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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!
  
Downfall (Der Untergang) (2004)
Downfall (Der Untergang) (2004)
2004 | Drama, History, War
The true story of the last days of NAZI Germany, focusing on Hitler and his cohorts as they sought refuge on his Berlin Bunker and is chronicled here with such honesty.

Told in a straight forward manner, we are given a portrait of not only Adolf Hitler himself, played perfectly by Bruno Ganz, who manages to humanize him without ever apologising for his heinous acts, but also those close to him. Shown through the young eyes of his final secretary, Traudl Junge (Alexandra Maria Lara), we are given a picture of what The Third Reich was to those who believed in it as well as what it had become for those who would suffer at it bloody hands.

Directed by Hirschbiegel to put us, the audience in the anterooms with these monsters, we are placed into a complex environment, edgy, atmospheric and most of all, real, as we witness noble acts of patriotism, conscience and pure, despicable horror, none less so that Magda Geobells, with the full consent of her husband, Joseph, first drugging, then murdering their six children as they slept, rather than “let them live in a world without national socialism.”

The only redeeming factors were their eventual suicides and in terms of the film, their first rate performances throughout this harrowing scene. Corinna Harfouch, who portrays Magda manages to portray this evil woman yet convey the emotion which was subdued deep beneath the surface. No small feat to allow such a fleeting glimpse of humanity during such and inhuman act.

But the same must be said Bruno Ganz, who manages to portray Hitler with such humanity; whilst showing us the true nature of his monstrosities, highlighting that the REAL monsters live among us and can seduce us at any time, any where, especially when we are vulnerable.

During one of the film’s early scenes, Hitler and Albert Speer (Heino Ferch), his Armaments Minister, discussing his vision for The Third Reich as he looks over a model of the new Germany which would be built after he won the war, a Germany without department stores, instead focusing on art, literature and culture.

Surely a noble goal, but as we all know, this cultural hub would have been built at an unacceptable cost, mainly with the blood of those who Hitler and his cohorts deemed to be inferior.

This is one of many clever methods used to convey a fair portrait of Hitler and The Third Reich. To demonstrate how bad they were, you first have to show impartiality, pointing out the good in what they do, play devil’s advocate as it were. Because whether we like it or not, evil motives are often built upon decent goals.

But as this film demonstrates, as Hitler shows his destine for anyone, even his own people, who will not give their lives for HIS vision of Germany, his Third Reich was being eaten away by a cancer of his own making, a Germany rotting from the very top.

Downfall is without a doubt one of the best World War 2 films which I have ever seen, delivering a compelling and immersive look behind the scenes of one of the most important defeats in modern history.

But being British and having to follow this with subtitles, which was great as watching this in its native German only adds to the experience, it can be a bit difficult to keep up with every plot machination, as we spend two and half hours reading about troop deployments, tactics and the philosophy of the Third Reich as we are presented with such atmospheric work, but if you can keep up with but the text and visuals, this is one hell of an education for those who do not know and an immersive masterpiece for those who follow WW2 history.
  
The Mermaid, the Witch and the Sea
The Mermaid, the Witch and the Sea
Maggie Tokuda Hall | 2020 | Fiction & Poetry, LGBTQ+, Romance, Science Fiction/Fantasy, Young Adult (YA)
8
7.5 (2 Ratings)
Book Rating
Thank you to Netgalley and Walker books for providing this ARC in exchange for an honest review.

I chose this book simply based on the synopsis and the gorgeous cover art. I expected it to be a standard YA read, perhaps edging on middle grade but wow was I wrong! This novel contains all the gritty bits of a Pirate’s life and is as far from Neverland pirates and mermaids as you can get.

The Mermaid, the Witch and the Sea centres around the relationship between a high-born, queer, Japanese-inspired noblewoman, Evelyn and a pirate named Florian who is secretly a girl named Flora, disguising themself in order to gain the respect of their crew mates.

Evelyn and Florian instantly capture the heart of the reader. They are such an unlikely match and from completely different worlds but the way that Maggie Tokuda-Hall throws these two characters together and alternates chapters between their perspectives is so compelling. The secret attraction and the pining between Evelyn and Florian can literally be felt through the pages. These two are guaranteed to stay with you long after the book is finished.

