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The Dead Sagas, Volume I, Part I
The Dead Sagas, Volume I, Part I
Lee Conley | 2018 | Horror, Mystery, Science Fiction/Fantasy
6
6.0 (2 Ratings)
Book Rating
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The Dead Sagas: Volume I, Part I by Lee Conley is a dark fantasy novel, a horror saga unlike any other. This is not a book for the weak. This is the book for the bravest, the ones who dare to read it, and the ones who can handle to continue living with what they now know.

<b><i>Book description:</i></b>

In a land called Arnar, where brave warriors fight for glory, a great evil comes alive.
The secrets of which the scholars were writing about in the past years, the scary stories that were being told in families throughout the generations are becoming true.

Creatures we thought were dead are now walking through the streets, spreading their disease, killing innocent people, and are about to take over Arnar.

The brave warriors are prepared to die defending their lands, but how can you fight creatures that barely feel pain? Are the warriors strong enough?

<img src="https://gipostcards.files.wordpress.com/2018/07/result_1529522968460.jpg?w=510"/>;


<b><i>My Thoughts:</i></b>

A story that will leave you breathless until the very end, a story that will push you into anxiety and make you bite your nails. A story that speaks about evil, and good, love, bravery and survival, a book that will sit on your shelf after reading it, and you’ll give it a look once in a while, and say: Ahh.. that was good!

In The Dead Sagas we have the chance to follow the stories of many characters. We will meet scholars and apprentices, we meet warriors and lords, we meet people from the street, doing everything they can to survive, we meet survivors that have seen things and we will meet sailors that are dying.

From chapter to chapter, the story goes from one character to another, and we slowly see the progression of the evil creatures, the spreading pace by pace. While it starts with sailors getting sick and dying afterwards on a ship, it slowly continues to become more and more intense, as we see people literally transforming into dead walkers right after they die, right in front of our eyes.

You will meet Bjorn, who escaped a tribe that cooks and eats people, you will meet Arnulf, who sees unimaginable things will being a lord of the watch. You will see him go through the greatest pain in life, you will see him afraid and brave, you will see him fighting, even though he wants to go and cry in the corner and die.

You will meet a girl that sells her body, so she can buy food for her and her little brother. You will meet a woman warrior, and learn about her amazing and brave story, you will watch how people see their loved ones die right in front of their eyes, and sometimes, they even have to be the ones to kill them in order to survive.

Even though we learn so much about the characters and their stories, it was hard for me to really connect with any of them, as the chapters moved fast from one character to another. This is probably the reason to why I also found the beginning quite slow. It took me around 90 pages, to start realising what is happening.

There will be a lot of violence in this book, a lot of swearing, and scenes that might upset or offend you. This book is not for the weak ones, that is for sure. And while for some of you this might put you off this book, I do have to say that if the book didn’t have a strong language and violent scenes like it does, it wouldn’t have been the same.

The biggest ''flaw'' I had was the ending. I won’t say anything spoiler-ish , as I don’t want to ruin the book for you, but let’s just say that I didn’t expect it to end the way it did.

Even though this is a story about the dead people walking around and killing everything in front of them, this is actually a book about the survivors, the ones that managed to retell this story - the ones that lost anything and everything to be where they are now. This is for the lives of the brave souls, the mighty warriors, that were noble and tried to protect their lands.

A massive thanks to the author, Lee Conley, who managed to find me in the deep waters of Twitter, and who agreed to send me a paperback copy of this book in exchange for my honest opinion.
  
Horreos
Horreos
2021 | Card Game
I’m not a huge history buff or anything, but I am definitely interested in my family lineage/ancestry. What does that have to do with this game? Well, with the last name Rodriguez, I’m sure you guessed that there’s some Spanish heritage in my background. My Dad will often talk about how our family originally came from Spain a loooooong time ago. Specifically from Galicia, Spain. So when I saw this ButtonShy game based on the real-life location of Galicia, my roots were calling to me and I had to get it. Hórreos gives us a small glimpse into life in 18th century Galicia – and it sounds pretty great!

