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Purple Phoenix Games (2266 KP) rated Legendary: A Marvel Deck Building Game in Tabletop Games
Sep 19, 2019
Teamwork makes the dream work! That’s how the saying goes, right? And in Legendary: A Marvel Deck Building Game, it is certainly the truth! When I say it’s a team-building game, I mean that both literally and figuratively – you must recruit heroes and work semi-cooperatively with your fellow gamers to defeat the evil Mastermind before they take over the city!
In an era where superheroes are the norm, the days of petty crime are over. As the protectors of our world have grown in power, so too have those who would see it fall to chaos. Out of the shadows comes a nefarious Mastermind who has engineered the most wicked evil scheme the world has ever seen. With an ever-growing band of followers and henchmen to carry out the plot, the future looks dismal. But do not fear – the supers are here! This job is way too big for only one single hero to handle, but if they all band together, then maybe, juuuust maybe, they might be able to pull it off…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Set in the world of Marvel comics and, recently, the Marvel Cinematic Universe, Legendary: Marvel is a cooperative deck building game. Players take turns drafting and playing cards to recruit heroes to their team and to fight off the villains trying to carry out the sinister scheme. You have to strategize how you want to build your deck to best complete the mission – do you recruit heroes that give you special abilities (like drawing additional cards), or do you recruit strong heroes that give you lots of attack points? The choice is entirely up to you! Although all players are building their own individual decks, you must also devise a team strategy because all players either win or lose together as a team. That being said, there is a small competitive aspect to this game – the player with the most Victory Points (earned by defeating villains and rescuing bystanders) is deemed the most legendary hero of the game! Exactly how competitive the game gets is up to the players. I personally prefer a more cooperative approach and usually don’t tally up VPs at the end of the game – either the team won or we lost.
The beauty of this game is that it can be played with any combination of Marvel characters – you are not limited to only using specific teams. Selecting which heroes/villains/Mastermind/etc. to use is at the discretion of the players. Want Iron Man to team up with Deadpool and Wolverine to fight off Kingpin? Go for it! You have basically the entire Marvel universe from which to choose, so the sky is the limit! With so many options, though, it can be a little overwhelming, so I usually use a randomizer app to create a setup for me. Sometimes the setup itself will determine how the entire game will play out – certain combinations of Mastermind/villains/scheme can be BRUTAL to play and difficult to win. But the cool thing about this game is that you cannot just look at a setup and tell if it will be difficult or not – that realization only will come once you start playing!
I love playing this game because of its immense variability – the base game alone has 500 cards! The ability to choose your own heroes, villains, Masterminds, and Schemes means that you will probably never play the same game twice. And on top of that, Legendary: Marvel currently has like 19 expansions! The possibilities are truly endless, and that is the Holy Grail for me when it comes to gaming. I know that I will never get bored of this game because it is a different experience every game.
On the flip side, my main grievance with Legendary: Marvel is with the physical setup and teardown. Every play uses SO MANY cards that it does take a decent amount of time to get setup or put away. Every individual hero/villain/Mastermind/etc. must be sorted and stored separately, and with 500+ cards, that time adds up. When deciding on a game to play, sometimes I skip Legendary: Marvel because of the time it takes to set up. I LOVE to play it, but sometimes I do not feel like taking that much time to set up – I just want to play! My other grievance deals with certain hero superpowers/special card text. Some hero cards have special text, and the definitions are outlined in the rule book but not on the cards themselves. Until I learned/memorized what that special text meant, I was constantly referring back to the rule book nearly every turn to make sure I was using the cards correctly. There is a bit of a learning curve with some of the hero text, but it does get better the more you play!
Don’t let the simplicity of the mechanics fool you – this game requires more strategy than meets the eye! You must not only decide on a strategy for building your individual deck, but you and your teammates must also collectively choose a group strategy to defeat the Mastermind. Cooperation is key, and it really helps the theme of the game come to life. Definitely a winner for Purple Phoenix Games with a butt-kicking 24 / 24 and a well-earned Golden Feather Award!
