouldn't enjoy another book set in that world with different characters. The level of development is still impressive for a debut novel and I cannot wait to see more from Amanda Foody.
I would definitely recommend this to young adult/teen readers who enjoy fantasy novels with really intriguing worlds, but don't expect too much of the carnival element to be present in the plot.
Zuky the BookBum (15 KP) rated Dark Tales in Books
Mar 15, 2018
This is a really generous collection of short stories. There are 17 in this book in total, with the longest being only 24 pages (which feels like loads after reading 10 page stories practically all the way through)!
<b><i>The Possibility of Evil - 3 stars</i></b>
I wasn’t all that interested in this short until right at the very end. The last line was fantastically horrible.
<b><i>Louisa, Please Come Home - 3 stars</i></b>
Hm. This one was good but not great. It was sad, more than anything.
<b><i>Paranoia - 5 stars</i></b>
This story was great! It gripped me right from the start and had my heart pounding as Mr Beresford was rushing to get home and away from “light hat”. Fantastically creepy ending too.
<b><i>The Honeymoon of Mrs Smith - 2 stars</i></b>
I liked the prose and everything but I didn’t get it? Probably me just being stupid but… yeah.
<b><i>The Story We Used to Tell - 3 stars</i></b>
There was certainly an eeriness about this story but I didn’t like how it took on a sort of paranormal turn, when the rest of the stories have been based on human nature.
<b><i>The Sorcerer's Apprentice - 2 stars </i></b>
This one was just really dull in comparison to the other ones.
<b><i>Jack the Ripper - 4 stars </i></b>
I liked this one because it was creepy and kind of left you to your own imagination. I love any kind of story that focuses on the Ripper because everyone makes him their own.
<b><i>The Beautiful Stranger - 3 stars </i></b>
If you can’t already tell from my previous mini reviews, I prefer the creepy stories, and this wasn’t that, but it was still an interesting story, just not my favourite.
<b><i>All She Said Was Yes - 4 stars</i></b>
I liked this story because it was a little bit different and the ending has you going “No! No! Don’t do it!”. I like it when a book conjures up that emotion from you.
<b><i>What a Thought - 4 stars</i></b>
Hasn’t just about everyone had a murderous thoughts before? This was a good story because I could relate to some of it. (That all sounds so bad, don’t worry, I’m not planning on ever killing anyone).
<b><i>The Bus - 4 stars</i></b>
I really liked this one! It got super creepy when she arrived at the old house and I loved the twist ending!
<b><i>Family Treasures - 3 stars</i></b>
I enjoyed this one all the way up to then end. Girls are so terribly bitchy, Jackson got the atmosphere in the house perfectly right!
<b><i>A Visit - 3 stars</i></b>
I liked how the mystery built in this story but I didn’t particularly like how to story ended. I also felt that the timings were a little all over the place, which confused me at some parts.
<b><i>The Good Wife - 3 stars</i></b>
I didn’t mind this story but it was very predictable. I was hoping the end wouldn’t be what I was expecting it to be, but alas.
<b><i>The Man in the Woods - 4 stars</i></b>
This story had a bit of a fairy tale feel to it, which made it a lot more enjoyable for me.
<b><i>Home - 4 stars</i></b>
OK, so I know I said earlier in this review that I didn’t like one of the stories taking on a paranormal element, but I liked it in this one! I kind of reminded me of Beetlejuice because of the bridge lol.
<b><i>The Summer People - 4 stars</i></b>
Eep, this one was creepy! I liked the whole creepy local community vibe it had to it and how the Allison’s were no longer welcome… Very good end to this collection of shorts.
<i>Thanks to Netgalley and Penguin Books UK for giving me the opportunity to read this in exchange for an honest review.</i>
<b><i>The Possibility of Evil - 3 stars</i></b>
I wasn’t all that interested in this short until right at the very end. The last line was fantastically horrible.
<b><i>Louisa, Please Come Home - 3 stars</i></b>
Hm. This one was good but not great. It was sad, more than anything.
<b><i>Paranoia - 5 stars</i></b>
This story was great! It gripped me right from the start and had my heart pounding as Mr Beresford was rushing to get home and away from “light hat”. Fantastically creepy ending too.
<b><i>The Honeymoon of Mrs Smith - 2 stars</i></b>
I liked the prose and everything but I didn’t get it? Probably me just being stupid but… yeah.
<b><i>The Story We Used to Tell - 3 stars</i></b>
There was certainly an eeriness about this story but I didn’t like how it took on a sort of paranormal turn, when the rest of the stories have been based on human nature.
<b><i>The Sorcerer's Apprentice - 2 stars </i></b>
This one was just really dull in comparison to the other ones.
<b><i>Jack the Ripper - 4 stars </i></b>
I liked this one because it was creepy and kind of left you to your own imagination. I love any kind of story that focuses on the Ripper because everyone makes him their own.
<b><i>The Beautiful Stranger - 3 stars </i></b>
If you can’t already tell from my previous mini reviews, I prefer the creepy stories, and this wasn’t that, but it was still an interesting story, just not my favourite.