Hórreos is a 2-player game in which players are competing to build the most effective and aesthetically pleasing hórreo in town. What is a hórreo? It is a building for storing grain, elevated from the ground to prevent rodents from infiltrating the structure. So in this game, players are building long and ornate hórreos that not only look stunning, but can keep the rats out of the grain! To setup for a game, each player receives 2 Action cards and the Hórreo cards are shuffled. The deck is placed between the players, and the top card is placed beside the deck to form a 2-card Market. The Leader card is placed beside the Market, facing the starting player. Pictured below is the setup for the beginning of a game.

Over a series of rounds, players will be taking 1 of 4 possible actions as they attempt to build the highest-scoring structure. Each player has 2 Action cards at their disposal. Each Action card has 2 possible Actions on it – one card is Sabotage or Plan, the other is Steal or Build. Both players will secretly choose whichever Action they wish to perform this turn, and place their card face-down in front of them. Players will then simultaneous reveal their chosen Actions, and they will be resolved in the following order – Sabotage, Plan, Steal, and Build. If a player has chosen to Sabotage, they will rotate their opponent’s Action card, forcing them to perform the other listed action this round. To perform the Plan action, the player will select one of the cards from the Market to be placed into their personal supply tableau. If you have chosen to Steal, you will select a card from your opponent’s supply, and take it into your own supply tableau. And finally, to Build is to move a card from your supply to your hórreo. Cards in your hórreo cannot be stolen. As with many other ButtonShy games, cards in your hórreo may be placed adjacent to, or even overlapping, previously played cards – cards may never be tucked under cards in your existing hórreo.

If both players have chosen the same action, the player with the Leader card facing them gets to decide which player will resolve their action first. The Leader card is then rotated to face the opposite player, and so on, for future ‘ties’. An important note – you cannot pick the same Action twice in a row, you must pick one of the other 3 Actions. So take that strategic tidbit into consideration when deciding what to do each round! The game continues in this fashion, with players selecting/simultaneously revealing Actions, resolving their Actions in order, and building their hórreo until there is 1 or fewer cards left in the Market and the players’ supplies at the end of a round. At that point, the game ends, points are tallied, and the winner is declared!


Points are scored in several ways. Most of the hórreo cards are ‘decorated’ with crosses and pikes, and each pair you have in your final hórreo will earn you points. Similarly, the number of doors in your hórreo, as well as adjacent pillars supporting your structure, will earn you points dependent upon the number (the more doors you have, the more points you earn, etc.). As mentioned earlier, you’re trying to keep these pesky rats out of your grain, so any rat pictured on your cards is worth -2 points, but each owl you have pictured eats (cancels out) one rat. And of course, whichever player has build the longest hórreo earns extra points. All points are tallied, and the player with the highest score is the winner!

I have to admit that Hórreos surprised me. The gameplay seems simple enough, so I honestly wasn’t really expecting a lot from this game. For such a small game, Hórreos is all about strategy. Each round, you only have 4 Actions from which to choose, and that really forces you to think long-term with your strategy. But at the same time, since Actions are revealed simultaneously and resolved in a set order, you have to consider what your opponent might do. For example, the Sabotage action forces the opposing player to use the other Action of their chosen card this round. Can you bluff your opponent into playing that Sabotage, forcing you to switch Actions, thus letting you perform the Action you really wanted to perform? That goes hand in hand with the fact that you cannot choose the same Action twice in a row. Can you anticipate your opponents moves to benefit your strategy? Or will you be out of touch, and thus be forced to essentially waste a turn performing an Action that you actually didn’t want to? And don’t forget the Leader card – if players both pick the same Action, the Leader can decide who resolves first. Maybe it’s strategically better to let your opponent resolve first, so then you can just negate what they just did, or vice versa.