In an era where superheroes are the norm, the days of petty crime are over. As the protectors of our world have grown in power, so too have those who would see it fall to chaos. Out of the shadows comes a nefarious Mastermind who has engineered the most wicked evil scheme the world has ever seen. With an ever-growing band of followers and henchmen to carry out the plot, the future looks dismal. But do not fear – the supers are here! This job is way too big for only one single hero to handle, but if they all band together, then maybe, juuuust maybe, they might be able to pull it off…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Set in the world of Marvel comics and, recently, the Marvel Cinematic Universe, Legendary: Marvel is a cooperative deck building game. Players take turns drafting and playing cards to recruit heroes to their team and to fight off the villains trying to carry out the sinister scheme. You have to strategize how you want to build your deck to best complete the mission – do you recruit heroes that give you special abilities (like drawing additional cards), or do you recruit strong heroes that give you lots of attack points? The choice is entirely up to you! Although all players are building their own individual decks, you must also devise a team strategy because all players either win or lose together as a team. That being said, there is a small competitive aspect to this game – the player with the most Victory Points (earned by defeating villains and rescuing bystanders) is deemed the most legendary hero of the game! Exactly how competitive the game gets is up to the players. I personally prefer a more cooperative approach and usually don’t tally up VPs at the end of the game – either the team won or we lost.
The beauty of this game is that it can be played with any combination of Marvel characters – you are not limited to only using specific teams. Selecting which heroes/villains/Mastermind/etc. to use is at the discretion of the players. Want Iron Man to team up with Deadpool and Wolverine to fight off Kingpin? Go for it! You have basically the entire Marvel universe from which to choose, so the sky is the limit! With so many options, though, it can be a little overwhelming, so I usually use a randomizer app to create a setup for me. Sometimes the setup itself will determine how the entire game will play out – certain combinations of Mastermind/villains/scheme can be BRUTAL to play and difficult to win. But the cool thing about this game is that you cannot just look at a setup and tell if it will be difficult or not – that realization only will come once you start playing!
I love playing this game because of its immense variability – the base game alone has 500 cards! The ability to choose your own heroes, villains, Masterminds, and Schemes means that you will probably never play the same game twice. And on top of that, Legendary: Marvel currently has like 19 expansions! The possibilities are truly endless, and that is the Holy Grail for me when it comes to gaming. I know that I will never get bored of this game because it is a different experience every game.
On the flip side, my main grievance with Legendary: Marvel is with the physical setup and teardown. Every play uses SO MANY cards that it does take a decent amount of time to get setup or put away. Every individual hero/villain/Mastermind/etc. must be sorted and stored separately, and with 500+ cards, that time adds up. When deciding on a game to play, sometimes I skip Legendary: Marvel because of the time it takes to set up. I LOVE to play it, but sometimes I do not feel like taking that much time to set up – I just want to play! My other grievance deals with certain hero superpowers/special card text. Some hero cards have special text, and the definitions are outlined in the rule book but not on the cards themselves. Until I learned/memorized what that special text meant, I was constantly referring back to the rule book nearly every turn to make sure I was using the cards correctly. There is a bit of a learning curve with some of the hero text, but it does get better the more you play!
Don’t let the simplicity of the mechanics fool you – this game requires more strategy than meets the eye! You must not only decide on a strategy for building your individual deck, but you and your teammates must also collectively choose a group strategy to defeat the Mastermind. Cooperation is key, and it really helps the theme of the game come to life. Definitely a winner for Purple Phoenix Games with a butt-kicking 24 / 24 and a well-earned Golden Feather Award!

