Search

Search only in certain items:

Trust Me, I'm a Doctor
Trust Me, I'm a Doctor
2020 | Card Game, Horror, Humor, Medical, Party Game
Did you know that in olden days doctors and traveling alchemist frauds would prescribe cocaine for various illnesses and maladies? It’s true. Also were you aware that fecal transfusions could cure a multitude of sicknesses? You know, taking feces from one person and injecting it into the intestines of another can cure LOTS of bad stuff. Like excessively odorous gas expelations. Well, that one may or may not be true, but if you think you can sell that cure to your friends, you are ready to play Trust Me, I’m a Doctor.

In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!


To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.

On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.

So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”

Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
  
Gnomes & Wizards
Gnomes & Wizards
2020 | Fantasy
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.

Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably 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 from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.

To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.

Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.

Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.

Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.

The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.

Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.

I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
  
Flightless Falcon
Flightless Falcon
Mickey Zucker Reichert | 2000 | Science Fiction/Fantasy
7
7.0 (1 Ratings)
Book Rating
Shelf Life – Flightless Falcon Still Glides Pretty Well
Flightless Falcon is a light DAW fantasy by Mickey Zucker Reichert that first came out in paperback in July of 2001. Set in your typical fantasy land – lightly coated in magic but sans any fantastical creatures such as dragons, elves, dwarves, and the like – it follows the sad, luckless exploits of an ex-miner named Tamison made useless after a cave in kills his father and brother and leaves him trapped deep in the mine for a few days.

Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.

When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.

The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.

The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.

But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.

The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.

Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.

But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.

It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
  
Creatrix Rising: Unlocking the Power of Midlife Women
Creatrix Rising: Unlocking the Power of Midlife Women
Stephanie Raffelock | 2021 | Mind, Body & Spiritual
10
10.0 (1 Ratings)
There was something about the synopsis of Creatrix Rising by Stephanie Raffelock that really sucked me in. When I read it, I knew that it was a book I would fall in love with. I wasn't wrong!

Creatrix Rising is full of great anecdotes. Reading them, I really felt like I was getting to know the author. Stephanie Raffelock does not hold back in some of the stories which helps to make her book all the more real. While reading, I felt as if Stephanie stripped herself down to her soul for me to see and bared it all especially while reading about her time as a teenager in Los Angeles. Reading Creatrix Rising made me want to actually meet Stephanie Raffelock because she just seems like such an inspiration and an amazing woman! In fact, reading some of what happened in Stephanie's life sort of paralleled mine.

Stephanie Raffelock does a fantastic job at describing what a "creatrix" is. She writes "Creatrix is a distinctly feminine word that simply means a woman who makes things." Raffelock says the world creatrix should replace crone which has such a negative connotation, and I agree! From there, Raffelock gives us plenty of personal stories about different women she has come across in her life that fit the creatrix characteristics. In each story, I felt like I was getting to know these women. I wanted to know these women. Stephanie Raffelock's writing is so beautiful and descriptive. It's hard not to feel like her stories are yours. In fact, it was difficult to not picture different women in my life that fit the bill of a creatrix. I put this down to Raffelock's wonderful writing. She definitely knows how to get her point across in such a sweet and beautiful way. Raffelock also teaches us that there is no shame in getting older and how we really should embrace aging as it's not a bad thing at all but quite the opposite.

Another thing I really loved about Creatrix Rising is at the end of each chapter, there is a section entitled "For Reflection, Activity, and Journaling." This section summarizes the main point of each chapter and asks a few in depth questions for the reader to ponder on. Be prepared to have a journal next to you because you will want to answer these questions. They will really make you think long and hard and look deeper into yourself and others. It's such a great and relaxing mental exercise. At the end of the book, if you decide to write down your answers to Stephanie Raffelock's questions, you will have your own little mini book either to keep for yourself or to share with others. If you need a little bit of help, Raffelock lists some fantastic resources to help you on your journey. I also feel that these questions would be great for a book group's discussion if this was a book picked for a book group which I would totally recommend that!

If you decide to read Creatrix Rising (which you really should), here's my personal advice. Do NOT skip the epilogue. Stephanie Raffelock says that she wrote this book in 2020 when the Corona Virus had just really taken off. Raffelock's epilogue for Creatrix Rising is all about the Corona Virus, but she uses symbolism painting the Corona Virus as a beautiful woman that takes everyone by surprise. My jaw was on the floor the whole time I was reading the epilogue. Again, Raffelock's talent for writing really did shine through in her epilogue. I would have never thought to compare Corona Virus to a beautiful woman, but reading Stephanie's story, I realized just how right she was.

