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Lottie disney bookworm (1056 KP) rated Go the Distance: A Twisted Tale in Books
Jun 17, 2021
What if Meg had to become a Greek God?
Following on immediately from the end of the much loved Hercules film, Jen Calonita is back with a twisted tale starring our favourite D.I.D: Damsel in Distress.
Now, I LOVE sarcasm and sass so Meg has always been a firm favourite of mine. I was thrilled when I heard she would finally be getting her own story and did Calonita disappoint? No she did not!
Go The Distance is told entirely from Meg’s point of view: immersing the reader immediately in her thoughts and feelings whilst ascending to Mount Olympus with Hercules. I loved how in tune Jen Calonita was with her protagonist, right from the first few pages: there is literally SO much pomp and circumstance surrounding Meg, she is stood on a cloud for goodness sake! But does that stop her doubting herself? Doubting the budding relationship with Herc? Not a chance!
It will come as no surprise to regular readers of twisted tale novels that Calonita quickly tanks our hopes of a happy ending (makes sense- we’re only in the first few pages) as Zeus refuses Hercules’ request to be with Meg on Earth: the lightning-wielding god and his wife have waited too long for their son to re-join them, to lose him this easily. However, Hera can see how happy this mortal makes her son and so makes Meg a once-in-a-lifetime offer, complete a hero’s quest in 10 days and stay with Herc on Mount Olympus as a god for eternity.
Obviously Meg accepts- it would be a short story if she passed this opportunity up- and embarks upon an adventure like no other. As well as having to navigate the underworld, negotiate with Hades and face her ex, Meg battles monsters, befriends Gods and learns her most important lesson: that love is a strength, not a weakness.
Joining Meg on her journey are characters we know and love, such as Phil, Pegasus and Hades. It would be so easy for Jen Calonita to play it safe with these iconic characters but I am pleased to say that these guys get their own little developments too: particularly Hades as we see the character of Persephone and her impact upon his life.
Calonita also introduces us to a host of new characters, two of which are pivotal to both the reader understanding how key events in her life have created this tough armour that Meg wears so well. These are Thea, Meg’s mother and Aegeus, the man who Meg gave up her soul for. Aegeus is a bit wet in my opinion (he’s no Wonder Boy!) but the relationship Calonita creates between Meg and Thea is something precious: the reader can see the struggles faced by both women and can immediately identify where Meg got her fiery nature from.
But of course our heroine is the one who shines in this twisted tale: Meg was already a brilliant character but Calonita opens her up a little bit more and manages to break down some of her walls: along her quest Meg almost embraces her vulnerability, she learns to trust and learns that it is not a weakness to ask for and accept help. After that her quest seems to become easier- which is saying a lot in the underworld!
I also really admired that Meg doesn’t go weak at the knees at the prospect of spending eternity with Hercules, in fact she isn’t sure she wants eternity, she just wants the chance to find out! This made the underlying love story real rather than fairytale. Herc and Meg argue, they say things they regret but ultimately, they show up for each other and that’s what is important in the end.
I have seen other reviewers slating the character of Meg, saying that she is too rash and hot-headed in this twisted tale and bears little resemblance to the animated character we love. I have to say I completely disagree with these views: yes, as her quest nears its deadline then Meg becomes increasingly rash but hello, the girl gave up her soul to Hades! You can’t tell me she doesn’t have previous form for diving head-first into a situation?!
Go The Distance is an adorable novel about embracing your vulnerability and trusting those who want to help you. It teaches us that independence does not necessarily mean facing everything alone, love does not necessarily come from one stand-out moment and that it is never too late to forgive. This twisted tale is not as dark as other retellings in the series but Jen Calonita is an expert in middle-grade literature and so this is not a surprise nor a criticism.
“Two thumbs, way way up for our leading lady!”
Following on immediately from the end of the much loved Hercules film, Jen Calonita is back with a twisted tale starring our favourite D.I.D: Damsel in Distress.
Now, I LOVE sarcasm and sass so Meg has always been a firm favourite of mine. I was thrilled when I heard she would finally be getting her own story and did Calonita disappoint? No she did not!