In fact, the majority of Tokuda-Hall’s cast of characters are so well developed: we have Rake, the first mate who is a very closed character and keeps his own intentions close to his chest for most of the novel. We have a gender-fluid Pirate Supreme, an imperialist noblewoman who can kick ass and Flora’s brother Alfie, a tortured soul whose traumatic past is alluded to often.

The portrayal of mermaids in the novel is nothing short of inspired: hunted and captured for the properties their blood possesses, mermaids are quite ugly when imprisoned by pirates. These mythical creatures that are renowned for their beauty are only conventionally beautiful in the presence of their loving mother: The Sea. The Sea in turn will do whatever she can to protect her children, and will always reward those who help.

The other pirates are, as you would expect, a group of shady characters but they do not fade into the background at all. Tokuda-Hall reveals right from the beginning the true intentions of this crew and it creates an underlying tension throughout the whole voyage upon The Dove. The twists, secrets and revelations onboard that ship are captivating and create a page-turning first half of the book.

I will say that during the middle of the book, mainly during “The Witch” section, the pace slowed dramatically and it just didn’t flow as much.
I almost wanted more treachery and more suspense from the witch, more struggle by Evelyn and, dare I say, more pining from Evelyn and Florian. Their relationship up to this point had been so intense and slow burning that it almost seemed to cool a little.
I also feel that not quite enough was made of Evelyn’s discovery about the real reason behind her voyage. It was almost a convenient way for that side of her story to be resolved. Similarly, with Florian/Flora; their evolution from Pirate to Witch seemed quite acceptable and tame.

These factors, in my opinion, affected the ending of the novel where everything seemed quite rushed in its efforts to tie up all loose ends. Please don’t misunderstand, I LOVED the ending and how Evelyn and Flora/Florian finished their journey. I even shed a few tears. However, it was the lead up to this that just seemed too convenient and too quick.


Overall this is a wonderfully dark pirate novel that instantly creates a world full of magic and wonder whilst tackling the issues of identity, colonialism, homophobia, poverty and rape. A world where gender-fluid and queer characters fight against injustice alongside endangered mermaids and the Sea is to be respected almost as a deity.

I cannot believe that this is merely Maggie Tokuda-Hall’s debut novel! I cannot wait to see where she takes us next!
  
What We Do in the Shadows
What We Do in the Shadows
2019 | Comedy
8
8.7 (7 Ratings)
TV Show Rating
Anyone who watched and enjoyed the entirely silly, but mostly genius, original film version of this, written and directed by the same partnership of Jermaine Clement and Taika Waititi, should not miss this show! Although Clement and Waititi step down from acting duties (aside from cameo appearences), they are replaced by the ideal, if not actually better, pairing of Matt Berry and Kayvan Novak, whose previous experience in left-field comedy with an improvisational edge leaves them perfectly placed to make this comedy fly like a startled bat!

The lead duo are joined in all 20 episodes over 2 seasons so far by relative unknowns Natasia Demetriou, Harvey Guillén and Mark Proksch. The first two do adequate jobs of keeping the laughs rolling and the mood steady. But it is Proksch, who brings some knowledge of a working mockumentary farce from his role as Nate is the US version of The Office, who is the stand-out as Colin the energy vampire, who bores his victims to death, or leaves them drained of the will to live. The many ways that single joke is varied to hilarious effect is a thing of true comedic beauty at all times.

The fine balance between the bizarre and ridiculous world of vampires and other monsters with a situation of utter mundanity like flatsharing affords some wonderful moments of laugh out loud insanity. The writing is terrific all the way through, and the bite sized episode lengths ensure it zips along and the joke only wears thin if you gorge on too many in one go. In fact I would strongly recommend not bingeing this one, but rather savouring 2 or 3 in a sitting then leaving it a while. There is something about missing it and coming back to the joke after a break that works better for me.

Some of the things I love about it are the details of the visual world they live in. The paraphernalia of the flat they live in and the clothes they wear is joyous and ever rewarding. There will be things to spot in the background that you missed first time for sure – and that is a sign to me that they wanted to create a classic here and not something disposable. I also adore the opening credit sequence, and sing along every single time.

Then there is the fabulous use of creative swearing, that manages to reach new and surprising heights episode to episode. Berry is especially proficient in this art, leaving me spitting out my tea many times with the use of a profane phrase off the cuff. It is as much the way he says it as what he says, so it is no surprise to me he has been singled out at recent TV awards shows. I hope he gets the recognition he deserves with a shiny trophy or two.