Trigger warnings for Creatrix Rising include profanity, some drug use, death, some violence, and some politics.

All in all, Creatrix Rising is a beautiful masterpiece of a book that will leave its reader thinking of all the women in their life that they have come across and how these women have affected them. Although this book mentions unlocking the power of midlife women, I really think men would enjoy it just as much as they also think about the women that have touched their lives. I would definitely recommend Creatrix Rising by Stephanie Raffelock to everyone aged 18+ who are after a beautifully written book that will really make them think.
--
(A special thank you to Lone Star Literary Life and Stephanie Raffelock for providing me with a hardcover of Creatrix Rising in exchange for an honest and unbiased review.)
  
TC
The Corridor (The Corridor Duology, #1)
8
8.0 (1 Ratings)
Book Rating
<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>
It seems, that <b>books relating to parallel universes are like mermaid books and contemporary books</b>: I either get along with them, or I don't get along with them.

It's no brainer that <b>a book involving parallel universes as <i><a title="A Thousand Pieces of You by Claudia Gray" href="https://bookwyrmingthoughts.com/audiobook-review-a-thousand-pieces-of-you-by-claudia-gray/"; target="_blank" rel="noopener">A Thousand Pieces of You</a></i> and <i>The Corridor</i> have would be extremely scientific in its explanation</b>. An information dump is (or maybe just a dumbing down of information) bound to happen if the authors want me to make sense of their parallel universes.

But somehow, <b>I enjoyed a story concocted by A.N. Willis far more than a story concocted by Claudia Gray</b> (parallel universes related – I DO like Claudia Gray's other works), even if my first thoughts reading the first chapter was, "Oh, no. Parallel universes. Please don't disappoint me, A.N. Willis."

I find that I'm actually not disappointed – I really enjoyed the first book in the <i>Corridor</i> series, and <b>I was pretty engrossed with Willis' writing. I wanted to know more than what the author actually wrote</b> – Estele's power, Dr. Taber's betrayal years ago. <b>I even found myself interested in the science of the universes that the scientists were seeing and the different "Earths" Estele visits using her power.</b> And I am not generally a science person, regardless of the fact I think Chemistry is easy and passed it with a fabulous A-.

(Maybe I'm a chemistry kid rather than a physical science or biology kid. I guess I can't run away from math after all. What if I'm an accountant one day?!?!?! I won't complain, of course, since it's baby math...)

<b>There were moments that I found myself confused on which Earth the characters were talking about – each world has different names for each of the other Earth</b>. The original Earth simply went with First Earth, Second Earth, and possibly so and so forth if they found any more. Estele went with calling First Earth and Second Earth whatever the scientists called them, and came up with names that were significant to that Earth when she first visits. Another version of Earth was further advanced and found more twelve Earths in total, and went with the zodiac in naming each of them. I found that <b>while the more advanced Earth was far more complicated, Estele's version seemed to make things a lot more clearer in matching up the Earths.</b>

Possibly <b>the biggest difference between <i>A Thousand Pieces of You</i> and <i>The Corridor</i> was how Marguerite actually uses a device while Estele somehow has a power to travel across worlds.</b> I personally found that really cool and interesting, and as mentioned earlier, I wanted to know more about that power as much as Estele did.

By the time I actually got to the end of the book, I was pretty disappointed... in a good way. I suppose Willis did disappoint me after all. <b>I honestly have no clue where the author is going with the series</b>, but I'm hoping the sequel will be just as good as the first one is.

<a href="https://bookwyrmingthoughts.com/arc-review-the-corridor-by-an-willis/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
The Book of Life is the third book in the All Souls Trilogy by Deborah Harkness. It is time to finish the war that had begun; only this time our characters find that the amount of people backing them is more than expected. As Diana and Mathew continue trying to take down the existing laws and all they stand for, they gain a huge occasion to celebrate, two new infants, who prove that everything that was once known was wrong and begins to put everyone else into questioning mindsets. With their new information and better understandings about each other and themselves from their previous adventures, Diana and Mathew begin the tedious task of going against century old laws in a very direct way that has their family and friends concerned and willing to fight alongside them, especially when the darkest secret has to be faced once and for all.

Like its predecessors before it, The Book of Life is a well-written book that causes emotions to rise to the surface. Harkness is able to cause the feeling of urgency making the reader want to read faster because it could save a life or change a policy that is in place and needs to be changed. I find this to be surprising and often a bit anxiety ridden because I had grown attached to the characters and hated to feel like danger was around the corner and nothing was going to stop it. And though the book was fast paced and kept me turning pages, I find that I wish a little more time would have been given to some characters in the Congregation. I feel it would have helped the story out a bit, though it would have probably added more pages to the already 500+ page book.