Go The Distance is told entirely from Meg’s point of view: immersing the reader immediately in her thoughts and feelings whilst ascending to Mount Olympus with Hercules. I loved how in tune Jen Calonita was with her protagonist, right from the first few pages: there is literally SO much pomp and circumstance surrounding Meg, she is stood on a cloud for goodness sake! But does that stop her doubting herself? Doubting the budding relationship with Herc? Not a chance!
It will come as no surprise to regular readers of twisted tale novels that Calonita quickly tanks our hopes of a happy ending (makes sense- we’re only in the first few pages) as Zeus refuses Hercules’ request to be with Meg on Earth: the lightning-wielding god and his wife have waited too long for their son to re-join them, to lose him this easily. However, Hera can see how happy this mortal makes her son and so makes Meg a once-in-a-lifetime offer, complete a hero’s quest in 10 days and stay with Herc on Mount Olympus as a god for eternity.
Obviously Meg accepts- it would be a short story if she passed this opportunity up- and embarks upon an adventure like no other. As well as having to navigate the underworld, negotiate with Hades and face her ex, Meg battles monsters, befriends Gods and learns her most important lesson: that love is a strength, not a weakness.
Joining Meg on her journey are characters we know and love, such as Phil, Pegasus and Hades. It would be so easy for Jen Calonita to play it safe with these iconic characters but I am pleased to say that these guys get their own little developments too: particularly Hades as we see the character of Persephone and her impact upon his life.
Calonita also introduces us to a host of new characters, two of which are pivotal to both the reader understanding how key events in her life have created this tough armour that Meg wears so well. These are Thea, Meg’s mother and Aegeus, the man who Meg gave up her soul for. Aegeus is a bit wet in my opinion (he’s no Wonder Boy!) but the relationship Calonita creates between Meg and Thea is something precious: the reader can see the struggles faced by both women and can immediately identify where Meg got her fiery nature from.
But of course our heroine is the one who shines in this twisted tale: Meg was already a brilliant character but Calonita opens her up a little bit more and manages to break down some of her walls: along her quest Meg almost embraces her vulnerability, she learns to trust and learns that it is not a weakness to ask for and accept help. After that her quest seems to become easier- which is saying a lot in the underworld!
I also really admired that Meg doesn’t go weak at the knees at the prospect of spending eternity with Hercules, in fact she isn’t sure she wants eternity, she just wants the chance to find out! This made the underlying love story real rather than fairytale. Herc and Meg argue, they say things they regret but ultimately, they show up for each other and that’s what is important in the end.
I have seen other reviewers slating the character of Meg, saying that she is too rash and hot-headed in this twisted tale and bears little resemblance to the animated character we love. I have to say I completely disagree with these views: yes, as her quest nears its deadline then Meg becomes increasingly rash but hello, the girl gave up her soul to Hades! You can’t tell me she doesn’t have previous form for diving head-first into a situation?!
Go The Distance is an adorable novel about embracing your vulnerability and trusting those who want to help you. It teaches us that independence does not necessarily mean facing everything alone, love does not necessarily come from one stand-out moment and that it is never too late to forgive. This twisted tale is not as dark as other retellings in the series but Jen Calonita is an expert in middle-grade literature and so this is not a surprise nor a criticism.
“Two thumbs, way way up for our leading lady!”

Kristy H (1252 KP) rated Into the Water in Books
Feb 8, 2018
When the police show up at her door, Jules Abbott knows it isn't good news, but she isn't expecting this. Her older sister, Nel is dead--drowned in the lake known as the Drowning Pool back in their hometown. Jules has always vowed to never return to that place, but she finds herself back: in her childhood home, where Nel lived with her fifteen-year-old daughter, Lena. The assumption is that Nel committed suicide in the Pool, but Jules knows that isn't possible. Even though she hasn't seen her sister for years, she is convinced her water-loving sibling would never willingly die in the water. Meanwhile, Jules discovers that Nel was looking into other local residents who died at the Drowning Pool over the years for a book she was writing. What exactly happened to them--and Nel?