Purple Phoenix Games (2266 KP) rated SAIBOU in Tabletop Games
Aug 29, 2019
Do you ever get that feeling where you just want to simulate the growth of a culture of cells and the affects of bacteria and viruses within those cultures? Honestly, I never do. But I was pleasantly surprised to learn that someone had designed a game to do just that. So buckle up and let’s learn about the Saibou – the cell.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.

Bob Mann (459 KP) rated Wordslingers: The Story of Self-Publishing (2021) in Movies
Sep 28, 2021
They say that everyone has a book in them. I guess the key question is whether anyone else wants to read it. Such is the subject of this new documentary from A. Brooks Bennett. As a publisher says at one point “Writing a book is a creative act; publishing a book is a business”.
The democratization of publishing
The internet has brought many advantages to modern life, but perhaps one of the most interesting is the democratization of publishing. No longer is control in the hands of publishing houses, who might glance at and immediately dismiss new ideas in literature. It’s worth remembering that 12 publishing houses turned down J.K. Rowling’s draft for Harry Potter! Now anyone can be creative in writing and self-publish on the web. My own wife – Sue Mann – did just this, self-publishing the WW1 poems and reminiscences of two of her great-uncles. (It’s available from all good bookshops… oh, no…. actually just from here!) Are the poems artistically any good? I have no idea! Will it sell many copies? Clearly not! Was it a personal goal achieved in honouring their memory? Absolutely! Different people want different things from the medium.
Very ‘American’.
It’s probably down to the pioneer spirit, but as a generalisation Americans seem far more ambitious than Brits: or at least, more OPENLY ambitious. Whereas most Brits will quietly get on with building their careers, some Americans will go hell-for-leather towards their vision of “success” no matter the cost: no guts; no glory; and be noisy about it!
But for every J.K. Rowling or Bill Bryson there are several thousand writers who have ‘failed to launch’.
Here we follow two budding authors – one from California; the other from North Carolina – self-publishing their work and seeking sales.
One – Giles A (“Andy”) Anderson – has self-published a seemingly disturbing work called “Vidu” – the first of what he hopes will be a five-part series. He first talks from a ghoulish bookstore, speaking psycho-babble with the requisite hyperbole of an ‘artiste’. (It suggests how the books might read… but perhaps that’s misjudging). It comes then as a surprise when we find he doesn’t live alone in a coffin playing video games on his own, but has a lovely wife and two young and perfectly normal children. So his book is an “off the beaten track kinda book”, but the man seems well-grounded and following his dream in bite-size pieces.
Moral: Avoid the Travel Books
As is often the case though, the documentary homes in on, and spends most of its time with, the other author – Adam Shephard. Shephard is struggling to launch as an author and also – in parallel – wrestling with the Green Card process for his supportive and vivacious Croatian wife Ivana. The problem is that Shephard has written an extended travel blog: ten-a-penny on sites like WordPress.
I read a Forbes article last year that reported that – astonishingly – in a survey 11% of American respondents had never travelled outside of their home state and 40% had never left the country. For such a well-heeled country, the US is incredibly insular. So Shephard’s vision is to encourage youngsters to step outside of their comfort zone and jump on that plane to Guatemala. It’s a fine objective. But does anyone want to listen? And – crucially – is the book any good and commercial enough? As the famous ‘founder of self-publishing’, the late Dan Poynter (to who the film is dedicated) says “You can’t make any money off a travel book”.
The film never goes as far as having either of the featured books critically reviewed: that might have added some extra spice to the story (and possibly provoked some painful reactions). But the piles of unopened boxes in Adam’s clinically white storage facility rather speaks for itself. Since Shephard never seems to do anything by halves, the boxes are piled high and thus the fall from grace is hard, long…. and absolutely riveting. (Ivana’s support and love in such difficult circumstances is commendable: he is a truly blessed man).