I really enjoyed how the character grew and thought that it did finish the story up with a nice red bow. I could see smaller novels or other adventures the main characters could embark on, but even without it I don’t mind. It was very entertaining. It brought up some major questions into view on survival of creature of all kinds and even answered questions on how vampires, witches and daemons are connected in this storyline. The ideas that The Book of Life present to the reader, helps them appreciate life as it is and really begin to gain some prespective of that of what we question more often than not. Even though it is fiction and these creatures don’t exist, you once again wonder if maybe it could happen. And if it did happen and was happening around us now, would it be like what this delicious story had us to see, or would it be something else.

Though the book kept me thinking and exploring ideas that stemmed off its vision, I find that I am questioning a few smaller details of the characters, even though it had revealed some of those answers, I felt like it could’ve been elaborated on to give the reader a better idea on how the main characters came up with this solution or explanation. Even with the few critiques I have mention, I still rather enjoyed the book and found that only after putting a ton of deep thought into it did I find any issues to begin with.

I would recommend The Book of Life to anyone who has read the first two books in the trilogy. It would create a ton of confusion if you just picked this book up and started reading it without the prior knowledge from the first two books in the All Souls Trilogy. I would rate this book 3 stars out of 4 stars.
  
Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
  
Star Wars: Episode VII - The Force Awakens (2015)
Star Wars: Episode VII - The Force Awakens (2015)
2015 | Action, Sci-Fi
Good characters are brilliant (0 more)
Evil characters aren't as strong (0 more)
There has been an awakening...
Contains spoilers, click to show
There was a point where I honestly thought that this day was never going to come. Ladies and gentlemen, for the first time in 30 years we have an exciting, entertaining Star Wars movie. Now this review will contain a non spoilers section and a spoilers section, so if you haven’t seen the movie yet, maybe don’t read past the spoiler warning. So, strap in because if this franchise is starting as it means to go on, then I’ve got a good feeling about this…

First off, let’s talk about the new cast. All three of them are fantastic in their performances, with Daisy Ridley as Rey, John Boyega as Finn and Oscar Isaac as Poe Dameron respectively. Poe has the smallest role, which is my biggest and only complaint about the character, because he is awesome. He is funny, he’s an amazing pilot, he reeks of cool and he is the one character in this movie that I’d love to get a pint with. Finn is another new character, dealing with an inner conflict, (which I won’t ruin,) but is still likeable and relatable. Rey is arguably the most central of the three new main cast members and she delivers also, she sold the fairly bland character dealing with an exciting new adventure calling her name pretty well, but possibly could have done more in a few scenes, as it sort of feels like they could have cast anyone of the same age in this role and they would have delivered, but she did well enough. Of course, the old cast are also back, Anthony Daniels as C3PO is just as irritating as he was 30 years ago and while it’s nice to see Peter Mahew back as Chewie, they really could have put any tall, thin guy into the furry costume and it wouldn’t have made any difference. Carrie Fisher is back as Leia and the while lines she had were entertaining and at times touching, she simply wasn’t in the movie enough. I won’t talk about Luke until the spoilers section, so let’s move on to Han. It’s nice to see grumpy old gramps Harrison Ford actually look enthusiastic and as if he is actually enjoying himself for a change. His performance surprisingly isn’t phoned in and he genuinely commits to the role just as much as he did 30 years ago. Also, out of the original returning cast, he is definitely in the movie most.

Now that we have discussed the light side, now let’s move onto the dark side. Personally I don’t think these characters are as strong as the protagonists. It’s not the fault of the actors, Domnall Gleason as Hux is great, super evil and almost Nazi-like, Andy Serkis as Snoke is intimidating in his performance also and Adam Driver as Kylo Ren is one of the best performances in the movie, showing sadness and anger, all while being an unhinged threatening presence. The problem here is that the villains in this movie just don’t have the same impact as the villains in the original , Hux and Ren are made out to be young and naïve and while Snoke is pulling the strings, but we only ever see him as a hologram and even then, we don’t see him all that much. It’s as if this is these villain’s origin story, but in A New Hope, the villains and the Empire already felt like an established, villainous organisation, whereas in this movie it is as if a bunch of amateurs have happened across a new death star (let’s not lie, that’s all that the Starkiller base is,) and they don’t really know what they are doing. And Captain Phasma? Hardly worth talking about, she is in two scenes and does nothing in either of them besides let herself get taken advantage of. So that’s a summary on how I felt about the characters in general, onto the movie as a whole.