It's never easy to follow up a blockbuster like [b:The Girl on the Train|22557272|The Girl on the Train|Paula Hawkins|https://images.gr-assets.com/books/1490903702s/22557272.jpg|41107568] - I cannot even imagine the pressure. I didn't adore that book, but I do remember that I basically read it in one sitting. That wasn't the case with INTO THE WATER, though in its defense, I read it during an extremely busy period with work, where I basically collapsed in bed each night to read a few chapters.
This is not a bad book, but it wasn't a great one, either. It's not one that will stay with me. For one thing, much of its plot is predicated around one of my most reviled literary pet peeves: ridiculous miscommunication. You know, that whole thing where if the characters would just talk to each other, as normal folks do, for about 5 minutes, we wouldn't have to go through any of this? Yes. That. So that irritated me to no end.
There are also a lot of points of view in this book. It's not necessarily a bad thing, but it certainly took a while to keep everyone straight. I was glad I was reading this as an actual book, so I could flip back and see whom I'd been reading about earlier. Slogging through those early portions of many characters slowed things down for me and made it harder to get into the story.
As I said, it's not a bad book. I enjoyed reading it. The storyline is fairly interesting, overall, and it held my attention, even when I was pretty tired. I had a pretty decent suspicion of "whodunnit" fairly early on and turned out to be correct, but about halfway through, I was still second-guessing myself and pretty captivated. Nel, Jules, and Lena are intriguing characters, if not fairly frustrating in their lack of ability to talk to one another.
Still, overall, I was left feeling a little deflated by this one. There was no big "gasp" moment for me (perhaps because I had a decent inkling what had happened early on?) like GIRL. It was just a fairly good thriller that kept me entertained for a few days.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>
It's never easy to follow up a blockbuster like [b:The Girl on the Train|22557272|The Girl on the Train|Paula Hawkins|https://images.gr-assets.com/books/1490903702s/22557272.jpg|41107568] - I cannot even imagine the pressure. I didn't adore that book, but I do remember that I basically read it in one sitting. That wasn't the case with INTO THE WATER, though in its defense, I read it during an extremely busy period with work, where I basically collapsed in bed each night to read a few chapters.
This is not a bad book, but it wasn't a great one, either. It's not one that will stay with me. For one thing, much of its plot is predicated around one of my most reviled literary pet peeves: ridiculous miscommunication. You know, that whole thing where if the characters would just talk to each other, as normal folks do, for about 5 minutes, we wouldn't have to go through any of this? Yes. That. So that irritated me to no end.
There are also a lot of points of view in this book. It's not necessarily a bad thing, but it certainly took a while to keep everyone straight. I was glad I was reading this as an actual book, so I could flip back and see whom I'd been reading about earlier. Slogging through those early portions of many characters slowed things down for me and made it harder to get into the story.
As I said, it's not a bad book. I enjoyed reading it. The storyline is fairly interesting, overall, and it held my attention, even when I was pretty tired. I had a pretty decent suspicion of "whodunnit" fairly early on and turned out to be correct, but about halfway through, I was still second-guessing myself and pretty captivated. Nel, Jules, and Lena are intriguing characters, if not fairly frustrating in their lack of ability to talk to one another.
Still, overall, I was left feeling a little deflated by this one. There was no big "gasp" moment for me (perhaps because I had a decent inkling what had happened early on?) like GIRL. It was just a fairly good thriller that kept me entertained for a few days.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>
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<img src="https://diaryofdifference.com/wp-content/uploads/2019/11/IllBeHome_BTB.jpg"/>
<i><b>I'll Be Home for Christmas is a fast-paced adventure that will keep you on your toes right until Christmas!