<b><i>All She Said Was Yes - 4 stars</i></b>
I liked this story because it was a little bit different and the ending has you going “No! No! Don’t do it!”. I like it when a book conjures up that emotion from you.
<b><i>What a Thought - 4 stars</i></b>
Hasn’t just about everyone had a murderous thoughts before? This was a good story because I could relate to some of it. (That all sounds so bad, don’t worry, I’m not planning on ever killing anyone).
<b><i>The Bus - 4 stars</i></b>
I really liked this one! It got super creepy when she arrived at the old house and I loved the twist ending!
<b><i>Family Treasures - 3 stars</i></b>
I enjoyed this one all the way up to then end. Girls are so terribly bitchy, Jackson got the atmosphere in the house perfectly right!
<b><i>A Visit - 3 stars</i></b>
I liked how the mystery built in this story but I didn’t particularly like how to story ended. I also felt that the timings were a little all over the place, which confused me at some parts.
<b><i>The Good Wife - 3 stars</i></b>
I didn’t mind this story but it was very predictable. I was hoping the end wouldn’t be what I was expecting it to be, but alas.
<b><i>The Man in the Woods - 4 stars</i></b>
This story had a bit of a fairy tale feel to it, which made it a lot more enjoyable for me.
<b><i>Home - 4 stars</i></b>
OK, so I know I said earlier in this review that I didn’t like one of the stories taking on a paranormal element, but I liked it in this one! I kind of reminded me of Beetlejuice because of the bridge lol.
<b><i>The Summer People - 4 stars</i></b>
Eep, this one was creepy! I liked the whole creepy local community vibe it had to it and how the Allison’s were no longer welcome… Very good end to this collection of shorts.
<i>Thanks to Netgalley and Penguin Books UK for giving me the opportunity to read this in exchange for an honest review.</i>
graveyardgremlin (7194 KP) rated The Taken (Celestial Blues, #1) in Books
Feb 15, 2019
Even though I'm not especially fond of angels, I decided to try out this new series based on my previous experiences with Vicki Pettersson's work. Sadly, after an intriguing first chapter, any enjoyment I may have expected never came knocking (guess it was too busy knockin' on heaven's door).
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine
Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
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 chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
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 chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Purple Phoenix Games (2266 KP) rated SYNK! in Tabletop Games
Apr 27, 2021
I like to think of myself as a somewhat intelligent person. I can occasionally ‘win’ a game of Jeopardy while watching on tv…..ok, so maybe it’s just during Kids Week, but that’s gotta count for something, right?! Anyway, word games and trivia have always entertained me. So when I heard about Synk! – a game that involves both of those elements – I knew I had to try it out. Does this party game really put your knowledge to the test, or does it sink to the bottom of the stack? Keep reading to find out!
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
Bob Mann (459 KP) rated Spider-Man: Homecoming (2017) in Movies
Sep 29, 2021
When I heard the news last year that Spider-Man was going to be rebooted yet again, I was like “are you freaking serious”? After the successful Toby Maguire trilogy (though the less said about “Spider-Man 3” the better) and the mildly successful “Amazing Spider-Man” duo with Andrew Garfield only finishing in 2014, did we REALLY need another reboot? More dramatic spider biting? More Uncle Ben spouting then dying? The same old – same old, rewarmed in a pan with a bit of red wine added just to stop it feeling so dry and tasteless.
And I still feel the same way. I understand that its more to do with rights ownership between Sony, Marvel and Disney that this got made so quickly…. but in the words of Ian Malcolm “they didn’t stop to think if they should”.
But actually, although I still don’t really approve of it, they’ve done a pretty good job in rebooting in a different manner. I commented in my review for “The Amazing Spider-Man 2” that that first reboot was “much less earnest and quirkier than the original Tobey Maguire series, and reveling more in the fun to be had around a superhero’s schooldays.” This latest reboot moves even further along that scale, being very much more of a high-school comedy that a pure superhero flick.
Wearing the suit this time is a far more age-appropriate Tom Holland, winner of last year’s BAFTA Rising Star award. And very personable he is too. The suit in question has been jizzed up by Iron Man (Robert Downey Jnr) – perhaps I could have rephrased that better! Because here the Spider-Man story carries on from the brief cameo in “Captain America: Civil War” that crossed Spidey into the mainstream Marvel timeline.
Within the high-school setting, Peter Parker’s geeky, and almost too deliberately multi-racial, gang includes his pal Ned (Jacob Batalon), very funny with a “chair guy” sequence, the unattainable Liz (Laura Harrier) as the love-interest, Betty (the excellent Angourie Rice who made such a great impression in “The Nice Guys” but didn’t really move the meter for me here I’m afraid), Flash (Tony Revolori) and best of all for me the almost horizontally laconic Michelle (Zendaya, of Shoshone heritage) – uber-cool but harbouring a secret crush on Peter.
Chris Evans pops up for comic relief as Captain America doing motivational high-school videos. And older viewers might want to have fun watching out for Tyne Daly: Lacey in the old cop show “Cagney and Lacey”.
