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Sophia (Bookwyrming Thoughts) (530 KP) rated The Young Elites in Books
Jan 23, 2020
Well, here's to my first audio book review (because napping on the bus for an hour isn't exactly productive and I'm one of those who gets a bit woozy if I read in motion). Bear with me if I fail, and feel free to criticize me away without actually being Rundus and calling me an ugly or dirty Communist in the process (apparently our friendship/cobloggership is a level 3: <span style="text-decoration: line-through;">insult</span> make fun of each other relentlessly).
The Young Elites, no matter how impressed I am that Marie Lu actually wrote from a villain's point of view instead of a hero's/heroine's point of view, is a book that I'm not too fond of and I'm not too sure <i>why</i> exactly. It's not entirely the narration – there's something amazing having someone else "reading" a book to me instead of me reading it myself (because I'm half asleep and I still manage to know what's being said). Of course... I had the misfortune <span style="text-decoration: line-through;">fortune</span> of actually being able to snag an ebook copy of this particular book on Overdrive, which eventually resulted in me wondering if I should continue on with ebooks... or if I should just stick with being unproductive (as Lupe suggests) for an hour every morning on the bus.
The starking contrast in having an audiobook is the mere fact that there were some parts of the book that changed. <i>Completely</i> changed – some were taken out and replaced with something entirely different, or some had a few additions. Sadly, I'm not exactly a big fan of changes between the two. There's something highly annoying with an unabridged audiobook not following the book (though I totally understand the audiobook is probably a recording of an almost final draft).
I did have other problems though. For some reason, I can't stand Adelina, or the majority of the characters aside from maybe a few side characters. Problem? I don't really know why I can't stand Adelina. There's something about her that I don't like. Adelina seems to be extremely open-minded and dark, too dark.
I also can't stand the plot, no matter how interesting and complicated (because nothing can get more complicated than two or more potential villains) it is – both are absolutely ironic. Spoilers behold, but for an Inquisitor who's not only a Young Elite himself and totally "welcomed" Adelina into a deal/trap/whatever, Teren apparently hates Elites and wants to rid the world of Elites.
Let's just say the mean side of me wants to tell Teren to screw off because that's pretty much saying he wants to get rid of himself as well... after ridding the world of Elites. (Read: Should I find out the plot of future books of the series being anything like this, I'm tucking my tail between my legs and hightailing it straight out of here.)
I just feel as though the main point of the plot is Adelina trying to decide which side is right and being the mole of the Elites. In the long run though... she just chooses to go on a completely different path. Whether it's darker or not I'm not too sure I want to find out.
On a similar note, I don't think I can stand the common people either. The "Young Elites" are people who are survivors of a deadly plague that swept through the nation and have powers that aren't exactly normal. They also have scars, which are called "markings," and they're also called "malfettos." Of course, as soon as someone who can do some mind-blowing healing comes around, the people might actually be on board with the Elites and start kissing their shoes... right?
I liked <i>The Young Elites</i>, but I don't like it as much as I wish I could have liked it.
<a href="https://bookwyrmingthoughts.com/audiobook-review-young-elites-by-marie-lu/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
The Young Elites, no matter how impressed I am that Marie Lu actually wrote from a villain's point of view instead of a hero's/heroine's point of view, is a book that I'm not too fond of and I'm not too sure <i>why</i> exactly. It's not entirely the narration – there's something amazing having someone else "reading" a book to me instead of me reading it myself (because I'm half asleep and I still manage to know what's being said). Of course... I had the misfortune <span style="text-decoration: line-through;">fortune</span> of actually being able to snag an ebook copy of this particular book on Overdrive, which eventually resulted in me wondering if I should continue on with ebooks... or if I should just stick with being unproductive (as Lupe suggests) for an hour every morning on the bus.
The starking contrast in having an audiobook is the mere fact that there were some parts of the book that changed. <i>Completely</i> changed – some were taken out and replaced with something entirely different, or some had a few additions. Sadly, I'm not exactly a big fan of changes between the two. There's something highly annoying with an unabridged audiobook not following the book (though I totally understand the audiobook is probably a recording of an almost final draft).
I did have other problems though. For some reason, I can't stand Adelina, or the majority of the characters aside from maybe a few side characters. Problem? I don't really know why I can't stand Adelina. There's something about her that I don't like. Adelina seems to be extremely open-minded and dark, too dark.