Jaw-dropping Walmart scene
At least at the start of the film, Adam’s self-belief and confidence in himself is infectious. The peak of his bravado, and a jaw-dropping highpoint in the movie for me, was a scene filmed in Walmart. Shephard, in a case of “reverse shoplifting”, sneaks HIS books onto the bookshelves of Walmart. What happens when they then try to buy one? It’s a real eye-opener and worth watching the documentary for in its own right.
It’s an interesting legal position: if Walmart were to be upset about this scene, what on earth could they charge them with!? Littering?
Highs and lows.
Shephard seems to have talent as a speaker, and it struck me that he would be genuinely suited to a job in sales. In the movie we see him performing self-confidence-building pitches to young people (and, boy, could we sometimes use that in the UK post-Brexit). A few books sold. But another event barely breaking even. The pattern becomes familiar and, in a way, rather tragic.
There are unexpected highs and lows for Adam and Ivana along the way though, unrelated to the publishing story, and the filmmaker skillfully weaves them into the narrative to good effect.
Thought-provoking.
I watched this on a whim and thought I’d probably switch off after 10 minutes. Documentaries normally are not my thing! But no. It had me gripped to see how things would turn out – like watching a slow-motion car crash! The journey was well-worth the ride: a real page-turner you might say.
The democratization of publishing
The internet has brought many advantages to modern life, but perhaps one of the most interesting is the democratization of publishing. No longer is control in the hands of publishing houses, who might glance at and immediately dismiss new ideas in literature. It’s worth remembering that 12 publishing houses turned down J.K. Rowling’s draft for Harry Potter! Now anyone can be creative in writing and self-publish on the web. My own wife – Sue Mann – did just this, self-publishing the WW1 poems and reminiscences of two of her great-uncles. (It’s available from all good bookshops… oh, no…. actually just from here!) Are the poems artistically any good? I have no idea! Will it sell many copies? Clearly not! Was it a personal goal achieved in honouring their memory? Absolutely! Different people want different things from the medium.
Very ‘American’.
It’s probably down to the pioneer spirit, but as a generalisation Americans seem far more ambitious than Brits: or at least, more OPENLY ambitious. Whereas most Brits will quietly get on with building their careers, some Americans will go hell-for-leather towards their vision of “success” no matter the cost: no guts; no glory; and be noisy about it!
But for every J.K. Rowling or Bill Bryson there are several thousand writers who have ‘failed to launch’.
Here we follow two budding authors – one from California; the other from North Carolina – self-publishing their work and seeking sales.
One – Giles A (“Andy”) Anderson – has self-published a seemingly disturbing work called “Vidu” – the first of what he hopes will be a five-part series. He first talks from a ghoulish bookstore, speaking psycho-babble with the requisite hyperbole of an ‘artiste’. (It suggests how the books might read… but perhaps that’s misjudging). It comes then as a surprise when we find he doesn’t live alone in a coffin playing video games on his own, but has a lovely wife and two young and perfectly normal children. So his book is an “off the beaten track kinda book”, but the man seems well-grounded and following his dream in bite-size pieces.
Moral: Avoid the Travel Books
As is often the case though, the documentary homes in on, and spends most of its time with, the other author – Adam Shephard. Shephard is struggling to launch as an author and also – in parallel – wrestling with the Green Card process for his supportive and vivacious Croatian wife Ivana. The problem is that Shephard has written an extended travel blog: ten-a-penny on sites like WordPress.
I read a Forbes article last year that reported that – astonishingly – in a survey 11% of American respondents had never travelled outside of their home state and 40% had never left the country. For such a well-heeled country, the US is incredibly insular. So Shephard’s vision is to encourage youngsters to step outside of their comfort zone and jump on that plane to Guatemala. It’s a fine objective. But does anyone want to listen? And – crucially – is the book any good and commercial enough? As the famous ‘founder of self-publishing’, the late Dan Poynter (to who the film is dedicated) says “You can’t make any money off a travel book”.