I am so thrilled to be part of the blog tour for Mills & Boon for I'll Be Home for Christmas. Check out the other amazing people that are participating in the blog tour as well:</b></i>
<img src="https://diaryofdifference.com/wp-content/uploads/2019/11/Book-Review-Banner-11.png"/>
I'll Be Home for Christmas is the first Christmas book I have read this year, before the holidays begin. It is an amazing story about a popular UK singer, Jessika Malone, who receives an offer from a famous US singer to record a duet and go on a US Tour for a while. This is a dream come true, but this offer comes right after Jessica's boyfriend proposes. Wanting to spend all the time in her world with him, she is hesitant to go, but at the same time, this is an opportunity of a lifetime.
We see our heroine Jessika travel to the US and embark her adventure. I loved the fact that we get to feel what she feels, and live through her dream. We get to see her cope with new things and learn along the way, and it is amazing being on this journey with her. She is a character that knows what she wants and is not afraid to go and get it.
<i><b>Be ready for some drama, and also be ready to choose sides.</b></i>
The author makes it hard to know what is the right choice, and all choices seem to have their pros and cons, which makes the book even more realistic. I wish I knew what was right or wrong in life straightaway - that would be too easy. Instead, I keep coming across tough choices that sound amazing, and I have to really look though everything and choose what is right. You get to see this reality in the book, and it is refreshing.
Despite it being a Christmas book, I didn't really feel the Christmassy vibes too much, but I think that is due to the fact that the focus on this book wasn't entirely Christmas. We only got a glimpse of the holiday spirit around the end of the book - but it wasn't in a Home Alone sort of style. It was simple.
Despite that, I still enjoyed this book a lot, and it was the perfect book for me to get me through my days when I felt poorly and lying in bed. I recommend it to all of you out there that love romance, Christmas, a bit of an adventure and searching for our true selves.
<i><b>Thank you to the team at Mills & Boon, for letting me be a part of this Christmas adventure!</b></i>
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<img src="https://diaryofdifference.com/wp-content/uploads/2019/11/IllBeHome_BTB.jpg"/>
<i><b>I'll Be Home for Christmas is a fast-paced adventure that will keep you on your toes right until Christmas!
I am so thrilled to be part of the blog tour for Mills & Boon for I'll Be Home for Christmas. Check out the other amazing people that are participating in the blog tour as well:</b></i>
<img src="https://diaryofdifference.com/wp-content/uploads/2019/11/Book-Review-Banner-11.png"/>
I'll Be Home for Christmas is the first Christmas book I have read this year, before the holidays begin. It is an amazing story about a popular UK singer, Jessika Malone, who receives an offer from a famous US singer to record a duet and go on a US Tour for a while. This is a dream come true, but this offer comes right after Jessica's boyfriend proposes. Wanting to spend all the time in her world with him, she is hesitant to go, but at the same time, this is an opportunity of a lifetime.
We see our heroine Jessika travel to the US and embark her adventure. I loved the fact that we get to feel what she feels, and live through her dream. We get to see her cope with new things and learn along the way, and it is amazing being on this journey with her. She is a character that knows what she wants and is not afraid to go and get it.
<i><b>Be ready for some drama, and also be ready to choose sides.</b></i>
The author makes it hard to know what is the right choice, and all choices seem to have their pros and cons, which makes the book even more realistic. I wish I knew what was right or wrong in life straightaway - that would be too easy. Instead, I keep coming across tough choices that sound amazing, and I have to really look though everything and choose what is right. You get to see this reality in the book, and it is refreshing.
Despite it being a Christmas book, I didn't really feel the Christmassy vibes too much, but I think that is due to the fact that the focus on this book wasn't entirely Christmas. We only got a glimpse of the holiday spirit around the end of the book - but it wasn't in a Home Alone sort of style. It was simple.
Despite that, I still enjoyed this book a lot, and it was the perfect book for me to get me through my days when I felt poorly and lying in bed. I recommend it to all of you out there that love romance, Christmas, a bit of an adventure and searching for our true selves.
<i><b>Thank you to the team at Mills & Boon, for letting me be a part of this Christmas adventure!</b></i>
<a href="https://amzn.to/2Wi7amb">Wishlist</a> | <a
<a href="https://diaryofdifference.com/">Blog</a> | <a href="https://www.facebook.com/diaryofdifference/">Facebook</a> | <a href="https://twitter.com/DiaryDifference">Twitter</a> | <a href="https://www.instagram.com/diaryofdifference/">Instagram</a> | <a href="https://www.pinterest.co.uk/diaryofdifference/pins/">Pinterest</a>

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Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.

