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Zack Snyder's Justice League (2021)
Zack Snyder's Justice League (2021)
2021 | Action, Adventure, Fantasy
The movie as a whole is better than the original. (2 more)
The darker tone, R rating and additional scenes of violence and bloodshed.
The additional scenes for Cyborg's and Flash's story arc were welcome and did their characters justice.
4 hour length was way too long. (2 more)
The aspect ratio being in 4:3 instead of widescreen.
I didn't like certain things about the addition of Darkseid.
This Version Far Surpasses The Original Released
This movie was way better than the one that was released in theaters. I have to say it is a super long movie but honestly the time just flew by while I was watching it. I also broke it up into 2x two hour halves but another way would be to break it into 6 parts like it has been segmented into in the movie already with 5 chapters/parts and an epilogue. I think it helped that I didn't watch the original one right before I saw this one too. I didn't because I didn't want to be too "Justice Leagued" out and because I knew that it was going to be a 4 hour movie already. There were definitely some parts that felt like they needed to be included in the original for the story to make more sense and be more cohesive story-wise but there were more than a couple that were unnecessary and could have still been left on the cutting floor in my opinion. Now people that are expecting this to be a whole new movie will probably feel disappointed and that this movie is very much the same but fans of DC or the DCEU will more than likely enjoy this film over the original. I really like the way that they included more story and scenes for characters like Cyborg and Flash. I feel that they definitely helped in fleshing out their characters who got the short end of the stick the first time around and since their characters didn't have their own stand alone movies. I also feel they fixed the way Wonder Woman was portrayed and the tension between her and Batman in the movie. I know I could bring up more points here in this part of the review and although the movie was released in 2017 and most people have seen it already, I don't want to spoil it for those who might not have seen it and their first time is going to be this version. So with that being said I'll save the rest for the spoiler review section. And now for my score/rating, I'd have to say that this movie still had a lot of issues like unnecessary scenes and a long run time and some of them stick out like a sore thumb but I really liked it and say that this was a great movie, I'm probably a little bias because I generally enjoy comic book movies and like DC as well but I give it a 8/10. And this movie gets my "Must See Seal of Approval" but only if you are a fan of DC, the DC movies or film in general and have what it takes to sit through a 4 hour movie. Also I think it's worth getting a subscription to HBOMax, if only for 1 month at the price of $15 a month because if you sign up now you'll also be able to enjoy all the other content; plus you'll be able to see Godzilla vs Kong when it's released on March 31st and Mortal Kombat on April 16th.

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Spoiler Section Review:

