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Shelle Perry (66 KP) rated The Accidental World in Books
Jul 24, 2021
The Accidental World is one of the more unique stories I have read of late
The Accidental World is one of the more unique stories I have read of late. Ethan Scott is thrust into a world of intrigue in an alternate world where the only lifelines he has are the vague instructions left to him by his grandfather before his disappearance and the board game that he has played since he was a child. There are those who help him along the way, but there are always more questions than answers and he has a role to play.
On the surface this seems like a tropey Y A novel with an unlikely hero who is thrust into the role of savior (yada yada), but it is really such a well written imaginative world that comparisons like that fall by the wayside in favor of well paced and exciting adventure. The book is packed full of interesting characters who engage the reader full throttle. In my mind it played out just like a movie, especially the gaming sequences and the action near the end.
The cliffhanger ending has me wanting to return to this world and these characters to see what happens next.
⭐⭐⭐⭐⭐
Rating: 4.5 out of 5.
I received an advance review copy through IRead Book Tours for free, and I am leaving this review voluntarily.
On the surface this seems like a tropey Y A novel with an unlikely hero who is thrust into the role of savior (yada yada), but it is really such a well written imaginative world that comparisons like that fall by the wayside in favor of well paced and exciting adventure. The book is packed full of interesting characters who engage the reader full throttle. In my mind it played out just like a movie, especially the gaming sequences and the action near the end.
The cliffhanger ending has me wanting to return to this world and these characters to see what happens next.
⭐⭐⭐⭐⭐
Rating: 4.5 out of 5.
I received an advance review copy through IRead Book Tours for free, and I am leaving this review voluntarily.

Purple Phoenix Games (2266 KP) rated Munchkin in Tabletop Games
Jan 6, 2020
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.

Debbiereadsbook (1449 KP) rated Strength Check (Dungeons and Dating #1) in Books
Sep 26, 2021
This book, right? This book has a little bit of everything, and then some!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
Melody moves clear across the country, to share with Roxie, for a new job. Both women are hurting from bad break ups and jumping into something new isn't on either of their agendas, but sometimes, the heart wins out. Can they leave their baggage behind?
This book, right? This book has a little bit of everything, and then some!
It's got a whole lotta love between the group of friends that Roxie introduces Mel to, and I loved the way they fully pulled her into their fold, very quickly. Very quickly, those friends pegged that Rox has feeling for Mel, and not in a roommate kind of way! That she continues to deny it, at least out loud, is amusing, especially as Mel is doing the exact same thing!
It's got drama, from both Mel and Rox. Mel's is her job and her ex. Rox' is her mum and the way her ex left her feeling about herself.
It's got steam! Mel and Rox do get there, yes they do, but it takes them time, and I wasn't sure if this book would come out clean, at first. It doesn't, but it takes til waaaaaaaaaaaaaaay past halfway for them to get there. BUT! They needed that time, I think, to get their heads round how they felt about each other and getting over their past heartbreaks.
Loved the business these guys have, the Tabletop Tavern, a board game cafe. Some of the game references I didn't get, but it didn't detract from my enjoyment of this book. Fully fledged gamers will get them all, I'm sure!
There are stories for the friends to be told, and I can't wait to read them! The next book is laid out here, but I've no idea what might happen there, and in future books.
A wonderful read, it really was.
5 full and shiny stars.
*same worded review will appear elsewhere
Melody moves clear across the country, to share with Roxie, for a new job. Both women are hurting from bad break ups and jumping into something new isn't on either of their agendas, but sometimes, the heart wins out. Can they leave their baggage behind?
This book, right? This book has a little bit of everything, and then some!
It's got a whole lotta love between the group of friends that Roxie introduces Mel to, and I loved the way they fully pulled her into their fold, very quickly. Very quickly, those friends pegged that Rox has feeling for Mel, and not in a roommate kind of way! That she continues to deny it, at least out loud, is amusing, especially as Mel is doing the exact same thing!
It's got drama, from both Mel and Rox. Mel's is her job and her ex. Rox' is her mum and the way her ex left her feeling about herself.
It's got steam! Mel and Rox do get there, yes they do, but it takes them time, and I wasn't sure if this book would come out clean, at first. It doesn't, but it takes til waaaaaaaaaaaaaaay past halfway for them to get there. BUT! They needed that time, I think, to get their heads round how they felt about each other and getting over their past heartbreaks.
Loved the business these guys have, the Tabletop Tavern, a board game cafe. Some of the game references I didn't get, but it didn't detract from my enjoyment of this book. Fully fledged gamers will get them all, I'm sure!
There are stories for the friends to be told, and I can't wait to read them! The next book is laid out here, but I've no idea what might happen there, and in future books.
A wonderful read, it really was.
5 full and shiny stars.
*same worded review will appear elsewhere