But stealing the show in the acting stakes is Michael Keaton as Adrian Toomes (aka “The Vulture”) who could for all the world be auditioning for “Birdman 2”. The well-judged thing about this villain is that he is no hyper-galactic being with superpowers, or a typical “rule the world” Bond villain, but just an ordinary Joe in search of financial profit to keep his family in the manner to which they are accustomed. I really liked that. The script (an army of people, but led by Jonathan Goldstein and John Francis Daley, who also wrote the story) also nicely counterpoints the thin-line between the “good arms dealer” (Tony Stark) and the “bad arms dealer” (Toomes).
The script also very wisely leaps several months into where the reboot could have started. None of the tedious spider biting. No Uncle Ben – just a sly reference to “what Aunt May’s been through”. Now this might confuse anyone not familiar with the Spider-Man story, but the percentage of people in the Western world in that segment must be less than 2%.
There are however also significant character changes that may annoy Spider-Man devotees. Aunt May herself is no longer the frail old lady of previous depictions, but a hot and attractive middle-aged woman (AILF?) played by Marisa Tomei (who does indeed look ‘Mila Kunis‘).
Many of the action scenes are well done, with a scene at the Washington Monument being particularly exciting. It all gets rather overblown though with a later scene aboard the Avenger’s plane. And this scene sums up my problem with many of these films: the superhero characters are pretty well indestructible. You know they are. So the scenes of peril, that might thrill in an Indiana Jones, an M.I. or a Bond film, lack any sort of tension. Even when the protagonist does have a superhero on the ropes, they don’t carry on kicking the proverbial c**p out of them until they are “dead”…. they lay off so the superhero can recover and kick their ass in a few minutes time!
The director is Jon Watts in only his third directorial outing (with only the much praised “Cop Car” to pretty up his CV). With such a lot on his shoulders he does a good job.
At 133 minutes its a tad over-long (I watched this in a double bill with “War for the Planet of the Apes” so my eyes afterwards were 16:9!). But it’s a fun summer flick that both amuses and entertains. If you have the choice between this and Planet of the Apes though for your Saturday night at the movies, I would personally choose the latter.
By the way, in terms of “monkeys” – yep, it’s a Marvel film, of course there are monkeys! One early on in the credits and another one at the end… which is actually very funny indeed.
And I still feel the same way. I understand that its more to do with rights ownership between Sony, Marvel and Disney that this got made so quickly…. but in the words of Ian Malcolm “they didn’t stop to think if they should”.
But actually, although I still don’t really approve of it, they’ve done a pretty good job in rebooting in a different manner. I commented in my review for “The Amazing Spider-Man 2” that that first reboot was “much less earnest and quirkier than the original Tobey Maguire series, and reveling more in the fun to be had around a superhero’s schooldays.” This latest reboot moves even further along that scale, being very much more of a high-school comedy that a pure superhero flick.
Wearing the suit this time is a far more age-appropriate Tom Holland, winner of last year’s BAFTA Rising Star award. And very personable he is too. The suit in question has been jizzed up by Iron Man (Robert Downey Jnr) – perhaps I could have rephrased that better! Because here the Spider-Man story carries on from the brief cameo in “Captain America: Civil War” that crossed Spidey into the mainstream Marvel timeline.
Within the high-school setting, Peter Parker’s geeky, and almost too deliberately multi-racial, gang includes his pal Ned (Jacob Batalon), very funny with a “chair guy” sequence, the unattainable Liz (Laura Harrier) as the love-interest, Betty (the excellent Angourie Rice who made such a great impression in “The Nice Guys” but didn’t really move the meter for me here I’m afraid), Flash (Tony Revolori) and best of all for me the almost horizontally laconic Michelle (Zendaya, of Shoshone heritage) – uber-cool but harbouring a secret crush on Peter.
Chris Evans pops up for comic relief as Captain America doing motivational high-school videos. And older viewers might want to have fun watching out for Tyne Daly: Lacey in the old cop show “Cagney and Lacey”.
But stealing the show in the acting stakes is Michael Keaton as Adrian Toomes (aka “The Vulture”) who could for all the world be auditioning for “Birdman 2”. The well-judged thing about this villain is that he is no hyper-galactic being with superpowers, or a typical “rule the world” Bond villain, but just an ordinary Joe in search of financial profit to keep his family in the manner to which they are accustomed. I really liked that. The script (an army of people, but led by Jonathan Goldstein and John Francis Daley, who also wrote the story) also nicely counterpoints the thin-line between the “good arms dealer” (Tony Stark) and the “bad arms dealer” (Toomes).
The script also very wisely leaps several months into where the reboot could have started. None of the tedious spider biting. No Uncle Ben – just a sly reference to “what Aunt May’s been through”. Now this might confuse anyone not familiar with the Spider-Man story, but the percentage of people in the Western world in that segment must be less than 2%.