To touch on components for a minute, this is a game of 18 cards in a wallet. So nothing out of the ordinary for ButtonShy. That being said, production quality is always top notch with these games, and I have no complaints. the cards are thick and sturdy, and the wallet is nice and supportive. The artwork is thematic and refreshing, while not being too overwhelming. Is it the most beautiful game I’ve ever seen? No. But it is aesthetically and thematically appropriate, and gives a serene and peaceful vibe. ButtonShy has yet to disappoint with their components, so I am definitely a big fan!

Hórreos is a pretty solid game. I’m not personally a huge fan of ‘take that’ type games, and there is an element of that in this gameplay. But there seems to be enough strategy needed to negate some of that direct competitiveness. The game itself is fast to teach, learn, and play, and that adds to the overall appeal. It’s not necessarily my favorite 2-player game, but it’s one that I can see myself pulling out often when I’ve got a quick minute between other games, or when I’ve got a little downtime. Purple Phoenix Games gives this one a structural 4 / 6. Check it out if you’re in the market for something small, yet strategic!
  
Warm Bodies (2013)
Warm Bodies (2013)
2013 | Comedy
9
6.4 (10 Ratings)
Movie Rating
Considering how many movies are typically released in the first quarter of the year, Warm Bodies is by far the best movie of 2013 so far. “Zombie Love Story” was the first term that came to my mind when I was first made aware of the movie, but it is so much more than that. Part “Romeo and Juliet”, part “Zombieland”, this adaptation of Isaac Marion’s critically acclaimed young adult novel is a humorous and surprisingly fresh zombie movie that gives its own unique look at love.

R, the zombie in our “Romeo” role, is your typical walker (excuse me while I borrow terms from another hit zombie medium). He moves around without purpose, mostly spending his days at the airport. He carries “conversations” with another zombie, M, and his internal monologue certainly lets the viewer know that zombies are fully aware of what they are. As a result of their condition, they no longer have control over what they do. Nor does R try to make excuses for it; they are what they are. This is demonstrated when he and a horde of walkers attack a group of humans. In this group is Julie, who as I am sure you have guessed is our “Juliet”. R immediately falls for her and is determined to have her reciprocate the feelings. This might prove to be difficult, considering that humans and zombies at their core just want to kill each other. It is this feeling, this emotion, that humans thought zombies incapable of, that begins to change R, and other zombies around him.

After the attack, R takes Julie back to his… er, safe haven comes to mind, but it’s really just an abandoned airplane sitting on a tarmac filled with wacky items that R has collected in the time since he became a zombie. Writer/Director Jonathan Levine, who adapted Marion’s novel, has managed to create very smart, witty dialogue, but in a cute way as he did with The Wackness (which Levine also wrote). The sincerity of the dialogue in the movie keeps you interested in a growing relationship that’s way, way outside the box. There is plenty of violence in the movie too, as we see R attack a human, bite their arm, and hide their brains away for a snack later. Speaking of brain, the film explains that when a zombie eats a human’s brains, they remember our memories. This is kind of important.

Despite being a very different romantic comedy, the film also delivers a healthy horror flick. Zombies are not the only thing that is a result of the zombie outbreak. In this post-apocalyptic world there is another threat: bonies. Bonies are zombies that are so far gone they do not care anymore. They’ve given up, have peeled off their skin and attack anything with beating hearts. R says it best in the film. “Zombies do this also, but at least they are conflicted about eating it.” Even though the bonies are fully CG creations, and utterly obviously so, Levine has done it in such a way that you only get quick glances, which is a nice way to keep the PG-13 rating considering all of the blood flowing in the film.

Nicholas Hoult is fantastic in the lead role of R, and he finds a way to turn on the creepy just as easily as he can turn the funny on. Everything our “Romeo” character is supposed to be is remarkably portrayed by Hoult. Of course it helps to have a great supporting cast, Teresa Palmer strong and sweet as Julie and John Malkovich as her father who is the hardened general who is leading the human survivors.