Emma @ The Movies (1786 KP) rated Jumanji: The Next Level (2019) in Movies
Jan 9, 2020
Time for more fun in Jumanji? You didn't even need to show me a trailer, I was in.
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html

Matthew Krueger (10051 KP) rated Clue (1985) in Movies
Nov 3, 2020
The Multiple Endings (2 more)
The Cast
The Humor
All Time Favorites
Ive seen Clue about nine times now and it has become a tradition to watch Clue every October. I remember watching clue the first time and i laughed my ass off and i still do that. The humor is excellent, the cast is excellent, the multiple endings are excellent. Everything about Clue is excellent.
The plot: Based on the popular board game, this comedy begins at a dinner party hosted by Mr. Boddy (Lee Ving), where he admits to blackmailing his visitors. These guests, who have been given aliases, are Mrs. Peacock (Eileen Brennan), Miss Scarlet (Lesley Ann Warren), Mr. Green (Michael McKean), professor Plum (Christopher Lloyd), Mrs. White (Madeline Kahn) and Col. Mustard (Martin Mull). When Boddy turns up murdered, all are suspects, and together they try to figure out who is the killer.
The film was produced by Debra Hill and the story was by John Landis.
In keeping with the nature of the board game, the theatrical release included three possible endings, with different theaters receiving one of the three endings. In the film's home video release, all three endings were included.
The multiple-ending concept was developed by John Landis, who claimed in an interview to have invited playwright Tom Stoppard, writer and composer Stephen Sondheim, and actor Anthony Perkins to write the screenplay. The script was ultimately finished by director Jonathan Lynn.
A fourth ending was filmed, but Lynn removed it because as he later stated, "It really wasn't very good. I looked at it, and I thought, 'No, no, no, we've got to get rid of that.'" In the unused fourth ending, Wadsworth committed all of the murders. He was motivated by his desire for perfection. Having failed to be either the perfect husband or the perfect butler, he decided to be the perfect murderer instead. Wadsworth reports that he poisoned the champagne the guests had drunk earlier so they would soon die, leaving no witnesses. The police and the FBI arrive and Wadsworth is arrested. He breaks free and steals a police car, but his escape is thwarted when three police dogs lunge from the back seat. This ending is documented in Clue: The Storybook, a tie-in book released in conjunction with the film.
Carrie Fisher was originally contracted to portray Miss Scarlet, but withdrew to enter treatment for drug and alcohol addiction. Jonathan Lynn's first choice for the role of Wadsworth was Leonard Rossiter, but he died before filming commenced. The second choice was Rowan Atkinson, but it was decided that he wasn't well known enough at the time, so Tim Curry was eventually cast.
Mrs. White's famous "Flames" speech was improvised by Madeline Kahn.
A documentary about the movie is being made, including interviews already filmed with the director, writer, and several cast members including Lesley Ann Warren, Michael McKean, Colleen Camp, and Lee Ving.
I love Clue, it is one of my all time favorite films. In my top ten best films of all time at number #3 and just excellent.
Happy Halloween everybody.
The plot: Based on the popular board game, this comedy begins at a dinner party hosted by Mr. Boddy (Lee Ving), where he admits to blackmailing his visitors. These guests, who have been given aliases, are Mrs. Peacock (Eileen Brennan), Miss Scarlet (Lesley Ann Warren), Mr. Green (Michael McKean), professor Plum (Christopher Lloyd), Mrs. White (Madeline Kahn) and Col. Mustard (Martin Mull). When Boddy turns up murdered, all are suspects, and together they try to figure out who is the killer.
The film was produced by Debra Hill and the story was by John Landis.
In keeping with the nature of the board game, the theatrical release included three possible endings, with different theaters receiving one of the three endings. In the film's home video release, all three endings were included.
The multiple-ending concept was developed by John Landis, who claimed in an interview to have invited playwright Tom Stoppard, writer and composer Stephen Sondheim, and actor Anthony Perkins to write the screenplay. The script was ultimately finished by director Jonathan Lynn.
A fourth ending was filmed, but Lynn removed it because as he later stated, "It really wasn't very good. I looked at it, and I thought, 'No, no, no, we've got to get rid of that.'" In the unused fourth ending, Wadsworth committed all of the murders. He was motivated by his desire for perfection. Having failed to be either the perfect husband or the perfect butler, he decided to be the perfect murderer instead. Wadsworth reports that he poisoned the champagne the guests had drunk earlier so they would soon die, leaving no witnesses. The police and the FBI arrive and Wadsworth is arrested. He breaks free and steals a police car, but his escape is thwarted when three police dogs lunge from the back seat. This ending is documented in Clue: The Storybook, a tie-in book released in conjunction with the film.
Carrie Fisher was originally contracted to portray Miss Scarlet, but withdrew to enter treatment for drug and alcohol addiction. Jonathan Lynn's first choice for the role of Wadsworth was Leonard Rossiter, but he died before filming commenced. The second choice was Rowan Atkinson, but it was decided that he wasn't well known enough at the time, so Tim Curry was eventually cast.
Mrs. White's famous "Flames" speech was improvised by Madeline Kahn.
A documentary about the movie is being made, including interviews already filmed with the director, writer, and several cast members including Lesley Ann Warren, Michael McKean, Colleen Camp, and Lee Ving.
I love Clue, it is one of my all time favorite films. In my top ten best films of all time at number #3 and just excellent.
Happy Halloween everybody.