The fact that it was nominated for 8 Emmys for season 2, after only two nods for season 1, also shows that this is an entity that gets better if you stick with it. At first the pattern of the humour may not gel, but the more you get used to it, the character quirks and various relationships, the rewards as a viewer are exponentially good. And if you watch long enough there are also some tasty cameo parts that turn up… but I won’t spoil the surprises here.

Is it a joke that can run and run? No probably not. But I would like to at least see a third season, to wrap it all up. Especially as season 2 ends on somewhat of a cliffhanger, as much as a puerile comedy like this can do. I am a fan. And I imagine I’ll always be able to go back and enjoy an episode here and there to cheer me up. Brilliant stuff, that has its heart and its funny bones in all the right places. Go on, stick your teeth into it!
  
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Becs (244 KP) rated Of Mice and Men in Books

Oct 2, 2019  
Of Mice and Men
Of Mice and Men
John Steinbeck, Susan Shillinglaw | 2013 | Fiction & Poetry
7
7.2 (50 Ratings)
Book Rating
Contains spoilers, click to show
Of Mice and Men by John Steinbeck, a (somewhat) great historical fiction novel. I was just appalled by how slow the middle of the book was. I was so excited to read this book, as I’ve heard such great things about it. When I started, it was a little bumpy but as I kept reading, the road just kept becoming almost unbearable to continue. The ending though, spot on and definitely kicked my attention back into place. In all aspects, Of Mice and Men deserves a solid four gold stars. Reasons why below.

Genre: Literary classic, historical fiction

Audience: I definitely recommend at least a high schooler or up to read it. As it’s a little controversial and a bit harder of a read for a younger crowd.

Difficulty Reading: I almost put this down to never pick up and read again. I was about a millimeter away from doing it. But I have a thing against never finishing a book or DNF. If I’m going to pick something up and start reading it, I HAVE TO finish it, something about having an unfinished book doesn’t sit right with me. So, the answer is yes. This was a bit more of a difficult read. Now that it’s finished, I’m glad I stuck through and read the rest of the novel.

Insights: John Steinbeck is a great author and writer. I’ve read a few of his other novels and have loved them. Of Mice and Men just does not compare to the others. Maybe it’s the way that the characters speak. Maybe it’s the topic. Maybe it’s just Steinbeck lost touch with his writing when creating Of Mice and Men. Who knows, apparently some think that this novel is a piece of art. I mean, it’s still being sold nationwide. That must mean it’s somewhat good, right?

Ah-Ha Moment: When I found out that Lennie has a bit of a mental handicap issue. (This honestly sounds so bad in writing but I’m not trying to be rude about people who are mentally handicapped. I use to work as a caretaker for them and I loved it.) To continue on. You typically don’t see this style of character in this novels era. It was refreshing and different from other literary classic novels.

***SPOILERS AHEAD***

Favorite Quotes: “Trouble with mice is you always kill ’em. ” – Honestly, this is a perfect short, one sentence summary of the novel. If you don’t want to read Of Mice and Men, what happens is: you have George and Lennie, always traveling together. Lennie is mentally handicapped and likes to pet soft things. He gets in trouble in Weed by touching a female’s dress and not letting go when she screams. They run and come to find work bucking barley. Here, Lennie kills a newborn pup then kills Curley’s wife. George shoots Lennie in the back of the head and the novel ends.

***END OF SPOILERS***

“Guys like us, that work on ranches, are the loneliest guys in the world. They got no family. They don’t belong no place. They come to a ranch an’ work up a stake, and the first thing you know they’re poundin’ their tail on some other ranch. They ain’t got nothing to look ahead to.” – I mean, you’re not wrong George. Ranchhands are typically pretty lonely, especially in those olden days.

What will you gain: A love-hate relationship for this novel. Seriously. I love it so much I gave it four gold stars. But I hate it so much because man, it was a bit of a bore.

“Maybe ever’body in the whole damn world is scared of each other.”
  
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Fallen Land: A Post Apocalyptic Board Game
Fallen Land: A Post Apocalyptic Board Game
2017 | Action, Card Game, Dice Game, Exploration, Zombie / Survivalist
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.

On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.

After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.

The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.

The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.

The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.

While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.

So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.

You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.

You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.

Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.

Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.

On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.

There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.

This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.

All in all a great so experience and a fantastic, brutal multiplayer game.