Warm Bodies is a great zombie movie, with an excellent sound track to set the mood throughout the film. But it’s more than that. It is also a charming story of unconventional love. Telling the story from R’s point of view gives it a very fresh feel, but it’s the thought and care that Levine and the cast members put into it that make it such a superb film. Warm Bodies is a love story between woman and monster, and the screenwriting and execution delivers a charm that cannot be denied. Warm Bodies is funny, but it’s also sweet, a bit dark at times, and highly original. All of this combined makes it the first must-see film of 2013.
  
Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Entertaining film - but the book was better
I loved the book.

When that phrase is uttered, it doesn't necessarily mean that the film has a strike going against it. For every film that "the book was better" (MISS PEREGRINE and THE GIRL ON THE TRAIN, for instance), I can also point to films where they "did justice to the book" (like THE MARTIAN and the recent version of IT).

So...it was with some trepidation - and some excitement - that I checked into the virtual world of the Oasis and caught READY PLAYER ONE. Most of my excitement was because I was going see this Steven Spielberg opus on the big screen in 70mm. I was ready for an immersive, stunningly visual film experience.

And...I wasn't disappointed.

Set in a not-too-distant-future, dystopian world (is there any other?), READY PLAYER ONE is part WILLIE WONKA and part THE MATRIX. A brilliant game designer has died and has littered his virtual world - a world where most of the people on planet Earth go to escape the poverty and depravity of the "real world" - with clues and an "Easter Egg" (literally). The first one to find the hidden Easter Egg gains ownership of the Oasis. 5 years later, no one has found anything and it has turned into a battle between the evil Corporate conglomerate IOI that wants to commercialize the Oasis and the "gunters" (Grail hunters) that want to keep the Oasis "pure".

So, into this world, Spielberg brings us - and succeeds for the most part. The most stunning part of this film - and the reason I wanted to see this on the big screen and in 70mm - is that 80% of it takes place in the Oasis, the virtual reality world. The scenery, imagery and detail of this world are a marvel to behold. Since it is a virtual world, you can throw away the laws of physics - and that is a fun aspect of things (especially when you forget that your are in a virtual, and not a real, world).

The real fun of this story (both in the book and in the movie) is that most of the Oasis is filled with homages to 1980's Pop Culture (with some 60's, 70's and 90's thrown in), so you are treated to many fun "cameo" images on the screen (like the DeLorean from BACK TO THE FUTURE) - even if they are in the background. I won't give much away, but in one scene I spotted the "open the pod bay doors, HAL" pod from 2001:A SPACE ODYSSEY, just hanging out in the background without anyone referring to it. If you are any kind of pop culture "nerd" you will be in hog heaven with this aspect of the movie.

And that's a good thing because we spend, as I said, 80% of our time in this film in this virtual world - and it is well worth the trip. The other 20% is spent in the "real world" and the visuals, the imagery and, sadly, the characters are just not as exciting or interesting.

Take, for example, our 5 heroes - the "High Five" gunters. In the Oasis, their avatars are interesting to look at and to spend time with. Outside of the Oasis, the 5 actors who inhabit these characters are - to be honest - somewhat boring and lacking in screen presence and charisma.

I blame most of the lack of charisma on Spielberg, who - obviously - spent most of his attention (rightfully so) on the special effects and creating the world of the Oasis. He left the actors to "do their thing" and these 5 kids (or maybe I should say "young adults") just don't have the chops to pull it off. Someone who does - Ben Mendehlson as the Corporation's head and the main villain of this piece - eats scenery like it is snack chips. The only thing he didn't do in this film is twirl his mustache and tie the female lead to the train tracks. Add to that performance the usually obnoxious TJ Miller, as the main henchman who is up to his usual, obnoxious self here. I could have used a lot less of both of these characters.