There are however also significant character changes that may annoy Spider-Man devotees. Aunt May herself is no longer the frail old lady of previous depictions, but a hot and attractive middle-aged woman (AILF?) played by Marisa Tomei (who does indeed look ‘Mila Kunis‘).
Many of the action scenes are well done, with a scene at the Washington Monument being particularly exciting. It all gets rather overblown though with a later scene aboard the Avenger’s plane. And this scene sums up my problem with many of these films: the superhero characters are pretty well indestructible. You know they are. So the scenes of peril, that might thrill in an Indiana Jones, an M.I. or a Bond film, lack any sort of tension. Even when the protagonist does have a superhero on the ropes, they don’t carry on kicking the proverbial c**p out of them until they are “dead”…. they lay off so the superhero can recover and kick their ass in a few minutes time!
The director is Jon Watts in only his third directorial outing (with only the much praised “Cop Car” to pretty up his CV). With such a lot on his shoulders he does a good job.
At 133 minutes its a tad over-long (I watched this in a double bill with “War for the Planet of the Apes” so my eyes afterwards were 16:9!). But it’s a fun summer flick that both amuses and entertains. If you have the choice between this and Planet of the Apes though for your Saturday night at the movies, I would personally choose the latter.
By the way, in terms of “monkeys” – yep, it’s a Marvel film, of course there are monkeys! One early on in the credits and another one at the end… which is actually very funny indeed.
Sophia (Bookwyrming Thoughts) (530 KP) rated A Wicked Thing (A Wicked Thing, #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 all-time favorite Disney movie (in VCR) – along with Pocahontas and Mulan, to which there are literally zilch retellings to my knowledge – while growing up was <i>Sleeping Beauty</i>. I even reenacted it... for fun and on my own (expected of a four or five year old).
And perhaps it is also one of the most difficult tales to be retold. There's a princess who has a curse placed on her that she would prick her finger on the spindle of a spinning wheel before her sixteenth birthday and die – not entirely too much to take a spin on, is there?
No pun intended.
Much as I give props to Rhiannon Thomas for taking <i>Sleeping Beauty</i> on another path, <i>A Wicked Thing</i> is certainly not a book I would enjoy even for the pleasure of reading. In fact, truth be told in maybe a harsh way, <i>A Wicked Thing</i> was funny. And while funny typically means a good thing, I honestly had a field day reading the first three chapters in between chess matches and poking fun at the book (aka making sassy comments that will make no appearance whatsoever in this review aside from a big basket of mozzarella sticks).
<i>A Wicked Thing</i> is almost a sequel to the original <i>Sleeping Beauty</i>. Some time has passed, and then the prince kisses Aurora – all that jazz is pretty much the same aside from maybe happily ever after, to which I won't bother finding out. Perhaps there <i>is</i> a happily ever after by the end of the book – I'm still not going to go and find out because I'm too focused on making it to at least the top 10 in the class now that I'm extremely close to it.
But let's start with the prince kisses Aurora. She wakes up and screams. It probably makes sense to scream when you wake up to a random stranger hovering above your face and actually kissed you. Honestly, a pretty fantastic opening scene – and I'm serious – aside from the part where the "boy" (we don't know he's a prince YET) says, "I did it. I actually did it."
Then I get a sled and start laughing gleefully (read: found it absolutely amusing) while sliding down a hill (read: continuing the book just see how it all plays out because I haven't found reasons to throw this aside yet and then I do).
Prince Rodric, the "boy," is pathetic. The <i>royal family</i>, in my opinion, is a little pathetic and cheesy. Are they actually pathetic? Perhaps not when you really get to know them and perhaps they're marvelous rulers and the people love them oh-so-dearly, but from the little bit of the book that I read and met the royal family, I find myself disappointed. Particularly disappointed in Rodric the princeling because he will obviously make a huge appearance throughout the rest of the book and I've got to at least like the main characters to enjoy the book.
The dear prince blushes <i>at almost every single sentence he speaks to Aurora</i>. I'm pretty sure the amount of blushes will be the equal amount of election commercials soon (Vote for me! Vote for me!).
<blockquote>He stopped and blushed again.</blockquote>
Princeling probably stutters as well, and is most likely a descendant of Romeo.
<blockquote>“I mean, you always look beautiful. But you look especially beautiful tonight. Is what I mean.”</blockquote>
The king is overly cheery, and while there seems to be a probable reason (my son woke up a slumbering princess!), "overly cheery" really means "exuberantly happy-go-lucky."
<blockquote>“Please send out the heralds. A little extra pomp and circumstance, if you please. It is hardly a normal day.”</blockquote>
No... definitely not a normal day. That much I'll agreee with. But isn't celebrating as soon as Aurora wakes up a little overboard? The chick just woke up from a hundred plus years of slumber and everything literally comes crashing down over on her head upside down! I'm not sure Aurora appreciated that – she was quite confuzzled when she woke up (whoa... what's going on here?!) and even protested a little (not that anyone heard her).
Betsy the maid babbles in excitement and is worse than the king.