I also can't stand the plot, no matter how interesting and complicated (because nothing can get more complicated than two or more potential villains) it is – both are absolutely ironic. Spoilers behold, but for an Inquisitor who's not only a Young Elite himself and totally "welcomed" Adelina into a deal/trap/whatever, Teren apparently hates Elites and wants to rid the world of Elites.
Let's just say the mean side of me wants to tell Teren to screw off because that's pretty much saying he wants to get rid of himself as well... after ridding the world of Elites. (Read: Should I find out the plot of future books of the series being anything like this, I'm tucking my tail between my legs and hightailing it straight out of here.)
I just feel as though the main point of the plot is Adelina trying to decide which side is right and being the mole of the Elites. In the long run though... she just chooses to go on a completely different path. Whether it's darker or not I'm not too sure I want to find out.
On a similar note, I don't think I can stand the common people either. The "Young Elites" are people who are survivors of a deadly plague that swept through the nation and have powers that aren't exactly normal. They also have scars, which are called "markings," and they're also called "malfettos." Of course, as soon as someone who can do some mind-blowing healing comes around, the people might actually be on board with the Elites and start kissing their shoes... right?
I liked <i>The Young Elites</i>, but I don't like it as much as I wish I could have liked it.
<a href="https://bookwyrmingthoughts.com/audiobook-review-young-elites-by-marie-lu/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>

Emma @ The Movies (1786 KP) rated The Gentlemen (2020) in Movies
Jan 12, 2020
I checked up on the BBFC about language allowed in the different rated films. A 15 may have frequent strong language, "the strongest terms may be acceptable if justified by the context", it also says that "aggressive or repeated use of the strongest language is unlikely to be acceptable."
Language has never really been something to bother me unless it's used in a malicious way, and even then the "standard" words still don't have much of an effect, but I had reports back from friends that there was a lot to deal with in it... so I decided to try and keep count. I can't guarantee that I caught them all (or that I managed to add them up properly) but I think the count for f*** was 56 and c*** was 21, I'm fairly certain that half of C was saved specifically for Colin Farrell in one scene.
Mickey is looking to get out of the drug business, he's built a thriving empire, well hidden, well connected, and now he just needs to find an interested party to take it all off his hands. After a couple of meetings one of Mickey's labs takes a hit, it can't be a coincidence. Luckily there's a lead, but it might be a bit more complicated than they'd hoped.
I had some fun watching this but I don't feel like it was quite what I'd been hoping for. There were some bits that I frustrating and some that were just plain annoying. The highlight for me was the relatively small part of Colin Farrell as Coach. When we first meet him it's a great scene and gets across the sort of man he is. A significant portion of the swearing is saved especially for him and it sits quite easily with his parts of the script.
Ask yourselves this, was this sort of role suited to Henry Golding? I'm not sure. In the trailer he looked a little on the cartoonish side and that didn't work for me, sadly the full performance didn't work for me either. At moments I was almost on board, it felt believable and a comfortable bit of acting, but then the over the top characteristics would come back and I'd be lost again.
Matthew McConaughey is a very good actor, I still think that after seeing Serenity, and this is definitely a role he took in his stride. I thought it suited him well and he was very comfortable with everything from love to hate. Good job Mr M.
*deep sigh* Hugh Grant. Fletcher is quite a character and there's no denying that Grant filled out the role well, his happy-go-lucky demeanour combined with the strange hybrid accent began to grate just a little, it was at least broken up by the rest of the story... some days you just don't need peppy, you know? The main issue I had with Fletcher is the strand of storyline that he brought that capped either end of the film, it didn't quite make sense to me and felt entirely dispensable, its only purpose seemed to be getting viewers to use the word "meta" when talking about it.
I don't know how I feel about the 18 rating here. The violence definitely could have had it at a 15 and while the language was all "okay" and jokey in its use it wasn't really needed, I imagine that's where the 18 came from. My screening was very busy, and lots of people were telling me the same thing about theirs too, I think this plugged a gap in cinema offerings and while I'm sure it could easily have been toned down to fit a 15 I'm not sure that would have been much of a boost to it.