What I could have used a lot more of is the brilliant Mark Rylance - superbly underplaying his role as the game's chief designer, who pops up in virtual flashbacks and commands the screen whenever he is on. His partner is played by the usually reliable Simon Pegg, who was "fine", but - if I'm being honest - I think is miscast in this film.

Is it a good film? I'd have to say yes - I enjoyed myself very much - and you will too. I did, though, walk out thinking about what a missed opportunity it was. The film could have been better.

The book, certainly, was better.

Letter Grade: B

7 (out of 10) stars and you can take that to the Bank(ofMarquis)
  
Everything, Everything
Everything, Everything
Nicola Yoon | 2015 | Children
8
8.3 (49 Ratings)
Book Rating
Everything, Everything by Nicola Yoon is such a powerful story, especially for her debut novel. It tackles the tough topic of living your life with a disease that affects absolutely everything. Maddy has SCID, a disease that essentially makes her allergic to the world. She doesn’t know what all of her triggers are, but she knows that if she is exposed to other people, spicy food or even nature outside – she could become severely ill and even die.

Her life has gone by, day by day, with no change. Her nurse Carla takes care of her, checks her temperature and blood pressure and she eats exactly three meals and two snacks a day. Every Friday, she has a special French food night with her mom but her meals are less than authentic with her allergies. But despite all that, she never gives up. She takes classes, reads books and is happy, despite the huge thing looming over her life and unlikelihood that she would ever be allowed outside in the real world.

But everything changes when a new family moves into the house near hers. Normally, she would just let the sound wash over her, ignore the beeping of the moving truck, but not today. For some reason, she goes to the window and her entire world changes. She makes a new friend, one she won’t allow to pity her, and his name is Olly. He opens up her world and before long, they’re messaging one another long into the night.

Their story together was so precious, that you couldn’t help but fall in love with each of them. The strength that Maddy had to live, cheerfully, day by day and the heart that Olly had to love and want to protect his family no matter what. The tale was heartbreaking and lovely, and to my surprise, it was not predictable.

I would highly recommend this book to young adult/teen readers who enjoy character-driven plots and unique contemporary book. This novel really delves into Maddy’s head and gives you a glimpse into her thoughts through a variety of mediums.
  
GI
Ghosts in the Mirror
6
6.0 (1 Ratings)
Book Rating
Ghosts in the Mirror pretty much lands on my list of most unique ghost (okay, related to ghosts) reads of all time.

The particular uniqueness of the story? The main character, Jeremy, goes into a coma every time a ghost possesses him due to unfinished business. The only way to "see" the ghost is to use a mirror. To see how a ghost feels depends on the color of Jeremy's vomit. I know, it's really gross, but it's pretty cool.

Except... Jeremy keeps going in and out of sleep. Interesting? Um... no. Not after awhile. Apparently when you're asleep way too much, you don't really accomplish much. Add that to Jeremy as a character, and how this ghost possession thingamajig works. The ghost possession is all very confusing – I don't get this "spirit hand" or "phantom hand." Does Jeremy have a third hand? Is it still his right hand but the ghost possessing him can only "access" his right hand and that's why he calls it a phantom/spirit hand? Is it basically as though he and the ghost are like one spirit? I have some ideas on what it may all mean, but I'm not 100% sure. It all feels very much as though Mangola knows what she's talking about and explains it as much as she can, but has a bit of a hard time getting her point across and clarifying how it all works.
<img src="http://4.bp.blogspot.com/-NBKk2YUdg_o/U-PQlt7nnrI/AAAAAAAADtc/Z8jqVhV4-uk/s1600/Very+Unclear.gif"; border="0">
Jeremy as a character. He has quite a few moments in the book where I'm wondering if he's 6 years old or 16 years old. I don't really mind it as much since when you're in a coma a lot and suddenly realize you're growing up, you're going to want to retain your kid years as much as possible before having to officially grow up. And time goes by really fast – OMG, I'm almost 17. NOOO.