<blockquote>“I was so honored, Princess, when they asked me to assist you. I never expected it! But then, I never expected you’d be standing here, if you don’t mind me saying. Not that I didn’t think Rodric could be your true love, because of course he’s wonderful, but it always seemed too much like a dream to ever happen while I was here. Things will be amazing, now, you’ll see. Everyone loves you already. How could they not?”</blockquote>
Reasonable babbling of excitement, seeing as she's a humble servant.
But she and everyone else aside from Aurora is also a little naïve with the assumption that everything is going to be fantastic and happily ever after Aurora and Rodric marry, simply based a fairy tale.
Aurora, however, might have been a character that I would actually like had I continued the book. But by that point in the novel, when Rodric and Aurora are first dining together, I was quite cheesed (it was the constant blushing and cheeriness). While I normally feel guilty for throwing a book aside really early, I don't think I feel too guilty in <i>A Wicked Thing's</i> case.
<a href="https://bookwyrmingthoughts.com/dnf-arc-review-wicked-thing-by-rhiannon-thomas/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
My all-time favorite Disney movie (in VCR) – along with Pocahontas and Mulan, to which there are literally zilch retellings to my knowledge – while growing up was <i>Sleeping Beauty</i>. I even reenacted it... for fun and on my own (expected of a four or five year old).
And perhaps it is also one of the most difficult tales to be retold. There's a princess who has a curse placed on her that she would prick her finger on the spindle of a spinning wheel before her sixteenth birthday and die – not entirely too much to take a spin on, is there?
No pun intended.
Much as I give props to Rhiannon Thomas for taking <i>Sleeping Beauty</i> on another path, <i>A Wicked Thing</i> is certainly not a book I would enjoy even for the pleasure of reading. In fact, truth be told in maybe a harsh way, <i>A Wicked Thing</i> was funny. And while funny typically means a good thing, I honestly had a field day reading the first three chapters in between chess matches and poking fun at the book (aka making sassy comments that will make no appearance whatsoever in this review aside from a big basket of mozzarella sticks).
<i>A Wicked Thing</i> is almost a sequel to the original <i>Sleeping Beauty</i>. Some time has passed, and then the prince kisses Aurora – all that jazz is pretty much the same aside from maybe happily ever after, to which I won't bother finding out. Perhaps there <i>is</i> a happily ever after by the end of the book – I'm still not going to go and find out because I'm too focused on making it to at least the top 10 in the class now that I'm extremely close to it.
But let's start with the prince kisses Aurora. She wakes up and screams. It probably makes sense to scream when you wake up to a random stranger hovering above your face and actually kissed you. Honestly, a pretty fantastic opening scene – and I'm serious – aside from the part where the "boy" (we don't know he's a prince YET) says, "I did it. I actually did it."
Then I get a sled and start laughing gleefully (read: found it absolutely amusing) while sliding down a hill (read: continuing the book just see how it all plays out because I haven't found reasons to throw this aside yet and then I do).
Prince Rodric, the "boy," is pathetic. The <i>royal family</i>, in my opinion, is a little pathetic and cheesy. Are they actually pathetic? Perhaps not when you really get to know them and perhaps they're marvelous rulers and the people love them oh-so-dearly, but from the little bit of the book that I read and met the royal family, I find myself disappointed. Particularly disappointed in Rodric the princeling because he will obviously make a huge appearance throughout the rest of the book and I've got to at least like the main characters to enjoy the book.
The dear prince blushes <i>at almost every single sentence he speaks to Aurora</i>. I'm pretty sure the amount of blushes will be the equal amount of election commercials soon (Vote for me! Vote for me!).
<blockquote>He stopped and blushed again.</blockquote>
Princeling probably stutters as well, and is most likely a descendant of Romeo.
<blockquote>“I mean, you always look beautiful. But you look especially beautiful tonight. Is what I mean.”</blockquote>
The king is overly cheery, and while there seems to be a probable reason (my son woke up a slumbering princess!), "overly cheery" really means "exuberantly happy-go-lucky."
<blockquote>“Please send out the heralds. A little extra pomp and circumstance, if you please. It is hardly a normal day.”</blockquote>
No... definitely not a normal day. That much I'll agreee with. But isn't celebrating as soon as Aurora wakes up a little overboard? The chick just woke up from a hundred plus years of slumber and everything literally comes crashing down over on her head upside down! I'm not sure Aurora appreciated that – she was quite confuzzled when she woke up (whoa... what's going on here?!) and even protested a little (not that anyone heard her).
Betsy the maid babbles in excitement and is worse than the king.
<blockquote>“I was so honored, Princess, when they asked me to assist you. I never expected it! But then, I never expected you’d be standing here, if you don’t mind me saying. Not that I didn’t think Rodric could be your true love, because of course he’s wonderful, but it always seemed too much like a dream to ever happen while I was here. Things will be amazing, now, you’ll see. Everyone loves you already. How could they not?”</blockquote>
Reasonable babbling of excitement, seeing as she's a humble servant.
But she and everyone else aside from Aurora is also a little naïve with the assumption that everything is going to be fantastic and happily ever after Aurora and Rodric marry, simply based a fairy tale.