While there was a lot that was enjoyable about The Gentlemen (the only thing I excluded from the review that I loved was the music video in the middle) I didn't come out with a desire to see it again instantly. If it was on I'd probably watch it but I wasn't hyped enough for this to be an instant win.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/the-gentlemen-movie-review.html
Language has never really been something to bother me unless it's used in a malicious way, and even then the "standard" words still don't have much of an effect, but I had reports back from friends that there was a lot to deal with in it... so I decided to try and keep count. I can't guarantee that I caught them all (or that I managed to add them up properly) but I think the count for f*** was 56 and c*** was 21, I'm fairly certain that half of C was saved specifically for Colin Farrell in one scene.
Mickey is looking to get out of the drug business, he's built a thriving empire, well hidden, well connected, and now he just needs to find an interested party to take it all off his hands. After a couple of meetings one of Mickey's labs takes a hit, it can't be a coincidence. Luckily there's a lead, but it might be a bit more complicated than they'd hoped.
I had some fun watching this but I don't feel like it was quite what I'd been hoping for. There were some bits that I frustrating and some that were just plain annoying. The highlight for me was the relatively small part of Colin Farrell as Coach. When we first meet him it's a great scene and gets across the sort of man he is. A significant portion of the swearing is saved especially for him and it sits quite easily with his parts of the script.
Ask yourselves this, was this sort of role suited to Henry Golding? I'm not sure. In the trailer he looked a little on the cartoonish side and that didn't work for me, sadly the full performance didn't work for me either. At moments I was almost on board, it felt believable and a comfortable bit of acting, but then the over the top characteristics would come back and I'd be lost again.
Matthew McConaughey is a very good actor, I still think that after seeing Serenity, and this is definitely a role he took in his stride. I thought it suited him well and he was very comfortable with everything from love to hate. Good job Mr M.
*deep sigh* Hugh Grant. Fletcher is quite a character and there's no denying that Grant filled out the role well, his happy-go-lucky demeanour combined with the strange hybrid accent began to grate just a little, it was at least broken up by the rest of the story... some days you just don't need peppy, you know? The main issue I had with Fletcher is the strand of storyline that he brought that capped either end of the film, it didn't quite make sense to me and felt entirely dispensable, its only purpose seemed to be getting viewers to use the word "meta" when talking about it.
I don't know how I feel about the 18 rating here. The violence definitely could have had it at a 15 and while the language was all "okay" and jokey in its use it wasn't really needed, I imagine that's where the 18 came from. My screening was very busy, and lots of people were telling me the same thing about theirs too, I think this plugged a gap in cinema offerings and while I'm sure it could easily have been toned down to fit a 15 I'm not sure that would have been much of a boost to it.
While there was a lot that was enjoyable about The Gentlemen (the only thing I excluded from the review that I loved was the music video in the middle) I didn't come out with a desire to see it again instantly. If it was on I'd probably watch it but I wasn't hyped enough for this to be an instant win.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/the-gentlemen-movie-review.html

Purple Phoenix Games (2266 KP) rated Tales & Games: The Hare & the Tortoise in Tabletop Games
Mar 12, 2020
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.
We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. – T
The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.
To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.
On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.
Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.
I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. – T
The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.
To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.
On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.
Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.
I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.

Purple Phoenix Games (2266 KP) rated Dingo's Dreams in Tabletop Games
Mar 25, 2020
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.

Cross-Functional Inventory Research
Book
'Joe Thomas is a true renaissance academic who has integrated research, teaching, practice and...

Purple Phoenix Games (2266 KP) rated Draftosaurus in Tabletop Games
May 14, 2021
YESSSSS Let’s build a dinopark! I have been waiting for this for years! Yes, I know that Dinosaur Island exists. It’s a good game. In fact, I think it’s a great game. But I have been waiting for a quick game of building a dinopark that I can also share with my young kids. Have I found it with Draftosaurus, or is this just another in a long line of drafting games?
Draftosaurus is so appropriately named due to being a drafting game with a dinosaur theme. Instead of typically drafting cards, however, players are drafting adorable little dinomeeples to populate their theme park attractions. Each attraction, or pen in the game, offers different points for having different dinos in each, or the same, or just one, or exactly three, et al. The player with the most points from these pens at the end of the game is the winner!