So I really enjoyed this movie and thought it was great. At 4 hours it was a monster of a film to get through but I'm definitely glad I watched it because it was way better than the first one that came out in theaters. One of the biggest reasons I think I liked it too was that it was rated R instead of PG-13 which is why we hear Batman and Cyborg drop F-bombs in the movie and why there is significantly more violence and bloodshed shown. The beginning was also different and had a different feel to it right away because in the original it had the memorial for Superman and in this one it doesn't. One thing that I didn't care for and thought was really annoying was how the movie wasn't widescreen but the 4:3 ratio but luckily I have a setting on my tv to change it to widescreen and I think that helped a lot. I know the composer was also changed from the original which I think was better but hard to say but the music definitely fit better. A big change was how the movie felt like it had less humor and really felt darker in tone. I think that at 4 hours long though they really added back or too many additional scenes that didn't need to be there and were completely unnecessary. The part after Bruce Wayne tries to recruit Aquaman and the Swedish or Norwegian girls sing that song was pretty unnecessary and could have been taken out as well as when Wonder Woman goes to the fire arrow place of the Amazons and walks down the stairs to look at the ancient murals. I liked how Bruce Wayne/Batman had more scenes with Alfred Pennyworth. The greatest addition to this movie in my opinion were the additional scenes for Cyborg's story arc and for Flash. These really helped flesh out their characters and do them justice especially for them not having had their own individual movies before this movie of forming the Justice League. I like how Flash saved Iris in that one scene in front of the pet shop. The flashbacks for Cyborg were really cool too and how they showed more of his Mom that we never got to see humanized him a lot more. One of my favorite things that they changed was black suit Superman, that was awesome that they added that, straight out of the comics. I liked how they showed more action scenes of Wonder Woman especially the extended version of her fighting off the terrorists in the museum or wherever it was they went to blow up the kids. I also liked how they changed the scenes of Batman and her and instead made it more about the team and them together. Another thing I really liked was how they showed Willem Dafoe's character Vulko and how he talked to Aquaman. That was one thing that really bothered me about the original was how Mera and Aquaman acted like they knew each other already but in Aquaman they barely met for the first time so it just really threw me off. That and how did he know to go to Atlantis right when Steppenwolf was about to attack. It also bothered me how the Amazons had such an epic battle against Steppenwolf to defend him taking the mother box and the Atlanteans didn't even put up a fight. With this correction they added the dialogue that Aquaman's brother Orm (Ocean Master) was already starting to make moves to take over the other kingdoms that he needed all his soldiers and wouldn't spare any to protect the mother box. I had mixed feelings about Steppenwolf's redesign but I think ultimately it was a good thing and you were able to see his motivations better and think he came out more of a badass and better bad guy. It was cool to see him communicate using the mother boxes and talk to Darkseid's other henchmen Desaad. One thing I really didn't like was how they did Darkseid dirty and showed him lose in the past instead of how it was Steppenwolf who lost in the original to the combined armies of Amazons, Greek Gods, humans and a Green Lantern. They didn't even show him use his Omega beams against them but he did use it against the Atlanteans in a vision of the future that Cyborg sees and it was awesome. I felt they watered down Darkseid from how hardcore he's supposed to be in the comics and cartoons, etc... I liked how in the end they showed how he had Desaad with him and Granny Goodness with him on the other side of the boom tube. I really didn't like how they had this whole thing about Darkseid not remembering which planet the mother boxes were on or where he had seen the "anti-life equation". It doesn't make sense to me that he would forget the planet where he got his ass kicked and almost died or at least was defeated. I heard a theory that maybe he didn't forget he just didn't want his followers to know he suffered a defeat and didn't let them know or killed everyone who knew but then it also didn't make sense that Steppenwolf remembered. It also never explained in this version how or why Steppenwolf fell out of favor with Darkseid and why he was trying so desperately to please him and his whole debt of having to conquer 100,000 worlds. I think this movie could have been cut down to 3 hours and been just as good, and think that 4 hours was a bit too much and that's considering 10% is in slow motion scenes (that's 24 minutes give or take). To me it looks like the success of this version of the movie could possibly generate enough buzz to get a sequel but Zack Snyder has already stated that he more than likely wouldn't come back to make it. As I said above I really dug this version and probably am a little biased and should maybe give it a point lower than what I scored/rated it but I give it a 8/10 and it get's my "Must See Seal of Approval".

https://youtu.be/EvpnLXHBYZU
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L

Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!

Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.


Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.

A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.

Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.


Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
  
Poison Study (Study, #1)
Poison Study (Study, #1)
Maria V. Snyder | 2005 | Fiction & Poetry
9
9.0 (13 Ratings)
Book Rating
world-building, characters, romance (0 more)
Shelf Life – The Chronicles of Ixia merits closer study
Contains spoilers, click to show
This review is for the entire Chronicles of Ixia series.

The first trilogy, comprised of Poison Study, Fire Study, and Magic Study, follows Yelena Zaltana. The second series, also called the Glass series, follows her friend Opal Cowan in Storm Glass, Sea Glass, and Spy Glass. The final trilogy, Shadow Study, Night Study, and Dawn Study, is where things get a bit odd. Maria V. Snyder had thrown in a few short stories/novellas throughout from different characters’ points of view. Perhaps she got bored of just sticking to one POV, or maybe fans wanted more from the other characters, so the third trilogy is from Yelena’s POV in first person and the POV’s of multiple characters (mainly Valek, Leif, and Janco, with a few others popping in from time to time) in third person.