The film never goes as far as having either of the featured books critically reviewed: that might have added some extra spice to the story (and possibly provoked some painful reactions). But the piles of unopened boxes in Adam’s clinically white storage facility rather speaks for itself. Since Shephard never seems to do anything by halves, the boxes are piled high and thus the fall from grace is hard, long…. and absolutely riveting. (Ivana’s support and love in such difficult circumstances is commendable: he is a truly blessed man).
Jaw-dropping Walmart scene
At least at the start of the film, Adam’s self-belief and confidence in himself is infectious. The peak of his bravado, and a jaw-dropping highpoint in the movie for me, was a scene filmed in Walmart. Shephard, in a case of “reverse shoplifting”, sneaks HIS books onto the bookshelves of Walmart. What happens when they then try to buy one? It’s a real eye-opener and worth watching the documentary for in its own right.
It’s an interesting legal position: if Walmart were to be upset about this scene, what on earth could they charge them with!? Littering?
Highs and lows.
Shephard seems to have talent as a speaker, and it struck me that he would be genuinely suited to a job in sales. In the movie we see him performing self-confidence-building pitches to young people (and, boy, could we sometimes use that in the UK post-Brexit). A few books sold. But another event barely breaking even. The pattern becomes familiar and, in a way, rather tragic.
There are unexpected highs and lows for Adam and Ivana along the way though, unrelated to the publishing story, and the filmmaker skillfully weaves them into the narrative to good effect.
Thought-provoking.
I watched this on a whim and thought I’d probably switch off after 10 minutes. Documentaries normally are not my thing! But no. It had me gripped to see how things would turn out – like watching a slow-motion car crash! The journey was well-worth the ride: a real page-turner you might say.

Bob Mann (459 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Sep 29, 2021
The most fun you can have with Jack Black’s penis.
In 1995, Joe Johnston (“The Rocketeer”, “Captain America: The First Avenger”) directed “Jumanji” – a quirky, fantastical and dark film starring the late, great Robin Williams that got a rough critical reception at the time of release, but was embraced by the public and has gone on to be a modern classic. So when it was announced that a sequel was in the works 22 years later, my first reaction was “Oh no… is nothing sacred?”. It’s fair to say that I went into this flick with extremely low expectations.
But I have to say that – given this low base – I was pleasantly surprised. It’s actually quite a fun fantasy film that I predict that older kids will adore.
Seriously kick-ass. Karen Gillan – or rather one of her stunt doubles – gets hands… er… feet on with an aggressive level-character.
Initially set (neatly) in 1995, a teen – Alex (Nick Jonas, of the Jonas Brothers) unearths the board game Jumanji where it ended up buried in beach-sand at the end of the last film. “Who plays board games any more?” he scoffs, which the game hears and morphs into a game cartridge. Cheesy? Yes, but no more crazy than the goings on of the first film. Back in 2017, four high-school teens – geeky Spencer (Alex Wolff, “Patriot’s Day“); sports-jock Fridge (Ser’Darius Blain); self-obsessed beauty Bethany (Madison Iseman); and self-conscious, nerdy and shy Martha (Morgan Turner) – find the game and are sucked into it, having to complete all the game levels before they can escape.
Bethany (Madison Iseman) wishing she had her phone out for a selfie of this.
But they are not themselves in the game; they adopt the Avatars they chose to play: Dr Bravestone (Dwayne Johnson, “San Andreas“); Moose Finbar (Kevin Hart, “Get Hard“); Ruby Roundhouse (Karen Gillan, “Dr Who”, “The Circle“; “Guardians of the Galaxy“); and Professor Shelly Oberon (Jack Black, “Sex Tape“, “Kong”). Can they combine their respective game talents – and suppress the human mental baggage they brought with them – to escape the game?
Avatars all. Kevin Hart, Dwayne Johnson, Karen Gillan and Jack Black.
