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7 Wonders Duel
7 Wonders Duel
2015 | Ancient, Card Game, City Building, Civilization
The original 7 Wonders was my #1 game of all time for a long while. While it has since dropped off my Top 10, I still have so many fond memories of it. Now, I know I am not breaking any stories here by finally reviewing its 2-player successor, but this game is really streamlined and fabulous. Obviously it is wonderful as it has earned the Purple Phoenix Games Golden Feather Award! But why do we love it so much?

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


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

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


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

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

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

Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.
  
Raccoon Tycoon
Raccoon Tycoon
2018 | Animals, Economic
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.

Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.

What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.

I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.

Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).

I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.

https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
  
Mass Transit
Mass Transit
2021 | Card Game
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?

Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).

The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.


If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.

All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.

Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
  
The Statistical Probability of Love at First Sight
The Statistical Probability of Love at First Sight
Jennifer E. Smith | 2012 | Children
4
6.5 (4 Ratings)
Book Rating
This review also features on my blog <a href="http://themisadventuresofatwentysomething.blogspot.co.uk">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>.

I had never heard about this book until I won it on a blog giveaway. I thought the synopsis sounded good, and I wanted a break from the paranormal genre I usually read. Unfortunately, I was left feeling disappointed by this book.

The Statistical Probability of Love at First Sight is a story that takes place over a twenty-four hour time frame. Hadley is an American seventeen year old girl who is being forced to go to her father's wedding in London to another woman. Hadley hasn't forgiven him for leaving her and her mother. Hadley misses her original flight by four minutes and is put on the next flight. It is while waiting for her flight that Hadley meets Oliver, a British teen who is on his way to London for a different reason. As luck would have it, Oliver and Hadley are on the same flight and are sitting in the same row. They talk and laugh all throughout their flight but are separated upon going through customs. Hadley is left feeling devastated. Will she ever see Oliver again or will she be doomed to be even more miserable at her dad's wedding?

At first, I didn't really think the title of the book made much sense. I was constantly wondering what the title had to do with the book? I mean, it does feature insta-love, but that's as far as the title went as to matching up with the book. However, the title is spoken by one of the characters in the book, so then it made sense.

I love the cover!! I love the way how it seems as if time has slowed down for the couple on the front of it. It's such a cute cover. It's one of the first things that caught my attention on this book. I also love the basic colours of the book, white, grey and red. It works perfectly!

I thought the setting was fantastic! Jennifer E. Smith did a fantastic job at making London seem perfect. When I've been to a city, I'm a bit more critical when reading about it in a book. However, the author did me proud in this book. Miss Smith was 100 percent accurate when it came to writing about London.

However, the pacing was a bit too slow for my liking. Upon reading every chapter, I just felt bored. This book didn't really make me feel anything. I was really happy that this was a fairly short book for this reason.

The dialogue was great and easy to understand. It's perfect for a YA book. There's no swearing, so it's a great book even for younger teens. Plus, there's no hard words in it that had me running for a dictionary.

As for the characters, Hadley is an okay character. She seems a bit younger than seventeen though if I'm honest. I just could never really get into Hadley. She felt just a bit too one dimensional. There wasn't enough character building for me to really relate to her. I liked Oliver. I found him to be funny and charming. I just wish he was featured in the book more and that the author would've done a bit more character building for him as well.

All in all, I felt this book was lacking major character development. I would've liked to have had more insight into the main characters' lives. Plus, the pacing was just a bit off.
  