I’m not sure which editor thought it would be a good idea to have POV switch from first person to third person in the same novel, but—yikes—is it jarring. Even with the wonky POV stuff in the third trilogy, these books are amazing and absolutely worth your time to read. Snyder’s world-building is compelling, detailed, and original. The books take place mostly between two pre-industrial countries: Ixia and Sitia. Ixia is a post-revolution country ruled by Commander Ambrose. His personal body guard and assassin is Valek. In the first novel Yelena is in prison for murder and is offered the choice to be the Commander’s food taster in exchange for her life. She agrees, and throughout the first book she and Valek begin to fall in love.

Ixia reminded me a lot of Communist Russia or China. In its attempts to throw away the corrupt government and society that came before, it has also thrown out all culture in the process. The country has been re-divided into districts with numbers instead of names, everyone is forced to wear a uniform, all art and extravagance has been destroyed, people have to have passes to travel between districts, and magic is forbidden. Anyone born with it is killed (or so the reader is led to believe). But Maria V. Snyder does a wonderful job of showing the good with the bad in this totalitarian dictatorship. Everyone has a job and nobody goes hungry, women are now equal to men, and violence and sexual assault are intolerable. This is why Yelena ends up in prison in the first place: she murdered the man that raped her. Now, this is probably my first major gripe with the series. We learn that Commander Ambrose loathes sexual assault and will execute anyone found guilty of it, but apparently killing a rapist in self-defense is also an executable offense. And all of that being said, Ambrose still has his own personal assassin. It all feels a bit contradictory, but again, that’s what I like about this series: it does an excellent job of peeling back the layers of her fictional societies and pointing out that governments and people in power tend to be hypocritical.

Now, the series name (or rather one of them) is Chronicles of Ixia, but honestly, it should have been called Chronicles of Sitia, because that is where most of the story takes place and is by far the more interesting and vibrant country. Sitia is part jungle, part desert, and full of magic. The peoples are divided into multiple clans or tribes that are all unique and compelling. In the second book, Yelena flees to Sitia after the Commander learns she has magic, and there she finds the family she was kidnapped from as a small child. They are part of the Zaltana clan, a group of people that live high in the trees in the jungle. Whenever I read about them, I would have to remind myself that they were not wood elves or dryads, because while there is magic in these books, there are no fantastical creatures: all characters are human or animal.

Another fascinating tribe is the Sandseeds, a group of nomads in the desert known for two major things: breeding super smart horses and having Storyweavers. The Storyweavers are people who have the magical ability to see the future and guide others, but who have to do it really cryptically because reasons (I appreciate that this gets pointed out by an annoyed Yelena multiple times). And of course, the Sandseed horses are fantastic; they choose their rider and able to mentally communicate with magical people. They even have their own horse names for people that they like.

Besides the different clans throughout Sitia, there is also the capitol, the Citadel, which is home to the magic school and the Sitian Council. While very different from Ixia, Sitia is by no means perfect. Its Council epitomizes everything annoying and dysfunctional about a bureaucracy. While the council members are elected and come from every clan in Sitia, they are at best useless and at worst actively impede the main characters.

The magic school is interesting, though the story doesn’t actually spend much time there. I like how magic was done in this series: it usually runs in families, most people with it have control over one or two things (ie. fire, mind-control, telepathy, etc.), but those who have the ability to master more can become Master Magicians after enduring a daunting trial. Magic is bound in people’s blood, so blood magic is a thing and is obviously bad, and magic (and a person’s soul) can be stolen using an intricate and gruesome blood ritual that involves prolonged torture, rape, and then murder.

The power blanket is another interesting concept used in this series. Essentially is resides over the entire world and is the essence of magic, so magicians can pull from it to augment their own magic. However, if they pull too much and lose control, they can flame out, killing themselves and temporarily damaging the blanket in the process. I thought this was a good literary tool to prevent magical characters from being too OP (at least most of the time).