There was a really dark time-travelling angle to the storyline of the original film – the traumatic start of Disney’s “Flight of the Navigator” was perhaps also borrowed from the concept in the book by Chris Van Allsburg. An attempt is made to recreate this in the sequel. I felt the first film rather pulled its punches though in favour of a Hollywood happy ending: will this be the case this time?
The film delivers laughs, but in a rather inconsistent fashion – it is mostly smile-worthy rather than laugh-out-loud funny. Much fun is had with the sex change of Bethany’s character, with Jack Black’s member featuring – erm – prominently. The characters all have strengths and weaknesses, like a game of Top Trumps, and this also entertains. But the most humour derives from the “three lives and it’s game over” device giving the opportunity for various grisly ends, often relating to the above referenced weaknesses.
A weakness for cake… something many of us have, but not quite to this extent.
Given the cast that’s been signed up, the acting is not exactly first rate although Karen Gillan shines as the brightest star. But “it’s not bloody Shakespeare” so ham-acting is not that much of a problem and the cast all have fun with their roles. Dwayne Johnson in particular gets to play out of character as the ‘nerd within the hunk’, and his “smouldering look” skill – arched eyebrow and all – is hilarious. Rhys Darby, looking so much like Hugh Jackman that I had to do several double takes, also turns up as an English game-guide in a Land Rover, and Bobby Cannavale (“Ant Man“) is Van Pelt, the villain of the piece.
There has been much controversy over Karen Gillan’s child-sized outfit. But she is clearly a parallel to the well-endowed Lara Croft, and young male teens didn’t play that game for the jungle scenery! She is meant to be a hot and sexy video game character, and man – does she deliver! Gillan is not just hot in the film: she is #lavahot. This makes her comic attempts at flirting lessons (as the internally conflicted Martha) especially funny. Hats off to her stunt doubles as well, for some awe-inspiring martial arts fight scenes.
Seeing treble. Karen Gillan (centre) with her talented stunt doubles Joanna Bennett and Jahnel Curfman.
Fans of “Lost” will delight in the Jumanji scenery, surely one of the most over-used film locations in Hawaii if not the world!
Where the film gets bogged down is in too much cod-faced philosophizing over the teenager’s “journeys”. This is laid on in such a clunky manner in the early (slow!) scenes that the script could have been significantly tightened up. And as I said above the script, written (rather obviously) by a raft of writers, could have been so much funnier. Most of the humour comes from visually seeing what’s happening: not from the dialogue.
Directed by Jake Kasdan (son of director and Star Wars/Raiders screenwriter Lawrence Kasdan) it’s really not half as bad as it could have been and certainly not as bad as I feared: I would gladly watch it again. For it’s target audience, which is probably kids aged 10 to 14, I think they will love it. And, unlike many holiday films, the parents won’t be totally bored either (especially the Dads, for the obvious misogynistic reasons outlined above!).
But I have to say that – given this low base – I was pleasantly surprised. It’s actually quite a fun fantasy film that I predict that older kids will adore.
Seriously kick-ass. Karen Gillan – or rather one of her stunt doubles – gets hands… er… feet on with an aggressive level-character.
Initially set (neatly) in 1995, a teen – Alex (Nick Jonas, of the Jonas Brothers) unearths the board game Jumanji where it ended up buried in beach-sand at the end of the last film. “Who plays board games any more?” he scoffs, which the game hears and morphs into a game cartridge. Cheesy? Yes, but no more crazy than the goings on of the first film. Back in 2017, four high-school teens – geeky Spencer (Alex Wolff, “Patriot’s Day“); sports-jock Fridge (Ser’Darius Blain); self-obsessed beauty Bethany (Madison Iseman); and self-conscious, nerdy and shy Martha (Morgan Turner) – find the game and are sucked into it, having to complete all the game levels before they can escape.
Bethany (Madison Iseman) wishing she had her phone out for a selfie of this.