Gareth von Kallenbach (980 KP) rated Cloud Atlas (2012) in Movies
Aug 7, 2019
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.

Purple Phoenix Games (2266 KP) rated Cosmic Run: Express in Tabletop Games
Oct 27, 2021
Components are obviously an integral part of games. Some games are beasts when it comes to components – boasting large numbers of included components to bolster the gameplay. And then you have games that have mastered the art of gameplay utilizing a minimal number of components. Cosmic Run: Express is one of these games, consisting of only 25 cards. But does the gameplay hold up for such a physically small game? Read on to find out!
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!
To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.
Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.
Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.

Gareth von Kallenbach (980 KP) rated Ready or Not (2019) in Movies
Sep 2, 2019
I’ve always loved playing games, board games, role playing games, computer games…whatever. I remember as a kid most of the games we played were played outside, whether it was a game of capture the flag, tag, or the always entertaining game of Hide and Seek. All the games I have ever played have been played in fun, with no real stakes involved outside of maybe some pride or some friendly competition. What if there was more at stake than simply having to sit out the game for the rest of the time? What if hiding and surviving until dawn was the only way you were going to live to see the next day? I don’t know about you, but I’d make sure it was the best game of Hide and Seek I’d ever played, or it would end up being my last. Ready or Not, a dark comedy from Fox Searchlight (now Walt Disney Studios) and directed by Matt Bettinelli-Olpin and Tyler Gillett, explores what happens when a ruthless business man sells his soul to the devil for the sake of a board game empire.
Early on we are introduced to Grace. She spent her childhood bouncing from foster home to foster home, wanting a family but just never quite getting one. When she finally finds the man of her dreams Alex (Mark O’Brien) who also is one of the heirs to a giant gaming empire, she believes that all her longing for a family, even one as messed up as his, is finally paying off. Not long after the wedding it is revealed that part of the tradition to joining the family is to play a game. Alex reassures her that the game could be something as simple as checkers or possibly as complex as chess. He doesn’t know as it’s up to a special box, imbued with mystical powers that selects the game that she will be forced to play.
Upon placing the card in the box, and withdrawing it, three little words are inscribed upon it…Hide and Seek. Thinking this is simply a game, and with no further instructions, the family puts on the Hide and Seek record and begin counting to 100. Once the count is up, weapons are handed out to the “seekers” and the game begins.
Not long after finding her hiding spot, Grace quickly becomes bored of playing and comes out admitting defeat. It is only after a series of unfortunate events resulting in the deaths of some of the key players does Grace finally understand that this family plays for keeps. With the help of an unlikely ally from Alex’s brother Daniel (Adam Brody), she not only is given an opportunity to survive the night, but also learns of the pact with the devil that was made which allowed the family to acquire its great fortune. Unless they can satisfy the curse, the entire family will not live to see the sunrise.
Ready or Not takes an outstanding cast and provides them with an equally fantastic setting. Andie MacDowell portrays the creepy mother-in-law Becky, along with her equally creepy and even more unhinged husband Tony (Henry Czerny). Each character plays out their roles in the most over-the-top performances imaginable, an they pull them off more believably then I think they even had intended. Whether its Kristian Bunn as the bumbling Fitch, who is forced to YouTube how to use a crossbow and googles whether pacts with the devil are real or BS…or Elyse Levesque as the stoic Charity, who has absolutely no problem killing someone, if it means she gets to maintain her lavish lifestyle. The cast is truly what pulls the movie off, with their ability to take the absurdity and make it almost feel normal.
Ready or Not does have the occasional jump scare and is literally coated in blood throughout, but it’s the dark comedy that really sets this movie apart from many that have come before it. I don’t know if it’s wrong to laugh at things that should be completely taboo as much as I did. Ready or Not tries to make you think it’s serious, even when you know it is intentionally not. While some of the dialog might fall a bit flat, you’d be hard pressed to notice between your bursts of laughter. You know a movie does something right, when you find yourself quoting it not only immediately after it finishes, but into the next day (and at this rate probably beyond).