I especially like the romantic relationships in this series. Valek and Yelena are of course the main couple. In the first book they fall in love, in the second book they get separated, and throughout the series they regularly cross paths and save one another. Yelena and Valek are heartmates, and as the series progresses they both have to mature and learn how to trust one another. My biggest complaint about the romance is that all sex scenes are just fade to black, which I personally find a bit boring.

The other major romantic relationship is between Opal and Devlen. This one was a bit awkward. Opal actually goes through a couple of guys first: a stormdancer named Kade and another glassmaker named Ulrick. And I really liked that the author included this. Many people have multiple partners before finding their soulmate, and a woman who does is not a slut. Her relationship with Devlen, however . . . Well, she’s a more forgiving person than me.

You see, it turns out that Devlen is the man who kidnapped Opal a few years earlier and tortured her because he was trying to steal her magic. But he didn’t actually enjoy torturing her and never raped her, which I guess makes it better? Well, he manages to switch bodies with Ulrick and, as Ulrick, tricks Opal into dating him, then, when he’s discovered, kidnaps and tortures her (again) to gain more power. But then she steals his magic, he spends some time in prison, and the combination of the two miraculously turn him into a good guy, claiming that magic is what made him evil in the first place.

I’m going to be honest, I didn’t completely buy his redemption arc even at the end of the third book in the Glass series, but by the ninth book they’re still together and he’s on the good guys’ side, so I guess it was real. And I have definitely watched/read much worse evil asshole to boyfriend stories. At least Devlen genuinely feels guilty for the horrible things he did in the past and attempts to make up for them, and in her defense, Opal has to do a lot of soul-searching before she can find it in her to forgive and trust him, and even more before she can develop romantic feelings for him (that aren’t based on deception, anyway). Also, Ulrick becomes a huge jerk because of his newfound magical abilities, tries to kill Opal, and later gets assassinated by Valek. I appreciate what Maria V. Snyder is trying to do here, which is to teach through her storytelling how good people can become evil, and evil people can redeem themselves and be good. Their romance was uncomfortable to read, but it was supposed to be uncomfortable, because that’s how all parties involved felt.

Now, let’s talk about Commander Ambrose. Towards the end of the first book, Yelena discovers that Ambrose is a female to male trans person. This is revealed to be why Ambrose hates magicians so much: he is afraid that one of them will read his mind and then reveal his secret (which is how Yelena discovers it). After I read the first book, I was really pleased that Snyder did such a good job of depicting a trans person, as that’s really only a small part of his character, and those who know (mainly Valek and Yelena) don’t make a big deal out of it.

And then . . . I really wish that the author would have just left the issue of the Commander being trans alone. Yelena discovers it in the first book, she keeps it to herself because it’s nobody else’s business, the end. But by creating this weird intricate background to explain why Ambrose is trans, Snyder just kind of shoots herself in the foot.

Throughout the rest of the series, I kept hoping for some other LGBTQ+ characters to show up to redeem the blunder with Ambrose. I actually believed that Ari and Janco were a gay couple for the longest time, what with their banter and often being referred to as partners. However, if this was the author’s intention, it was never really explicitly stated, and the partner thing just seems to refer to them being partners in combat and nothing else.
  
The Grey Bastards
The Grey Bastards
Jonathan French | 2018 | Science Fiction/Fantasy
10
8.5 (4 Ratings)
Book Rating
world-building, dirty language, character growth (0 more)
Shelf Life – The Grey Bastards Exemplifies Grimdark Fantasy at Its Damn Finest
Contains spoilers, click to show
The Grey Bastards is a fun, foul-mouthed read. If you’re turned off by bad language, steamy sex, or a good plot with plenty of action and twists, then this book isn’t for you. The Grey Bastards falls into the fantasy sub-genre known as grimdark. Where high fantasy has your Tolkien beautiful and noble elves, dwarves, humans, and wizards with epic battles between good and evil, grimdark takes all of that and covers it in shit, pus, and blood. Notice how in high fantasy nobody ever takes a piss or fucks? In grimdark, everyone does.