Aurora, however, might have been a character that I would actually like had I continued the book. But by that point in the novel, when Rodric and Aurora are first dining together, I was quite cheesed (it was the constant blushing and cheeriness). While I normally feel guilty for throwing a book aside really early, I don't think I feel too guilty in <i>A Wicked Thing's</i> case.
<a href="https://bookwyrmingthoughts.com/dnf-arc-review-wicked-thing-by-rhiannon-thomas/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Emma @ The Movies (1786 KP) rated Finding Steve McQueen (2019) in Movies
Nov 9, 2020
This heist comedy (we'll come to that later) sounds pretty good from the synopsis, I can't really elaborate much on it like I normally would because, for once, it's spot on!
I had a big issue almost straight off the bat... "In 1972"... that's how the synopsis starts. I had reread it just before starting the film and as it begins it actually flashes up "1980", very quickly it's explained (and it makes sense) but I didn't enjoy starting the film with that confusion. Now, if I was seeing this in the cinema it wouldn't have been an issue because you don't tend to sit there in the trailers reading the synopsis before it starts, but with it hitting digital you will be instantly seeing it before you press play... I know it's a really minor thing to be bugged by... but it did bug me.
The reason for the jump in years is that we're seeing Harry Barber telling his girlfriend, Molly, the story of his past and the heist. Flashbacks are a time-honoured tradition in films, but they're difficult to get right. The story jumps several times, but there's very little differentiation between time unless the diner is involved on one side of the jump. At one point it jumps because he talks at the camera and we hop back to Molly talking, it stuck out... it either never happened again or it blended in so well that I didn't notice it. It wouldn't be the first film to add something random like that and abandon the style choice. Some else will have to let me know if it happened more than I think it did.
These two things, combined with some free moving camerawork (that you know I hate) meant that I found the beginning of Finding Steve McQueen, especially when the heist that is pushed in the marketing doesn't appear for quite a while.
IMDb lists crime thriller as a guide... thriller is definitely the wrong word. Heist comedy (as per the PR I saw) is definitely more accurate, though I didn't find it particularly funny. It did bring a mild laugh out of me, but not enough to stamp it with the comedy tag. Even "heist" feels like it doesn't fit well, it may be about one but what's presented is much heavier on other parts of the story. It's more like a biopic with romance than crime. In the end that's a little bit disappointing when you're looking forward to crime.
William Fichtner was an instant standout for me, I thought he handled the role of Enzo Rotella particularly well, and there was a great dynamic with Louis Lombardi as Pauly. Rachael Taylor as Molly Murphy was great too, when she wasn't freaking me out with how much she looked like Nicole Kidman. Somehow I've never noticed that before so I'll have to put it down to a cunning makeup artist.
From there though I was underwhelmed. I'm not familiar with Travis Fimmel, and sadly, from this performance I've not been convinced to check out anything in his back catalogue. Apart from two well-played emotional scenes I didn't enjoy the character of Harry Barber at all.
Had this been advertised as a biography instead of a crime/heist then I probably would have had a more favourable opinion, but we're presented with a slow and light film. I'm not expecting all crime films to be gritty and dark, but I do expect them to focus more on the actual crime and investigation. That's also where I found the flashback idea falling apart because we're shown things for context that Harry wouldn't have known and been able to tell Molly.
What I did love about this film was the setting and the look of everything. It had a wonderful freshness about it and that coupled with the costumes felt natural and like it captured the era perfectly.
I by no means hated this film, but I was extremely disappointed. The way the story was balanced means that the heist gets lost in everything else that's happening and although it's hailed as an amazing feat in American history it doesn't feel all that impressive in this portrayal. The only real criminal thing about this film was the underuse of Forest Whitaker.
As a biography I could have seen clear to give this a 3, maybe a 3.5, but as a crime I can't give it more than a 2. It feels entirely misrepresented, had it not been for the few excellent performances, and the hope of exciting crime drama, I think I would have turned it off.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/11/finding-steve-mcqueen-movie-review.html
I had a big issue almost straight off the bat... "In 1972"... that's how the synopsis starts. I had reread it just before starting the film and as it begins it actually flashes up "1980", very quickly it's explained (and it makes sense) but I didn't enjoy starting the film with that confusion. Now, if I was seeing this in the cinema it wouldn't have been an issue because you don't tend to sit there in the trailers reading the synopsis before it starts, but with it hitting digital you will be instantly seeing it before you press play... I know it's a really minor thing to be bugged by... but it did bug me.
The reason for the jump in years is that we're seeing Harry Barber telling his girlfriend, Molly, the story of his past and the heist. Flashbacks are a time-honoured tradition in films, but they're difficult to get right. The story jumps several times, but there's very little differentiation between time unless the diner is involved on one side of the jump. At one point it jumps because he talks at the camera and we hop back to Molly talking, it stuck out... it either never happened again or it blended in so well that I didn't notice it. It wouldn't be the first film to add something random like that and abandon the style choice. Some else will have to let me know if it happened more than I think it did.