To setup, every player receives a park board. Populate the draw bag with dinomeeples based on the number of players using the table in the rulebook. Give the wooden placement die to the youngest player and play can begin!
A game of Draftosaurus spans exactly two rounds. Each round is exactly the same: each player grabs six dinomeeples from the bag, active player rolls the die, players draft dinos, players pass the remaining dinos. Repeat these steps starting at die rolling, but the die is passed along with the dinos from the active player. This is repeated until all dinos have been drafted and placed in pens. Easy right?
The true nature of the game and the most fun part is in the placement die and placement of the dinos in the pens. When the die is rolled, this signifies specific placement rules for all players except the active player. So perhaps the die shows that dinos must be placed in the Grasslands, which are the pens on the bottom portion of the boards. Or maybe the die shows that new dinos may only be added to pens that currently have no dinos in them. Again, these rules do not apply to they that rolled the die, but rather every other player. Herein lies the scrumptious struggle: where does one place the dinos they currently possess in their hand from their neighbor? What pens will score the most points at endgame? Can a T.Rex really be appropriate in this pen? The choices can be maddening, or one can play the game with complete laissez-faire and still have a great time. After two rounds the game ends and players look upon their parks with pride as they count up their final scores.
Components. I really only know Ankama from the Krosmaster games, which though I am not really a fan of, the components are great. I believe Ankama has provided excellent components for Draftosaurus. The dinomeeples are all excellently colored and designed. The boards are good quality, though I question the “Grasslands” being brown and kinda devoid of grass. All in all, the components are great and I love handling them and playing with them.
Yes, we always include our scores at the beginning of each review. So you all already know what I’m about to say here. I love this game! I love having so many options available to me, only to have the die roll tell me I can’t do exactly what I want, so I have to alter my strategy on a dime. I love being able to see my dinos filling up the park (or swimming in the River if there are no places for them) and watching them frolic… well, okay not frolic in tight spaced pens. No wonder they all went crazy and escaped in those movies. In any case, if you or your family/friends/playdates enjoy drafting games, but want something a little different, while respecting your playtime (something that many drafting games extend) take a look at Draftosaurus. Even children can get in on the action, as there is no need to be able to read, necessarily. I haven’t yet tried it with my 3-year-old, but I think I will this weekend now. That all said, Purple Phoenix Games gives this one an enthusiastically Triassic 19 / 24. Just keep Newman and Nick Fury away from your game table.
Draftosaurus is so appropriately named due to being a drafting game with a dinosaur theme. Instead of typically drafting cards, however, players are drafting adorable little dinomeeples to populate their theme park attractions. Each attraction, or pen in the game, offers different points for having different dinos in each, or the same, or just one, or exactly three, et al. The player with the most points from these pens at the end of the game is the winner!
To setup, every player receives a park board. Populate the draw bag with dinomeeples based on the number of players using the table in the rulebook. Give the wooden placement die to the youngest player and play can begin!
A game of Draftosaurus spans exactly two rounds. Each round is exactly the same: each player grabs six dinomeeples from the bag, active player rolls the die, players draft dinos, players pass the remaining dinos. Repeat these steps starting at die rolling, but the die is passed along with the dinos from the active player. This is repeated until all dinos have been drafted and placed in pens. Easy right?
The true nature of the game and the most fun part is in the placement die and placement of the dinos in the pens. When the die is rolled, this signifies specific placement rules for all players except the active player. So perhaps the die shows that dinos must be placed in the Grasslands, which are the pens on the bottom portion of the boards. Or maybe the die shows that new dinos may only be added to pens that currently have no dinos in them. Again, these rules do not apply to they that rolled the die, but rather every other player. Herein lies the scrumptious struggle: where does one place the dinos they currently possess in their hand from their neighbor? What pens will score the most points at endgame? Can a T.Rex really be appropriate in this pen? The choices can be maddening, or one can play the game with complete laissez-faire and still have a great time. After two rounds the game ends and players look upon their parks with pride as they count up their final scores.
Components. I really only know Ankama from the Krosmaster games, which though I am not really a fan of, the components are great. I believe Ankama has provided excellent components for Draftosaurus. The dinomeeples are all excellently colored and designed. The boards are good quality, though I question the “Grasslands” being brown and kinda devoid of grass. All in all, the components are great and I love handling them and playing with them.