But don’t be fooled into thinking this book will be any less intelligent, epic, or heartfelt for it. The Grey Bastards is all of that and more. The novel follows Jackal, a half-breed orc living in the Lot Lands, the barren desert wasteland of Hispartha. He is a Grey Bastard, one of many half-orc hoofs, each protecting its own small town in the Lots. Members of a hoof are elite warriors that ride out on their Barbarians—giant warthogs—and slaughter invading bands of orcs.

Hispartha is a vibrant world, with a mix of fantastical species (orcs, half-orcs, elves, humans, halflings, and centaurs) with unique cultures and religions. Hispartha itself takes influences from Reconquista Spain, which is especially noticeable in the nomenclature, geography, and architecture.
The primarily atheistic half-orcs recently won their freedom from slavery at the hands of humans. Humans treat the half-orcs like second-class citizens, but tolerate them because of their strength, using them as a shield from the orcs. The elves are beautiful, reclusive, and probably the most cliché; there is one important elf character, but for the most part, we don’t get a good look into their culture in the first book. The centaurs worship Romanesque deities and go on crazed, Bacchanalian killing sprees during the blood moon.

Besides the half-orcs, the halflings are perhaps the most interesting. I still have a hard time visualizing them, trying to figure out if they are thin, pixie-like creatures or more stocky like dwarves. Their small stature and black skin makes me think of pygmies. They worship a god they expect will reincarnate someday, (view spoiler)

One thing that has always annoyed me about fantasy is that many authors feel that the characters of their world, being pre-industrial and thus “medieval,” must all be white, straight, Christian (or proto-Christian), cisgender males. If a woman appears at all is to act as the damsel, prize, or, if she’s lucky, a mystical enchantress to guide the heroes or provide a maguffin. It has come to the point in which this has become a tired and accepted baseline for fantasy. I don’t necessarily think that these fantasy authors are intentionally trying to be uninclusive, so much as they just seem to forget that other groups of people can exist in fantasy thanks to its fathers, Tolkien and Lewis.

But enough with my rant, the purpose of which is to highlight why I am often drawn to grimdark fantasy: at the very least I know that women, people of color, lgbt people, and other religions will be present, even if they are often victimized. This is because grimdark fantasy honestly depicts the horrors of rape, war, murder, slavery, and racism (or rather, speciesism in most cases) and has heroes and villains that are morally grey.

However, many authors describe these atrocities and then leave it at that, assuming that simply depicting them is enough to make a book mature and meaningful. They often fail to make any sort of statement on evil, and thus can seem to be, at best, blindly accepting it and, at worst, glorifying it (this often happens in the cases of magnificent bastard characters, who are absolute monsters but are so charming you almost respect or like them).

Jonathan French, however, does not fall short of the mark as many authors do, and for two main reasons: humor and humanity.

Let’s start with the humor. This book is hilarious. I mean in the I literally laughed out loud while reading it way. Sure, the jokes are often crass, but I have a dirty mind, so inappropriate humor is my favorite kind. The dialogue is especially top-notch, and the interactions between Jackal and his friends Fetching and Oats feel genuine, full of in-jokes, insults, and sexually-charged humor, all of which are exactly how I interact with my own close friends. And every major character in this book is so damn witty that I’m honestly jealous of them. If I could be quick enough to make even one of their zingers at the right time in a conversation, I would feel proud of myself for the rest of the day.

Humor is necessary to prevent any grimdark fantasy from becoming too over-the-top or depressing. And honestly, humor is needed most when the world is a dark and frightening place. But too much humor could accidentally downplay the point of grimdark: the brutally honest depiction of the atrocities that people are capable of.

And this is where it is important to have an element of humanity. By this I mean that the “good guys” must make some action or statement on those atrocities. Too often I read or watch hardened badass characters with no emotion who can watch a person get tortured and killed without flinching (maybe even do it themselves) and who never stop to question the nature of their society (even as part of their character growth), and I have difficulty finding them at all relatable or even the least bit interesting.