These two things, combined with some free moving camerawork (that you know I hate) meant that I found the beginning of Finding Steve McQueen, especially when the heist that is pushed in the marketing doesn't appear for quite a while.
IMDb lists crime thriller as a guide... thriller is definitely the wrong word. Heist comedy (as per the PR I saw) is definitely more accurate, though I didn't find it particularly funny. It did bring a mild laugh out of me, but not enough to stamp it with the comedy tag. Even "heist" feels like it doesn't fit well, it may be about one but what's presented is much heavier on other parts of the story. It's more like a biopic with romance than crime. In the end that's a little bit disappointing when you're looking forward to crime.
William Fichtner was an instant standout for me, I thought he handled the role of Enzo Rotella particularly well, and there was a great dynamic with Louis Lombardi as Pauly. Rachael Taylor as Molly Murphy was great too, when she wasn't freaking me out with how much she looked like Nicole Kidman. Somehow I've never noticed that before so I'll have to put it down to a cunning makeup artist.
From there though I was underwhelmed. I'm not familiar with Travis Fimmel, and sadly, from this performance I've not been convinced to check out anything in his back catalogue. Apart from two well-played emotional scenes I didn't enjoy the character of Harry Barber at all.
Had this been advertised as a biography instead of a crime/heist then I probably would have had a more favourable opinion, but we're presented with a slow and light film. I'm not expecting all crime films to be gritty and dark, but I do expect them to focus more on the actual crime and investigation. That's also where I found the flashback idea falling apart because we're shown things for context that Harry wouldn't have known and been able to tell Molly.
What I did love about this film was the setting and the look of everything. It had a wonderful freshness about it and that coupled with the costumes felt natural and like it captured the era perfectly.
I by no means hated this film, but I was extremely disappointed. The way the story was balanced means that the heist gets lost in everything else that's happening and although it's hailed as an amazing feat in American history it doesn't feel all that impressive in this portrayal. The only real criminal thing about this film was the underuse of Forest Whitaker.
As a biography I could have seen clear to give this a 3, maybe a 3.5, but as a crime I can't give it more than a 2. It feels entirely misrepresented, had it not been for the few excellent performances, and the hope of exciting crime drama, I think I would have turned it off.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/11/finding-steve-mcqueen-movie-review.html
Purple Phoenix Games (2266 KP) rated Dinos Not Assembled in Tabletop Games
Mar 15, 2021
I think it’s no secret that I would be super hyped to go on a dinosaur dig. My brother, Bryan, is certainly more of a dino dude than I am, but I still remember loving them as a child and wishing I could see a skeleton being unearthed. Now I am the one with children who wish the same thing, and now I can play games with just that theme and they enjoy themselves. This is just such a game.
Dinos Not Assembled is a competitive set collection board game with hints of take-that for two to four players that can be enjoyed by players as young as four years old (I know this because my son is four and he loves it). In it players are acting as assistant paleontologists vying for the prestigious opportunity to join a world-famous paleo on their next dig. The player who is first to display three complete dinosaur skeletons in their portion of the museum will win the chance to go on the dig and win the game.
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 place the main Museum Board and Dig Site Board in the middle of the table. The Dino Cards are shuffled and each player receives two cards. In addition each player will choose their Character Boards and section of the museum. All Bone Tiles are shuffled into the Dirt Sack, four of these tiles are drawn and displayed on the Dig Site Board, and the Dino Meeples are placed on the table nearby. The first player receives the velociraptor talon (in my copy) and the game may begin!
On a turn a player may perform one action from a choice of five actions: Dig, Steal, Clear, Make, Plan. Since the players are attempting to build their dinosaur skeletons based on the necessary tile types from their Dino Cards, players may Dig by selecting two Bone Tiles from the Dig Site Board to add to their Character Board. Players may never have more than four tiles at any one time. Perhaps the Dig Site Board offers nothing of interest to the active player. The active player may choose to instead Steal one Bone Tile from another player onto their own Character Board. When this happens the player that was just stolen from alerts the Security Meeple and they take the meeple to their Character Board to signify they may not be stolen from again until another player has suffered a Steal action. The active player may choose to instead Clear the board by removing the tiles on offer and drawing four new tiles to the board.
Once a player has collected the necessary Bone Tiles to build a dino skeleton they may Make the skeleton. This requires the player to discard their Bone Tiles back to the Dirt Sack (which I mistakenly kept calling the Dirt Bag), place their completed Dino Card on their Character Board, and place the appropriate Dino Meeple on one of their museum spaces. This player is now one dino closer to winning the game.
If none of these options suit the active player they may always Plan a new dig by drawing a Dino Card from the pile on the Dig Site Board and adding it to their hand. Players may not hold more than three Dino Cards at any one time.
Play continues in this manner of players choosing one action to perform on their turn until one player has made their third dino skeleton. That player wins the game and then gloats to their father. I mean, that didn’t happen…
Components. This game is fabulously produced. The artwork is just perfect for this game. It is colorful, cartoony without being too wacky, and lovable all around. The components themselves are also very good quality. My favorite pieces are all the Dino Meeples and the fancy Security Meeple. Securiteeple?