Ready or Not is a fun film, that’s the best way to describe it. It’s gruesome and of course violent, but it doesn’t take itself seriously and asks the same of the audience. There have been other movies who have taken this genre too seriously in the past, and lead to mixed results. Ready or Not wants you to laugh at its absurdity and take glee in the events that take place. Based on the individual characters, it’s amazing that the family has survived as long as it has…must be because that card doesn’t come up very often. If you are looking for a fun film, one that you want to laugh at (and with) you could certainly do worse than Ready or Not. It is one of the best dark comedies to come out in years, and it makes me long for the days when movies were still unique and weren’t simply attempting to reboot everything.
Early on we are introduced to Grace. She spent her childhood bouncing from foster home to foster home, wanting a family but just never quite getting one. When she finally finds the man of her dreams Alex (Mark O’Brien) who also is one of the heirs to a giant gaming empire, she believes that all her longing for a family, even one as messed up as his, is finally paying off. Not long after the wedding it is revealed that part of the tradition to joining the family is to play a game. Alex reassures her that the game could be something as simple as checkers or possibly as complex as chess. He doesn’t know as it’s up to a special box, imbued with mystical powers that selects the game that she will be forced to play.
Upon placing the card in the box, and withdrawing it, three little words are inscribed upon it…Hide and Seek. Thinking this is simply a game, and with no further instructions, the family puts on the Hide and Seek record and begin counting to 100. Once the count is up, weapons are handed out to the “seekers” and the game begins.
Not long after finding her hiding spot, Grace quickly becomes bored of playing and comes out admitting defeat. It is only after a series of unfortunate events resulting in the deaths of some of the key players does Grace finally understand that this family plays for keeps. With the help of an unlikely ally from Alex’s brother Daniel (Adam Brody), she not only is given an opportunity to survive the night, but also learns of the pact with the devil that was made which allowed the family to acquire its great fortune. Unless they can satisfy the curse, the entire family will not live to see the sunrise.
Ready or Not takes an outstanding cast and provides them with an equally fantastic setting. Andie MacDowell portrays the creepy mother-in-law Becky, along with her equally creepy and even more unhinged husband Tony (Henry Czerny). Each character plays out their roles in the most over-the-top performances imaginable, an they pull them off more believably then I think they even had intended. Whether its Kristian Bunn as the bumbling Fitch, who is forced to YouTube how to use a crossbow and googles whether pacts with the devil are real or BS…or Elyse Levesque as the stoic Charity, who has absolutely no problem killing someone, if it means she gets to maintain her lavish lifestyle. The cast is truly what pulls the movie off, with their ability to take the absurdity and make it almost feel normal.
Ready or Not does have the occasional jump scare and is literally coated in blood throughout, but it’s the dark comedy that really sets this movie apart from many that have come before it. I don’t know if it’s wrong to laugh at things that should be completely taboo as much as I did. Ready or Not tries to make you think it’s serious, even when you know it is intentionally not. While some of the dialog might fall a bit flat, you’d be hard pressed to notice between your bursts of laughter. You know a movie does something right, when you find yourself quoting it not only immediately after it finishes, but into the next day (and at this rate probably beyond).
Ready or Not is a fun film, that’s the best way to describe it. It’s gruesome and of course violent, but it doesn’t take itself seriously and asks the same of the audience. There have been other movies who have taken this genre too seriously in the past, and lead to mixed results. Ready or Not wants you to laugh at its absurdity and take glee in the events that take place. Based on the individual characters, it’s amazing that the family has survived as long as it has…must be because that card doesn’t come up very often. If you are looking for a fun film, one that you want to laugh at (and with) you could certainly do worse than Ready or Not. It is one of the best dark comedies to come out in years, and it makes me long for the days when movies were still unique and weren’t simply attempting to reboot everything.