Now, often for this type of character, he or she is dead inside as a coping mechanism and part of their character arc is learning to allow themselves to feel their repressed emotions: heartbreak, anger, fear, etc. This can be done very well (see The Hunger Games for a great example—dystopian scifi and grimdark fantasy have very similar undertones). But most times it just ends up falling flat.

But Jackal already starts out with more personality than most grimdark protagonists. He is a humorous and light-hearted person. Sure, he lives in a desert wasteland, his race is entirely created by rape, he’s treated as a second-class citizen, and his life and the lives of those around him are in constant danger of rape and/or murder by invading orcs or blood-crazed centaurs. But despite all of that, he still has a sense of humor, people he loves, a community, ambitions, moral code, and all of the other things that these protagonists are often lacking.

Don’t get me wrong, he can be an asshole, and he’s often acts rashly before he thinks. But the scene that really stuck with me the most was [when Jackal and the wizard Crafty come across an unconscious elf sex-slave. I was expecting him to say something along the lines of “There’s nothing we can do for her, we have to save ourselves” or “This isn’t any of our business” or “It would be best to just put her out of her mercy.” These are the typical lines that a grimdark protagonist might utter while their companion—accused of being a bleeding heart—frees the slave. But this was not the case. Jackal and Crafty both immediately set out to free the girl and steal her away from her owner, despite the danger to themselves. And when he comes across an entire castle-full of these women, Jackal again sets about freeing them without a moment’s hesitation. (hide spoiler)]

And it’s no surprise that Jackal has a serious problem with rape. As I’ve mentioned before, half-orcs are entirely the product of roving bands of orcs raping human, elven, or even half-orc women. [When Jackal learns that Starling, the elf slave he rescued, is pregnant with a half-orc baby, he is not only furious with the orcs that gang-raped her, but also disturbed by the fact that elven society shuns any of their women who have been raped, and that these victims often end up taking their own lives rather than give birth to an impure half-elf. (hide spoiler)]

Furthermore, Jackal, unlike many people in Hispartha, does not buy into misogyny or sexism. His best friend Fetching is the first female half-orc to have joined a group of riders. Not only does Jackal respect Fetching, he understands the emotional turmoil that she is dealing with being the first female rider and how she overcompensates as a result to earn the respect of the other men.

While there is quite a bit of speciesism (pretty much none of the species get along with one another), the inhabitants of Hispartha come in every skin color and nobody gives a damn. Furthermore, sexuality is primarily treated as each person’s individual preference and nobody else’s business. While characters may make jokes about acting “backy” (gay), these are made in good humor between friends, and nobody gets particularly offended by them. Fetching is herself openly bisexual (though she seems to suppress her heterosexual desires more than her homosexual ones out of that same need to be “one of the boys”), and Oats and Jackal are one of my favorite bromantic pairings.

Grimdark fantasy can often be depressing to read. But Jonathan French does an excellent job of infusing hope into his narrative. The story actually has a happier ending than I was expecting. [I was especially pleased when Jackal chooses Fetching to be the new leader of the hoof (she is voted in unanimously by the other riders). I find it incredibly annoying in books and movies when revolutionaries/usurpers decide to appoint themselves leaders, as the former does not qualify you for the latter. Part of Jackal’s arc is realizing that he is not meant to lead the hoof like he’d once desired. (hide spoiler)]

For the sequel, The True Bastards, I’m hoping to see [if a cure can be found for the thrice-blood child now infected with plague, how Fetching is doing leading the hoof, and what the mysterious Starling is up to (I don’t buy for a second that she’s killed herself). And of course, I fully expect that Jackal is going to have to fulfill his empty promise to the halfling’s resurrected god, Belico.
  