Yes, we always include our scores at the beginning of each review. So you all already know what I’m about to say here. I love this game! I love having so many options available to me, only to have the die roll tell me I can’t do exactly what I want, so I have to alter my strategy on a dime. I love being able to see my dinos filling up the park (or swimming in the River if there are no places for them) and watching them frolic… well, okay not frolic in tight spaced pens. No wonder they all went crazy and escaped in those movies. In any case, if you or your family/friends/playdates enjoy drafting games, but want something a little different, while respecting your playtime (something that many drafting games extend) take a look at Draftosaurus. Even children can get in on the action, as there is no need to be able to read, necessarily. I haven’t yet tried it with my 3-year-old, but I think I will this weekend now. That all said, Purple Phoenix Games gives this one an enthusiastically Triassic 19 / 24. Just keep Newman and Nick Fury away from your game table.

Purple Phoenix Games (2266 KP) rated Deckscape: Crew vs Crew - The Pirate's Island in Tabletop Games
May 20, 2021
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and having played two other Deckscape games, how did this one fare for me? Much better. Read on.
These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.
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 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 info, you may purchase a copy online or from your FLGS. -T
To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.
Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.
Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.
I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.
These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.
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 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 info, you may purchase a copy online or from your FLGS. -T
To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.
Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.
Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.
I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.

Bob Mann (459 KP) rated Old (2021) in Movies
Jul 28, 2021
Cinematography and Sound Design - very Hitchcockian (1 more)
Concept and initial set-up of the movie
Dafter than the Dharma initiative.
"Old" is the latest from the gloriously inconsistent writer/director M. Night Shyamalan. Will this be great Shyamalan (à la "The Sixth Sense") or dire Shyamalan (à la "The Last Airbender")? The answer, in my view, is somewhere in the middle. It's a curate's egg of a movie.
Positives:
- The premise feels very familiar (desert island beach; time slips; weird things happening.... "Lost" anyone?). But as a shell for a big screen adventure it kept me well-engaged.
- Shyamalan and his "Glass" cinematographer Mike Gioulakis use some novel techniques to portray the ageing effects. The angles they utilize feel quite Hitchcockian at times. Shyamalan supports this with the sound design, which makes this a REALLY good movie to watch in a cinema with good surround sound. Often the camera will be spinning showing nothing but ocean or rocks, with the character's conversation rotating behind you in the cinema. It's really quite effective.
- Shyamalan knows that no visual effects can improve on the horrors your mind can come up with. Although a '15' certificate, the "sustained threat, strong violence and injury detail" referenced by the BBFC pales into insignificance (in terms of what you actually see) compared to the equally rated "Freaky".
- I've seen other reviews comment that the "twist" (no spoilers here) was obvious. But, although not a ground-breaking idea, I was sufficiently satisfied with the denouement. It made sense, albeit twisted sense.
Negatives:
- I enjoyed the movie's leisurely set-up, introducing the characters and the movie's concept. (In many ways, it felt like the start of one of Irwin Allen's disaster movies of the 70's and 80's). But then Shyamalan turns the dial up to 11 and the action becomes increasingly farcical. Add into that the fact that you can see some of the 'jolts' coming a mile off, and the movie becomes progressively more disappointing, with a high ERQ (eye-rolling quotient) by the end.
- In particular, there are inconsistencies to the story that get you asking uncomfortable questions. For example, wounds can heal in the blink of an eye.... but not stab wounds apparently.
- The cast is truly global in nature: Vicky ("Phantom Thread") Krieps hails from Luxembourg; Bernal is Mexican; Sewell is a Brit; Amuka-Bird ("David Copperfield") is Nigerian; Leung is American; Eliza Scanlan is an Aussie; and Thomasin McKenzie (so good in "Jojo Rabbit", and good here too) is a Kiwi. But although it's clearly quite natural that an exotic beach resort would attract guests from all over the world, the combination of accents here makes the whole thing, unfortunately, sound like a dodgy spaghetti western!
Summary Thoughts: 'Time' and 'ageing' have of course been a popular movie topic for many years. I remember being both gripped and horrified by George Pal's wonderful 1960's version of "The Time Machine" when Rod Taylor threw his machine into fast forward and the dead Morlock decomposed in front of his eyes! Ursula Andress did the same as the rapidly ageing Ayesha in 1965's "She". And, more recently and with better effects, Julian Glover did the same in "Indiana Jones and the Last Crusade".