But they are not themselves in the game; they adopt the Avatars they chose to play: Dr Bravestone (Dwayne Johnson, “San Andreas“); Moose Finbar (Kevin Hart, “Get Hard“); Ruby Roundhouse (Karen Gillan, “Dr Who”, “The Circle“; “Guardians of the Galaxy“); and Professor Shelly Oberon (Jack Black, “Sex Tape“, “Kong”). Can they combine their respective game talents – and suppress the human mental baggage they brought with them – to escape the game?
Avatars all. Kevin Hart, Dwayne Johnson, Karen Gillan and Jack Black.
There was a really dark time-travelling angle to the storyline of the original film – the traumatic start of Disney’s “Flight of the Navigator” was perhaps also borrowed from the concept in the book by Chris Van Allsburg. An attempt is made to recreate this in the sequel. I felt the first film rather pulled its punches though in favour of a Hollywood happy ending: will this be the case this time?
The film delivers laughs, but in a rather inconsistent fashion – it is mostly smile-worthy rather than laugh-out-loud funny. Much fun is had with the sex change of Bethany’s character, with Jack Black’s member featuring – erm – prominently. The characters all have strengths and weaknesses, like a game of Top Trumps, and this also entertains. But the most humour derives from the “three lives and it’s game over” device giving the opportunity for various grisly ends, often relating to the above referenced weaknesses.
A weakness for cake… something many of us have, but not quite to this extent.
Given the cast that’s been signed up, the acting is not exactly first rate although Karen Gillan shines as the brightest star. But “it’s not bloody Shakespeare” so ham-acting is not that much of a problem and the cast all have fun with their roles. Dwayne Johnson in particular gets to play out of character as the ‘nerd within the hunk’, and his “smouldering look” skill – arched eyebrow and all – is hilarious. Rhys Darby, looking so much like Hugh Jackman that I had to do several double takes, also turns up as an English game-guide in a Land Rover, and Bobby Cannavale (“Ant Man“) is Van Pelt, the villain of the piece.
There has been much controversy over Karen Gillan’s child-sized outfit. But she is clearly a parallel to the well-endowed Lara Croft, and young male teens didn’t play that game for the jungle scenery! She is meant to be a hot and sexy video game character, and man – does she deliver! Gillan is not just hot in the film: she is #lavahot. This makes her comic attempts at flirting lessons (as the internally conflicted Martha) especially funny. Hats off to her stunt doubles as well, for some awe-inspiring martial arts fight scenes.
Seeing treble. Karen Gillan (centre) with her talented stunt doubles Joanna Bennett and Jahnel Curfman.
Fans of “Lost” will delight in the Jumanji scenery, surely one of the most over-used film locations in Hawaii if not the world!
Where the film gets bogged down is in too much cod-faced philosophizing over the teenager’s “journeys”. This is laid on in such a clunky manner in the early (slow!) scenes that the script could have been significantly tightened up. And as I said above the script, written (rather obviously) by a raft of writers, could have been so much funnier. Most of the humour comes from visually seeing what’s happening: not from the dialogue.
Directed by Jake Kasdan (son of director and Star Wars/Raiders screenwriter Lawrence Kasdan) it’s really not half as bad as it could have been and certainly not as bad as I feared: I would gladly watch it again. For it’s target audience, which is probably kids aged 10 to 14, I think they will love it. And, unlike many holiday films, the parents won’t be totally bored either (especially the Dads, for the obvious misogynistic reasons outlined above!).

Purple Phoenix Games (2266 KP) rated Boy Band Builder: The Card Game in Tabletop Games
Dec 21, 2021
When researching and requesting games to review and preview, I sometimes need to clarify my stance on certain things. Perhaps my thoughts on climate change, or my interest in European door decorations, or, in this case, my preferences on the era of boy bands past which we recently (and thankfully) have evolved. I was assured that my distaste for the music genre would not negatively influence my enjoyment of this game. After my plays, I must agree.