Star Wars: Episode IX - The Rise of Skywalker (2019)
Star Wars: Episode IX - The Rise of Skywalker (2019)
2019 | Action, Adventure, Fantasy
Another film ruined by Endgame's splendour
Contains spoilers, click to show
The Rise of Skywalker

Some endings are welcomed whilst others are heart-breaking and sudden, then there is this movie that closes a curtain that’s older than my very bones. In the time from 1977 there has been highs, lows and Jar Jar Binks a plenty and lots and lots of toys, lunchboxes and soap sets in all shapes of droids. The film itself opens and quickly reintroduces all the main characters and sets up the plot lines for each person and they embark on a path that is destined for them all to meet later. Kylo Ren is on a solo Gooniesesque mission to retrieve something darker than One Eyed Willies rich stuff with the aid of a Toblerone shaped virtual map. Helmetless and emotionless he encounters the Emperor you in fact is not dead but just chilling out with many engineers, Sith corpses and a big evil throne that he may use to do dark side Sudoku. Kylo Ren must kill Rey and then he and Palpatine might both crack a smile and take turns on the evil throne as all powerful rulers.
Is it a bird? Is it plane? Well its half bird in name alone it’s the Millennium Falcon doing what it does best and being chased and escaping for the numerous time but this time they are light speed jumping even though they are told not to, naughty naughty. Po and Finn get some gossip and head to the planet the Rebels are all hiding on to share their news. Enter the heroine its Rey in a new outfit and floating up high but failing to entice the Jedi spirits to appear but why would they this early on in a film. The hero’s all use the gossip from the Empire spy and Rey, Finn, Poe, Chewbacca, BB-8, and C-3PO depart in the Millennium Falcon. Space trip!!!
They head for a Space desert that is like Mardi Gras with sand, it’s so lucky that these sandy terrains are common in space like they are common on Earth as Star Wars loves these arid landscapes. They get into a scrape as they always seem to do but with Stormtroopers being inept and despite being airborne, they now fail on both land and air to do anything other than being a source for explosions. C3-PO finally gets the chance to be of actual use but in his golden and splendid way he is unable to translate a Sith message orally and it remains unheard and unseen in his memory banks. Kylo Ren mentally Skype calls Rey and she forgets to turn off her location settings and he turns up. In the ensuing melee Rey turns up the bad ass levels and destroys an Empire ship containing the Wookie we all fell in love with Chewbacca. In a big fiery furball of fire he is gone, Rey is beside herself with regret and they all escape on board Not the Millennium Falcon. Another planet another mission to add to the collection sees the group hoping to find a brain surgeon to extract the Sith message from C3-PO. On planet Jim Henson we see a large collection of weird and wonderful puppets and cosplay experts. The downside of the brain surgery is it will format C3-PO to the factory settings so he can learn to be annoying to everyone all over again. A little shaved Mogwai turns out to be the master surgeon and he completes the job easily enough and they retrieve the message, but the worst fears are realised as C3-PO remembers no one.
From the furry flames Chewbacca, we find out is not dead but merely being pampered in the Empires many hair and nail bars. Sensing this fashion disaster waiting to happen Rey organises a rescue mission and they break into the Star Destroyer with relative ease until Poe, Finn are caught and assigned to death. Rey is on her own mission and breaks into Kylo Ren’s bachelor pad and has a look around and gets the Sith dagger and another Skype call from Kylo Ren is taken where he tells her some missing parts of her childhood and about her true lineage as a pesky Palpatine. The age-old Star Wars family is not who you think it is trope is wheeled out once more. Learning from her previous failures of her location services she refuses to tell Kylo but when the melted helmet of the original absent father Darth Vader falls at Kylo’s feet he knows she is in his room. Enraged in case he left any interspace porn lying around his room he quickly makes a run for his awesome ship.