Unfortunately, "Old" isn't likely to join any of these classic movies in my consciousness. It's a diverting enough movie, with fabulous views of the Dominican Republic (which the local tourist board will no doubt be delighted with). A "less is more" approach might have made this a classic. But unfortunately, that's not what Shyamalan delivered here. Since what we get is a 'Lost-lite' with farcical elements.
And, by the way.... The movie that Charles (Rufus Sewell) refers to starring Jack Nicholson and Marlon Brando is "The Missouri Breaks". It has a very unusual John Williams soundtrack, which I have on vinyl somewhere and is probably worth a few bob!
(For the full graphical review, please check out One Mann's Movies on t'interweb, Facebook and Tiktok. Thanks.)
Positives:
- The premise feels very familiar (desert island beach; time slips; weird things happening.... "Lost" anyone?). But as a shell for a big screen adventure it kept me well-engaged.
- Shyamalan and his "Glass" cinematographer Mike Gioulakis use some novel techniques to portray the ageing effects. The angles they utilize feel quite Hitchcockian at times. Shyamalan supports this with the sound design, which makes this a REALLY good movie to watch in a cinema with good surround sound. Often the camera will be spinning showing nothing but ocean or rocks, with the character's conversation rotating behind you in the cinema. It's really quite effective.
- Shyamalan knows that no visual effects can improve on the horrors your mind can come up with. Although a '15' certificate, the "sustained threat, strong violence and injury detail" referenced by the BBFC pales into insignificance (in terms of what you actually see) compared to the equally rated "Freaky".
- I've seen other reviews comment that the "twist" (no spoilers here) was obvious. But, although not a ground-breaking idea, I was sufficiently satisfied with the denouement. It made sense, albeit twisted sense.
Negatives:
- I enjoyed the movie's leisurely set-up, introducing the characters and the movie's concept. (In many ways, it felt like the start of one of Irwin Allen's disaster movies of the 70's and 80's). But then Shyamalan turns the dial up to 11 and the action becomes increasingly farcical. Add into that the fact that you can see some of the 'jolts' coming a mile off, and the movie becomes progressively more disappointing, with a high ERQ (eye-rolling quotient) by the end.
- In particular, there are inconsistencies to the story that get you asking uncomfortable questions. For example, wounds can heal in the blink of an eye.... but not stab wounds apparently.
- The cast is truly global in nature: Vicky ("Phantom Thread") Krieps hails from Luxembourg; Bernal is Mexican; Sewell is a Brit; Amuka-Bird ("David Copperfield") is Nigerian; Leung is American; Eliza Scanlan is an Aussie; and Thomasin McKenzie (so good in "Jojo Rabbit", and good here too) is a Kiwi. But although it's clearly quite natural that an exotic beach resort would attract guests from all over the world, the combination of accents here makes the whole thing, unfortunately, sound like a dodgy spaghetti western!
Summary Thoughts: 'Time' and 'ageing' have of course been a popular movie topic for many years. I remember being both gripped and horrified by George Pal's wonderful 1960's version of "The Time Machine" when Rod Taylor threw his machine into fast forward and the dead Morlock decomposed in front of his eyes! Ursula Andress did the same as the rapidly ageing Ayesha in 1965's "She". And, more recently and with better effects, Julian Glover did the same in "Indiana Jones and the Last Crusade".
Unfortunately, "Old" isn't likely to join any of these classic movies in my consciousness. It's a diverting enough movie, with fabulous views of the Dominican Republic (which the local tourist board will no doubt be delighted with). A "less is more" approach might have made this a classic. But unfortunately, that's not what Shyamalan delivered here. Since what we get is a 'Lost-lite' with farcical elements.
And, by the way.... The movie that Charles (Rufus Sewell) refers to starring Jack Nicholson and Marlon Brando is "The Missouri Breaks". It has a very unusual John Williams soundtrack, which I have on vinyl somewhere and is probably worth a few bob!
(For the full graphical review, please check out One Mann's Movies on t'interweb, Facebook and Tiktok. Thanks.)

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