For a game that states it is intended for players aged eight and above this is a great family game. Yes, my four year old plays it and loves it, and absolutely zero reading skills are necessary to play. The Dino Cards have some fun facts on them, but are not required to enjoy the game. Once players truly understand the five actions that can be taken (and it may take several turns to click) the game is a breeze and flows really well. I would caution gamers playing with younger kids that the Steal action may cause some tears, but it can be used as an essential teaching moment.
Even with strictly adults this game is excellent. Very light and gateway, but still very enjoyable. There is just something about collecting dinosaur bones and building your beasts, but having to also struggle with deciding which bones to keep and which to pass on, as your board can only hold four tiles at a time, but each dinosaur requires three bones to complete. It can be a tasty balancing act of resource collection that I truly love.
This all said Purple Phoenix Games gives this one a very enthusiastic 11 / 12, with a guest score from my son. If your collection lacks a great family game for younger gamers or you are completely invested in the dinosaur theme then this one is a no-brainer. If you enjoy family games with a little bit of take-that, then this is a little gem for you to consider. I am so glad to have this in my collection and my son is already asking to be its caretaker. He has only ever requested two games to ever become “his,” and this is one of them. High praise from the son of a game reviewer.
Dinos Not Assembled is a competitive set collection board game with hints of take-that for two to four players that can be enjoyed by players as young as four years old (I know this because my son is four and he loves it). In it players are acting as assistant paleontologists vying for the prestigious opportunity to join a world-famous paleo on their next dig. The player who is first to display three complete dinosaur skeletons in their portion of the museum will win the chance to go on the dig and win the game.
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 place the main Museum Board and Dig Site Board in the middle of the table. The Dino Cards are shuffled and each player receives two cards. In addition each player will choose their Character Boards and section of the museum. All Bone Tiles are shuffled into the Dirt Sack, four of these tiles are drawn and displayed on the Dig Site Board, and the Dino Meeples are placed on the table nearby. The first player receives the velociraptor talon (in my copy) and the game may begin!
On a turn a player may perform one action from a choice of five actions: Dig, Steal, Clear, Make, Plan. Since the players are attempting to build their dinosaur skeletons based on the necessary tile types from their Dino Cards, players may Dig by selecting two Bone Tiles from the Dig Site Board to add to their Character Board. Players may never have more than four tiles at any one time. Perhaps the Dig Site Board offers nothing of interest to the active player. The active player may choose to instead Steal one Bone Tile from another player onto their own Character Board. When this happens the player that was just stolen from alerts the Security Meeple and they take the meeple to their Character Board to signify they may not be stolen from again until another player has suffered a Steal action. The active player may choose to instead Clear the board by removing the tiles on offer and drawing four new tiles to the board.
Once a player has collected the necessary Bone Tiles to build a dino skeleton they may Make the skeleton. This requires the player to discard their Bone Tiles back to the Dirt Sack (which I mistakenly kept calling the Dirt Bag), place their completed Dino Card on their Character Board, and place the appropriate Dino Meeple on one of their museum spaces. This player is now one dino closer to winning the game.
If none of these options suit the active player they may always Plan a new dig by drawing a Dino Card from the pile on the Dig Site Board and adding it to their hand. Players may not hold more than three Dino Cards at any one time.
Play continues in this manner of players choosing one action to perform on their turn until one player has made their third dino skeleton. That player wins the game and then gloats to their father. I mean, that didn’t happen…
Components. This game is fabulously produced. The artwork is just perfect for this game. It is colorful, cartoony without being too wacky, and lovable all around. The components themselves are also very good quality. My favorite pieces are all the Dino Meeples and the fancy Security Meeple. Securiteeple?
For a game that states it is intended for players aged eight and above this is a great family game. Yes, my four year old plays it and loves it, and absolutely zero reading skills are necessary to play. The Dino Cards have some fun facts on them, but are not required to enjoy the game. Once players truly understand the five actions that can be taken (and it may take several turns to click) the game is a breeze and flows really well. I would caution gamers playing with younger kids that the Steal action may cause some tears, but it can be used as an essential teaching moment.
Even with strictly adults this game is excellent. Very light and gateway, but still very enjoyable. There is just something about collecting dinosaur bones and building your beasts, but having to also struggle with deciding which bones to keep and which to pass on, as your board can only hold four tiles at a time, but each dinosaur requires three bones to complete. It can be a tasty balancing act of resource collection that I truly love.
This all said Purple Phoenix Games gives this one a very enthusiastic 11 / 12, with a guest score from my son. If your collection lacks a great family game for younger gamers or you are completely invested in the dinosaur theme then this one is a no-brainer. If you enjoy family games with a little bit of take-that, then this is a little gem for you to consider. I am so glad to have this in my collection and my son is already asking to be its caretaker. He has only ever requested two games to ever become “his,” and this is one of them. High praise from the son of a game reviewer.