With certain execution facing Poe, Finn and the now unlucky Chewie and the blasters set to wipe them out General Hux turns Rouge One and saves the heroes at the last second. With his turncoat and spy status ensured he shows his true childish colours and he wants Kylo Ren to lose because he has longer and hair on the darker side of black (maybe). Before allowing them to escape he asked for a blaster wound to give his story of them overpowering the guards some weight, surely a fool proof plan with your boss being able to mind read. He takes a blaster to the knee before hobbling to explain himself before being shot as the traitorous Rebel scum he is. If only he had lived long enough, he may have seen his wish come true. They well-travelled hero’s travel to space Astoria for another Goonies part of the quest where they see the remnants of the second Death Star and use the dagger doubloon to perfectly line up where the way finder is located. A big source of luck as the waves that engulf the planet and are crashing all around the wreck of the Deathstar have avoided any damage over the years. It’s deemed impossible to traverse the giant waves until morning but when Rey sees her opportunity she sails over the waves with relative ease while the rest of the heroes are chatting to a local about zero hour Strom trooper contracts and a lack of a good sickness benefit policy. As Rey makes it to the wreckage, she is met with Kylo Ren and they have a lightsaber battle after he smashes the way finder and asks her to join him in getting rid of Papa Palpatine and being the Sith power couple. Kylo seems to be building up the anger in Rey and trying to temp her to give in to her rage. Some great action shots and some force leaps make this a memorable fight scene until Leia ‘force times’ Kylo distracting him enough for Rey to become the victor. This is the last stand for Leia as she gives up the ghost and therefore becomes one of those ghost Jedi figures. With a sudden change of heart and with the wound barely open Rey uses her force healing abilities to fill Kylo’s hole right up before stealing his ship and leaving him stranded on Goonieland. With all this free time Kylo throws away his lightsaber and becomes Ben Solo once more and squeezes in a catch up with his old dad Han in dreamworld or memoryland.
Rey is now on a mission to destroy the Sith and the Emperor on the hidden planet now she has the map but only after setting Kylo’s sweet spaceship on fire and then realising her error. This impulsive nature may be leading to the dark side!! She heads to Exegol the Sith planet just as Palpatine is setting his sights on getting on with ending the Rebellion once and for all. If a job is worth doing its worth doing it yourself and orders the destruction of planet by a weapon that’s on each Star Destroyer. When Rey catches up with the Emperor, he is happy to see her and he invites her to strike him down, probably to become more powerful than we can imagine. Rey leaves a trail of cosmic breadcrumbs and she is followed by the resistance and they have a plan to take on the Final Order by destroying a central communication tower, so again a rather simple way to stop some heavy duty weaponry; the old classics are the best!!! It becomes a bit Star Wars of the Rings with space horses appearing and galloping to the rescue, not since the ill-fated days of the Phantom Menace has wildlife shocked me in such a manner. Back to the will she, won’t she, Rey and the Emperor are still wanting different things and Palpatine has invited the ghosts of Sith past to witness his greatest triumph. Rey has a choice of lightsaber’s due to Leia giving her an extra, maybe there was a reason for this!! Oh, wait Ben Solo has arrived lightsaberless what a stroke of luck!! Palpatine has had enough and he decides to drain both the Jedi’s of their life force and levels ups and gets back to rage mode and gets his lightning on. He dispatches Ben and then takes out the full resistance fleet with an impressive lightning show. Rey in her weakened state finally perfects the connection with the Jedi spirits that she failed at early in the film. Armed with the x-factor of crossed lightsabers she pushes the Emperor back and turns his own electricity and his face is melted off Raiders of the Lost Ark style. Ben then comes back into the mix and repays the force healing from earlier and gives Rey the gift of life followed by a kiss. This is a kiss of death literally and he fades away into nothingness. In scenes not seen since the Avengers help arrives when all hope is gone, and the fight is won by the good guys again.

I felt that this film was too fast paced and had too many storylines that were quickly explored and this was at a detriment to what could have been. Maybe on repeat viewing there will be the chance to slow down and explore the potential of the film. Some scenes were for the older generation and some were for the newbies to the galaxy far, far away and this again was at a cost to the whole experience. This all being said the watch was enjoyable and had its genuine emotional moments and humour was used to break the tension at times with C3-PO having a few choice lines for once.
  
TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
  
Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.