Purple Phoenix Games (2266 KP) rated Castle Dice in Tabletop Games
Jun 28, 2021
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.

Phil Leader (619 KP) rated Cruise the Storm (John McBride #2) in Books
Nov 12, 2019
A group of terrorist hijackers on board a cruise ship. An ex SAS soldier on board teaching watercolour painting. A huge storm bearing down on the ship.
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references

Purple Phoenix Games (2266 KP) rated High Noon in Tabletop Games
Mar 1, 2021
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.
Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L
High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!
Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!
Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.
Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!
Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L
High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!
Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!
Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.
Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!

Emma @ The Movies (1786 KP) rated Free Guy (2021) in Movies
Aug 13, 2021
Some comedy action feels like a no-brainer really, and I do love a bit of Ryan Reynolds.
Guy is loving life in Free City, his goldfish, the amazing view from his apartment, getting to work with his best pal at the bank, it's all great. But when he meets the girl of his dreams, he starts to realise that there might be more to his world than he ever realised.
Well... this is exactly my sort of film, and yet, I'm really not feeling the excitement for it. The audience experience had me chuckling though, to my left... yawning, to my right... squeals of glee.
I think my main issue is that it felt very much like something I'd seen before. Almost instantly my brain said LEGO Movie and Truman Show, with some Ready Player One thrown in for good measure. Looking at the writers' back catalogue left no real surprises. Zak Penn wrote the screenplay for Ready Player One (one of his first credits on IMDb is for the story of Last Action Hero, and that feels like it gave some contributions too), and I had a mild recognition of bits from Matt Lieberman's Scoob and Playing With Fire.
Guy's initial evolution in the film is quite nice to watch with his days changing slightly each time. Everything then ramps up quite quickly once he steps out of his NPC programming properly for the first time... and this is where I thought I would be on board with it.
Once the video game elements kicked in I did have a bit of Easter egg spotting euphoria. Watching the background players jumping randomly, the generic but obviously named shops and locations. Much like Ready Player One, there were lots of things to discover in scenes outside of the storyline. But the style kept jumping between this "real life" video game and the video game that didn't know it was a video game. Admittedly there's a very fine line between those two realities. I did like that it replicates the way immersive play can feel when you forget that you are just playing a game, but even this, at times, felt a little forced.
As much as I love Ryan Reynolds, this wasn't a very challenging or original role for him. And just like the film overall, this felt like a mish-mash of his role that we've already seen on the big screen.
Comer's performance was great, and her online and real life personas had the subtle differences I'd expect to see... this does however, mildly highlight a slightly wider issue, and that's the stereotyping of gamers.
Computer nerds and gamers living in their mum's basements and being a little odd. That's a staple in media. Matty Cardarople's gamer, Kevin Smith's Warlock, Chris Reed's Todd Zarnecki. We love them, or we love to hate them, but it's getting a little tired.
One thing I couldn't fault the film for was the look of everything. Vibrant colours, a bit of fun with the costumes, and the effects throughout the action. It worked as a whole package, and for the most part, it balanced out the danger of the comedy getting a little too ridiculous.
I didn't overly notice an excess of IP/brand plugs, but there was one little cluster in Free Guy. One of the few things I truly enjoyed was where the Disney property merged into a fight scene towards the end. It amused me because I was expecting something like it to happen. It may have gone a smidge over the line of enjoyable, but I'm going to give it a pass. (And I do have a point that would have made this scene better, and I'm honestly disappointed that they didn't think to do it.)
I had been hoping that Free Guy would be a 4 star film, but I don't think I could give it more than a 3. It's watchable, but I don't feel any great need to own it or hunt it down before it's streaming. That being said, I am going to see it again. In the same vein as Ready Player One and 1917, I've watched it for the story, now I'm going back for the background detail.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/08/free-guy-movie-review.html
Guy is loving life in Free City, his goldfish, the amazing view from his apartment, getting to work with his best pal at the bank, it's all great. But when he meets the girl of his dreams, he starts to realise that there might be more to his world than he ever realised.
Well... this is exactly my sort of film, and yet, I'm really not feeling the excitement for it. The audience experience had me chuckling though, to my left... yawning, to my right... squeals of glee.
I think my main issue is that it felt very much like something I'd seen before. Almost instantly my brain said LEGO Movie and Truman Show, with some Ready Player One thrown in for good measure. Looking at the writers' back catalogue left no real surprises. Zak Penn wrote the screenplay for Ready Player One (one of his first credits on IMDb is for the story of Last Action Hero, and that feels like it gave some contributions too), and I had a mild recognition of bits from Matt Lieberman's Scoob and Playing With Fire.
Guy's initial evolution in the film is quite nice to watch with his days changing slightly each time. Everything then ramps up quite quickly once he steps out of his NPC programming properly for the first time... and this is where I thought I would be on board with it.
Once the video game elements kicked in I did have a bit of Easter egg spotting euphoria. Watching the background players jumping randomly, the generic but obviously named shops and locations. Much like Ready Player One, there were lots of things to discover in scenes outside of the storyline. But the style kept jumping between this "real life" video game and the video game that didn't know it was a video game. Admittedly there's a very fine line between those two realities. I did like that it replicates the way immersive play can feel when you forget that you are just playing a game, but even this, at times, felt a little forced.
As much as I love Ryan Reynolds, this wasn't a very challenging or original role for him. And just like the film overall, this felt like a mish-mash of his role that we've already seen on the big screen.
Comer's performance was great, and her online and real life personas had the subtle differences I'd expect to see... this does however, mildly highlight a slightly wider issue, and that's the stereotyping of gamers.
Computer nerds and gamers living in their mum's basements and being a little odd. That's a staple in media. Matty Cardarople's gamer, Kevin Smith's Warlock, Chris Reed's Todd Zarnecki. We love them, or we love to hate them, but it's getting a little tired.
One thing I couldn't fault the film for was the look of everything. Vibrant colours, a bit of fun with the costumes, and the effects throughout the action. It worked as a whole package, and for the most part, it balanced out the danger of the comedy getting a little too ridiculous.
I didn't overly notice an excess of IP/brand plugs, but there was one little cluster in Free Guy. One of the few things I truly enjoyed was where the Disney property merged into a fight scene towards the end. It amused me because I was expecting something like it to happen. It may have gone a smidge over the line of enjoyable, but I'm going to give it a pass. (And I do have a point that would have made this scene better, and I'm honestly disappointed that they didn't think to do it.)
I had been hoping that Free Guy would be a 4 star film, but I don't think I could give it more than a 3. It's watchable, but I don't feel any great need to own it or hunt it down before it's streaming. That being said, I am going to see it again. In the same vein as Ready Player One and 1917, I've watched it for the story, now I'm going back for the background detail.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/08/free-guy-movie-review.html