But he eats soooooo much junk food – candy and lollipops and donuts, oh my! – I pretty much started wondering what would get to him first: the Strigoi, or a heart attack? If it were the latter, I would have been extremely furious because then I would assume the book's point is to tell us not to eat so much junk food or we would all get a heart attack one day (or we'll be in a Wall-E world). I do hate one too many sugar, thank you very much (moi can't handle too much vanilla frosting).

Which pretty much makes me bring up a point about him getting car sick so easily. Cannoli and Lattes? They have dairy products. Cannoli have cream and cheese, lattes have cream – it's the perfect one way trip to Vomit Wonderland (at least one of the ways). Getting a car ride after eating what looks like a gallon of milk and dairy products? Of course the guy's going to throw up all over the place. And if anyone's going to make a point about Jeremy's condition in defense, I get car sick just as easily and I'm technically normal.

Of course, after Jeremy's millions of trips to Vomit Wonderland throughout the book, I'm pretty grossed out. The book doesn't sound as cool as it did in the beginning, but I believe Mangola has not just the bones of a really good book, but the tissues. Or muscles. *sigh* I may have prolonged my trip to the Medical world, but I probably won't get the anatomy of myself – or anyone really – right anytime soon. Certainly no future doctors are going to be impressed by my pitiful attempts.
----------------------
Review copy provided by the author for review
original review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/08/review-ghosts-in-the-mirror-by-joyce-mangola.html">Bookwyrming Thoughts</a>
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Ava (2020)
Ava (2020)
2020 | Action, Crime, Drama
7
6.2 (13 Ratings)
Movie Rating
Great mother/daughter scene in the middle of a generic assassin flick
To give you everything you need to know about the Jessica Chastain assassin flick AVA is to read the IMDB description of the film:

"Ava is a deadly assassin who works for a black ops organization, traveling the globe specializing in high profile hits. When a job goes dangerously wrong she is forced to fight for her own survival."

Pretty generic, right? There are only about a dozen films that I can think of off the top of my head that would fit this description. So...what separates this one to make it worth watching?

Not much.

Chastain stars as Ava, a deadly assassin who...oh, you get it. When the "job goes dangerously wrong", she heads back to Boston and into the arms of her loving family - who want nothing to do with her.

Chastain is good, but nothing special as Ava...she seems to be able to pull off the physicality of this role quite well (like Jennifer Lawrence in RED SPARROW or Charlize Theron in ATOMIC BLONDE). The head of the shadowy organization that Ava works, played by Collin Farrell, is generically shadowy and Farrell plays it professionally with a touch of "over the top" acting (but not too much). The great John Malkovich is a spark of energy in this film as Ava's mentor. Mr. Malkovich, as is his want to do, eats the scenery in every scene that he is in. Under normal circumstances, this would annoying, but in this film, it is welcome. Ioan Gruffudd and Joan Chen show up (briefly) as adversaries of Ava and all of these components makes the "assassin side" of this film work well enough.

The "family side' of this film just doesn't work - except for one scene.

Common is just plain bad in the underwritten role of Ava's former lover who is now married to her sister. Jess Wexler is forgettable as Ava's sister (I even had to look her up on IMDB to remind me of who played this role) and Geena Davis - as Ava's estranged mother - looks like she is just there because she owed someone a favor.

Except for one scene.

And that's the interesting thing about this film. Right in the middle of this very generic, very ordinary film is a "come to Jesus" meeting between Ava (Chastain) and her mother (Davis). This scene was "Oscar worthy" with 2 very good actresses going back and forth with each other (with Davis dominating the scene). I gotta think that this scene was the only one Davis read when she agreed to do this film and was pouting during her other, generic scenes.

Director Tate Taylor (who took over when the original Director was bounced when past sexual indiscretions were unearthed) and writer Matthew Newton bring nothing new to the genre. It is all very...generic. The action scenes are professionally done, but generic. The situations are contrived and...generic. The acting is...scenery chewing generic. The ending is predictably generic.