I feel that Abrams has gotten the tone of this movie just right. It’s funny enough that it’s constantly entertaining and never boring and it’s serious enough that you feel a genuine, palpable threat throughout. The score is also fantastic, as is expected from John Williams and overall the effects are spot on also. I did have a slight problem with some of the CGI characters, namely Snoke, the tentacle monsters that show up briefly and the market owner that was in possession of the Falcon at the start of the movie played by Simon Pegg, but there were also a lot of puppets and practical effects were used and it really pays off in the overall look of the movie, no more crammed scenes of cartoon garbage like the prequels, just what matters. The pacing of this movie is very fast, some might say too fast, with Abrams not really giving the viewers time to breathe and digest what they just saw before throwing another dogfight or lightsaber battle at them, but hey, at least you can’t say it’s boring and I’m happy to say that there isn’t a senate discussion in sight. I really do feel like I have to see the movie again however before making an overall verdict and that is due to the extremely fast pacing and because of all of the significant events that happen nothing really stands out, which leaves a lack of meat on the bone. The story is well written however, the world is built well and the characters are all introduced well, but the story does follow a lot of the same beats as the original trilogy. Without giving anything away, the story is divided up into three distinct acts, with each taking place on a different planet followed by an epilogue at the end. There is a cantina scene, a robot carrying an important message to be delivered, Tie Fighter vs. X Wing dogfights and a death star-like weapon of mass destruction, there is even a trench run.




Okay, so I saw the movie again on Tuesday this week and while most of what I felt the first time I felt again, making a lot of the feelings I had after my first viewing more concrete, I did notice a few new things. Also, from this point on there will be spoilers.

Knowing what was coming before it did really helped the pacing of this movie, it was much easier to digest a second time, but at no point was it a chore to watch the film again. I also noticed a lot more lens flares this time, upon first viewing I thought that the only lens flare in the movie was when the Starkiller base fires it’s weapon, but there are in fact quite a few throughout the film. Also the end scene with Luke was a lot better the second time, it didn’t feel as awkward or drawn out and felt more like a fitting end to the movie, although if you ask me, Luke should have at least had a line. Also the revelation that Kylo Ren was actually Ben Solo, Han’s son and Han’s death scene at the hands of Ren were also better on second viewing. While Han’s death was somewhat predictable and probably could have been executed better, it was nice to have him in this movie for the time we got him and I’m sure Harrison Ford is more than happy to never have to play the character again. Also BB-8 is possibly even more likable the second time. Seeing the movie again I also gained a greater appreciation for the cinematography in it, with some awesome long shots showing off the dogfights and the First Order vs. Resistance action. I’m glad I got to see the movie a second time as it has upped my opinion of the movie and if you are a Star Wars fan, it’s something that I would strongly recommend you do.
  
Are We All Lemmings and Snowflakes?
Are We All Lemmings and Snowflakes?
Holly Bourne | 2018 | Fiction & Poetry, Young Adult (YA)
10
9.3 (3 Ratings)
Book Rating
Within the first page, I was in love with this book. I love how Holly Bourne’s books don’t rely on romance to move the plot, and that is why she is one of my favourite authors.

Are We All Lemmings And Snowflakes is perfect if you enjoyed Juno Dawson’s Clean or Ned Vizzini’s It’s Kind of a Funny Story. It’s a bit of a mashup of the two but also manages to still remain original and unpredictable.

The story follows Olive as she stays in a ‘camp’ for people with mental illnesses. It’s set in a big stately home that has alpacas. ALPACAS! I promise I didn’t love the setting just because of the alpacas, but they did definitely improve the story.

The plot started off really quickly, which I wasn’t sure on to begin with, but then I could understand why. I’m used to novels with a build up before the main event, but this jumped straight to sending Olive to the therapy place, and I quite liked that. It meant that there wasn’t too much focus on why she was going there, and her story was more about her journey to getting better.

I enjoyed this even more than I enjoyed It Only Happens in The Movies, which I didn’t expect. I was completely gripped and felt a personal connection to every single character.

The mix of different people in the novel really shows how mental illness can affect anyone, no matter where people are from. It showed a broad spectrum of illnesses, while also fighting the stigmas they all have.

Let’s move on to the ending. When I was reading reviews for Are We All Lemmings And Snowflakes, I saw a lot of negativity about the ending. I’m not going to discuss what happens, but I feel that it really worked. A lot of people say it feels abrupt, but I feel that it fits the plot much better than a long, drawn out ending. If you loved the ending to Clean by Juno Dawson, you will love how this has been finished off.

Overall, I found this book amazing, and I can’t wait to pick up another novel by Holly Bourne.