Merissa (12934 KP) rated Ballsy (Breakers Hockey #4) by Elise Faber in Books
Apr 26, 2022 (Updated Jun 24, 2023)
BALLSY is the fourth book in the Breakers Hockey series and we meet Kailey and Connor (Smitty). One is an anxiety-ridden introvert; one is loud and brash. These two will never get on, right?
Wrong! They are two halves of a perfect jigsaw. Both of them need the other, giving them the strength to deal with whatever is going on in their lives. And I loved that. I really did! Because it wasn't all one-sided. Smitty had his issues to deal with, the same as Kailey did. And together, they dealt with it all. Just proving that everyone has something to cope with, even those that are loud and ballsy!
Perfectly paced, Kailey and Smitty's story moves fast. He knows what he wants but won't walk all over Kailey to get it. Once she gets on board - that's it. Game over. Except it's not because there is so much going on. All of which is designed to keep me engrossed and turning the pages.
The storyline with Monica I could see happening, like a train wreck in front of me. Raph's story is next though and I can't wait to read it! I also hope Brandon gets a story though. He may not be part of the Breakers family, but he's had his heart broken too.
A brilliant addition to the series and definitely recommended by me.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Apr 22, 2022
Wrong! They are two halves of a perfect jigsaw. Both of them need the other, giving them the strength to deal with whatever is going on in their lives. And I loved that. I really did! Because it wasn't all one-sided. Smitty had his issues to deal with, the same as Kailey did. And together, they dealt with it all. Just proving that everyone has something to cope with, even those that are loud and ballsy!
Perfectly paced, Kailey and Smitty's story moves fast. He knows what he wants but won't walk all over Kailey to get it. Once she gets on board - that's it. Game over. Except it's not because there is so much going on. All of which is designed to keep me engrossed and turning the pages.
The storyline with Monica I could see happening, like a train wreck in front of me. Raph's story is next though and I can't wait to read it! I also hope Brandon gets a story though. He may not be part of the Breakers family, but he's had his heart broken too.
A brilliant addition to the series and definitely recommended by me.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Apr 22, 2022