All-in-all an "entertaining enough" generic action flick - except for that one scene (and maybe Malkovich's performance), they make it worthwhile.

Letter Grade: B

7 stars (out of 10 - it really is a "5", but will add a point for Malkovich and another point for the mother daughter scene). - and you can take that to the Bank (ofMarquis)
  
Extraction (2020)
Extraction (2020)
2020 | Action
Fun, by-the-book, action flick
I'm pretty sure that no matter what, I was going to enjoy the Chris Hemsworth action flick EXTRACTION whether it was good or not. It is, after all, a NEW movie, albeit one that was made "Direct to Netflix", so those can be of lesser quality.

I'm happy to report that in the case of EXTRACTION, that is not the case. This is a good (if by the books) popcorn action flick with a charismatic lead keeping you company throughout.

In EXTRACTION, Chris Hemsworth stars as an Australian Mercenary (who knew there was such a thing), hired to extract the kidnapped son of a drug lord from the hands of his fiercest rival.

This is a pretty "by-the-numbers" action film:

1). The mercenary has "baggage" - will the events (and the subject he is to extract) help him come to terms with his pent-up emotions in order to move past his traumatic "baggage"?

2). Will there be some sort of "double-cross" that screws up the extraction causing our hero to go "on the run" with his "Extraction"?

3). Will there be a buddy that our hero trusts who will, ultimately, double-cross him?

What do you think?

The fun of this film was not the plot machinations (they are pretty basic), but the execution of these machinations - and this execution is pretty fun/enjoyable.

Start with Chris Hemsworth as our mercenary - with the great action flick name of Tyler Rake. Hemsworth knows exactly what kind of film he is in - and he brings the goods. If he chose to, I think Hemsworth could be an action hero staple like Jason Statham or Dwayne "The Rock" Johnson - but I think Hemsworth is not really interested in that. But here, he is steely eyed and calm taking hits and doling out punishment to hoards of "red shirt" bad guys in his way. He has the action hero chops. He also has the acting chops to make the overwrought "emotional" scenes palatable. He makes weak writing enjoyable.

Joining him is Rudhraksh Jaiswal as "the extraction" - and his interactions with Hemsworth are fun. Randeep Hodha and Golshifteh Farahani do a nice job in the roles that they play in the action and the always watchable David Harbour eats a ton of scenery in his limited time on the screen. All are fun to watch.

But it is the telling of the story by first time Director Sam Hargrave that was a (pleasant) surprise for me. After doubling Chris Evans in the first CAPTAIN AMERICA film, Hargrave became the "go to" guy for Marvel action choreography, so (I'm sure) he got to know Hemsworth there. He brings a fast-paced style to this film that works. He doesn't stop to examine much at all (which helps the plot holes in the script) and his action work with his stunt actors is top-notch. If you watch nothing else in this film, check out the chase scene at about the 1/3 mark of the film. Hemsworth and "the extraction" are being chased - and it is filmed in the "shaky cam/cinema veritae/ make it look like one long tracking shot" style that I often criticize in my reviews - but here it worked and worked well. I'll be keeping my eye on what Hargrave does next (word is it that there will be an Extraction 2).

All of this is brought together by Producers Joe and Anthony Russo - the Directors of many Marvel films (including INFINITY WAR and ENDGAME). Not only did they Produce this film, but they wrote the story from where this film came from. It's obvious that they turned the majority of the screenplay writing to others (most notably Ande Parks) and this film is based on a graphic novel...so it plays like an over-the-top comic book action flick (think John Wick-lite) where the dialogue is sparse and cliche-ridden. This part of the film was far less interesting than the action parts.

But, the action is fast, fun and furious and Hemsworth is worth watching for the 1 hour 56 minute running time.

All-in-all, a good time was had while watching the first "new" film in over 6 weeks.

Letter Grade: B+

7 1/2 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Tranquility
Tranquility
2020 | Card Game, Numbers Game
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.

Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.

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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.

When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.

Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.


Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.

The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.

Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.

I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
  
7 Wonders Duel
7 Wonders Duel
2015 | Ancient, Card Game, City Building, Civilization
The original 7 Wonders was my #1 game of all time for a long while. While it has since dropped off my Top 10, I still have so many fond memories of it. Now, I know I am not breaking any stories here by finally reviewing its 2-player successor, but this game is really streamlined and fabulous. Obviously it is wonderful as it has earned the Purple Phoenix Games Golden Feather Award! But why do we love it so much?

7 Wonders: Duel is a 2-player tableau and engine-building card game set in the 7 Wonders game universe where players collect cards to create an engine to gain VP using any number of winning strategies. The game takes place over three ages and the player with the most VP at the end of the game, becomes victorious via military supremacy, or wins via scientific supremacy.


To setup, place the game board between the players with the green Progress tokens, Military tokens, and red Conflict pawn upon it. Shuffle the Age I cards and lay them according to the rule book (this formation changes for each age. Age I is setup in the photo below). Each player receives seven gold and they draft their Wonders according to the process in the rules.
On a turn the active player will choose one uncovered face-up card to be used one of three different ways. The card can be added to the player’s tableau and “built” by spending resources required, if any. The card may be discarded in exchange for coins totaling 2 + the number of yellow cards built in the player’s city. Lastly, the card may be used to build a player’s Wonder card by inserting it below the Wonder and paying the cost, as in 7 Wonders proper. The next player will then take their turn.

If on a turn a player builds certain card types into their city, special actions are taken. This happens as a result of building Military or Science cards. When a player builds a Military (red shield icon) card they immediately move the Conflict token on the board one space toward their opponent’s Capital (the end of the board closest to the opponent). Should a player force the Conflict token to reach their opponent’s Capital, the attacking player immediately wins! The other special action that can be taken is with a pair of Science cards being built. For every pair of like-symbol Science cards built, the active player may choose to take one of the Progress tokens from the game board and add it to their collection. These tokens can be very powerful, and just as in 7 Wonders proper, Science is a viable yet difficult strategy. Should a player build any six unique Science icons on cards they will immediately win!


If a Military or Science supremacy victory is not achieved, the game continues to Age II, where setup of the cards is different, but play remains the same. Similarly, Age III is setup differently still and has the added bonus of three random Guild cards, which may add significant strategic icons or abilities. At the end of Age III the players count their VP from the various sources listed in the rule book and the ultimate champion is then crowned!
Components. This game comes in a very small box, so the components are also quite small. I believe myself to have medium-sized man-paws and I have not had any issues with size of components. They are all very high quality, as is to be expected from Repos Production, and are fantastically illustrated. The Conflict token is enticingly menacing, and it lures me into concentrating on a Military victory every time I play. I need to just ignore it, but it’s so beautiful! All in all, the components are great, and even though the cardstock is relatively thin, my copy has withstood many plays and has seen very little wear and tear.

So 7 Wonders: Duel exists for all those players who love 7 Wonders but do not wish to play it with the 2-player variant rules. While Duel is certainly a little sibling, it is also its own beast of a game and should be treated as such. There are several key changes in rules for Duel, such as the trading with the BANK for missing resources upon building versus paying a neighbor to borrow their resource production. Also, the obvious change of adding a board with an ever-dancing Conflict token is unique to this title. Wonders are treated differently and instead of receiving one Wonder with three layers, Duels gives each player four Wonders with just one layer.

Aside from the differences between the two games, I do believe that if you are a fan of one you will also like the other. I can see, though, gamers who dislike 7 Wonders enjoying the smaller 7 Wonders: Duel. There is just something about being able to focus on one other player and agonizing over every turn so that your opponent receives a useless card from the offer, or taking every Military or Science card possible so as to end the game as quickly as possible. My brother, Bryan, greatly dislikes 7 Wonders, but he does not mind playing Duel, or at least that is what he led me to believe…

Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.