Six Crimson Cranes
Six Crimson Cranes
Elizabeth Lim | 2021 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Wow!
Where do I start?
Wow!
In a kingdom which has banned magic and banished all demons to the Holy Mountains, Princess Shiori must hide her magical blood from those around her, in particular her six brothers, her mysterious stepmother and her father, the Emperor.
However, when a combination of magic and stubbornness derails Shiori’s betrothal ceremony the princess discovers that she is not the only family member hiding their gift. After spying on her stepmother, Shiori is convinced that her father’s wife is a demon and turns to her brothers…with disastrous consequences.
With her six brothers transformed into cranes, Shiori is alone, cast far away from the palace and forced to remain mute: for every word she utters, one brother will die! She is also unrecognisable, her magic is locked and she cannot reveal her past to anyone. Powerless, abandoned and mute- can Shiori save her six older brothers and return home to defeat her stepmother?
Shiori herself is an amazing protagonist. She is young, impulsive, stubborn but also has the biggest heart. Her love for her brothers (and food) is integral to her personality and the comfort she takes in the memories of her mother is beautiful.
Initially, Shiori’s life may appear to be a fairytale with extravagant robes and magnificent palaces. Maybe that is why Lim creates a fairytale-worthy curse? With a lost voice, a lost pink slipper and a city put to sleep, Elizabeth Lim certainly showcases some of the magic we saw in her Disney Twisted Tale novels.
Shiori’s journey to save her brothers is one of tremendous bravery and courage and it is along this path that the princess truly discovers her inner strength. She also matures immensely (it’s probably inevitable when your stepmother curses you) but Shiori experiences the hardships of the world around her, learns who to trust and realises that sometimes poison (or a curse) can be a “medicine in disguise”.
The supporting cast within Six Crimson Cranes are also incredible. Seryu the dragon prince with his ruby eyes and green hair clearly cares for Shiori. Will he try to sway her affections in book two? He will have to compete with Takkan, the loyal, picture-perfect prince who protected Shiori when no-one else did, long before he knew her true identity.
Shiori’s stepmother, Raikama, was possibly the most complex character. Despite only being present at the beginning and end of the novel, she spends 90% of the book as a villain – and the reader is fully on board with this! However, Lim’s ingenious use of Shiori’s faint memories help her piece together an unfathomable puzzle: why would Raikama curse the siblings instead of killing them? Is this linked to her stepmother’s magic and her mysterious past?
The world building in Six Crimson Cranes is magical. Without breaking the flow of the novel Lim perfectly creates the kingdom of Kiata in our minds, from the manicured grounds of the palace during the Summer Festival, with kites bobbing against azure skies, to the bleak but beautiful Iro, overlooked by Rabbit mountain, glittering in the light of the silver moon. Elizabeth Lim truly transports her readers to these beautiful but dangerous landscapes.
Six Crimson Cranes is a book which surpassed all my expectations. The world building is as magical as its fairy-tale undertones and the characters already feel like old friends. I don’t think I can wait another year for the sequel!
Thank you so so much to Netgalley for providing this amazing opportunity! I received a free digital copy of this book in exchange for an honest review…and now I’m off to pre-order the real thing!
  
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JT (287 KP) rated Metro Manila (2013) in Movies

Mar 10, 2020  
Metro Manila (2013)
Metro Manila (2013)
2013 | Action, Crime, Drama
8
8.0 (1 Ratings)
Movie Rating
British directors getting behind the camera and undertaking foreign film seems to be paying off in multitude. Just take a look at what Gareth Evans did with The Raid and its sequel. He took his central character and put him through hell while at the same time painting a graphic picture of the film’s surroundings.

Sean Ellis does very similar with Oscar Ramirez (Jake Macapagal), a farmer looking for a better way of life for himself and his family. Their journey takes them from the quiet and panoramic rice fields of northern Philippines, where Oscar struggles to make ends meet, and moves them to the impoverished surroundings of Manila.

Entering the slums and criminal back streets Oscar learns the hard way that his friendly personality will be taken advantage of. With everyone desperate to survive he has to stand on his own two feet for the sake of himself and his family.

The film paints a desperate picture of a big city bathed in crime and poverty and desperate people will do desperate things, especially when they are pushed into a corner as Oscar explains to his friend Ong after taking a job as a security guard driving an armoured truck.

As Ong and Oscar become close Ong explains the job and then his ulterior motives. With the second half of the film playing out as a tense well organised heist, encompassing a twist that is shocking yet wholly satisfying. It can be hard to watch at times and it is emotionally sapping, particularly when Oscar’s wife Mai has to take matters into her own hands by getting a job working in a hostess bar in order to earn enough to feed her children.

The film screams out that having faith is a clear necessity when you’re down. All around them there are signs that God is with them willing them to succeed. Oscar’s story about how he lost his job in the silk mill is a running subplot that connects with the story on almost every level.

The scenes are well shot and Ellis captures the trauma and euphoria that the family experience at different times. One cross over scene sees Mai being degraded while at the same time Oscar drinks with his new buddies, only to break down in the toilet in tears.

It’s a slow churning thriller that is expertly pieced together, building strong characters and story all the way through to the pulsating climax.