Boy Band Builder (BBB from here out) is a card drafting and band-building game for two to four players. In it, players are band managers tasked with creating the next big group of talented and attractive boys, with the winner of the game being they who earn the most money from assembling the best band and playing the most lucrative gigs.
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, separate the cards by type and shuffle each stack independently. The Gigs deck is placed on the table with four Gigs displayed from the top of the deck. The Artists and Star decks are placed on the table and each player is dealt three Star cards to start the game. It is now setup and managers are ready to build bands… of boys!
BBB is played over a series of rounds, where each player will take two actions each turn. These actions are Audition, Draw Star Cards, Play a Star Card, and Do a Gig. When a manager Auditions boys for the band, they draw the top three Artist cards, choose one to add to their band, and then discard the rest to the bottom of the deck. The cost to add the boy to the band is shown in the upper right hand corner and represents the number of Star cards to be discarded from hand. Artists are added to band (tableau) and ready to begin rehearsing. At least, I hope they are rehearsing.
Additionally, the active manager may Draw Star Cards to increase their hand. Simply draw two Star cards from the top of the deck. Alternatively, the manager may choose to Play a Star Card for its stats by slipping the card under a boy to increase his level of Pipes, Moves, Heat, or Cool stats (check out the photo below where I went hard on buffing Old Frank).
Finally, if the boy band members currently possess the appropriate amount of stats, the manager may choose to Do a Gig. They choose one of the face-up Gigs cards, take it to their score pile (assuming they possess the correct type and number of stats), and then do a little dance to celebrate a completed Gig. To signify the end of their turn, the active manager draws a Star card and passes to the next player. The game ends once the appropriate number of Gigs have been completed by a manager, as detailed in the rules per number of players. The manager with the highest total of money earned from Gigs cards is the winner, and receives all the Grammy nominations afforded to them.
Components. This is a bunch of cards in a tuckbox. The cards are all fine, but the true hero here is the artwork. I cannot express how much I appreciate the decision to keep the art style modern, and the faces blank. I believe it is mostly due to the fact that all of us who were not in boy bands were all a bit jealous of those who were, but I will publicly state that my official opinion is because these boys don’t really need faces. Body language speaks volumes, and the art style reflects that extremely well. Mad props from me on the artwork.
The gameplay here is very intuitive, even though I had a couple questions that were not made clear in the rulebook. You need Star cards in order to buff Boys so they can do Gigs, and making sure that your band has all the right stats to complete the more profitable Gigs. I believe the game lasts an appropriate amount of time; it does NOT overstay its welcome, which is a huge thing for a filler game such as this. I do wish there were more off-the-wall characters like Old Frank and Lil’Hop, and I also wish the Star cards’ backgrounds were a little more interesting to look at, but the game ultimately looks good and plays well too. There are a few extra surprises to be found in the game that I will let our readers discover, including some Take That card that can hinder opponents.
Boy Band Builder can be super quick and competitive, or can be more leisurely and relaxed. This is a great thing for a cute little card game, and though the theme is something with which I am not at all enamored, a love for boy bands is not required to enjoy Boy Band Builder. I can see myself breaking this out with the right people, but I don’t necessarily foresee having this on stand-by for every game night. If you are in the market for a uniquely-themed card game you can chair dance while playing, then check out Boy Band Builder. It can be found on the Amazon store by clicking this link. Enjoy!
Boy Band Builder (BBB from here out) is a card drafting and band-building game for two to four players. In it, players are band managers tasked with creating the next big group of talented and attractive boys, with the winner of the game being they who earn the most money from assembling the best band and playing the most lucrative gigs.
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, separate the cards by type and shuffle each stack independently. The Gigs deck is placed on the table with four Gigs displayed from the top of the deck. The Artists and Star decks are placed on the table and each player is dealt three Star cards to start the game. It is now setup and managers are ready to build bands… of boys!
BBB is played over a series of rounds, where each player will take two actions each turn. These actions are Audition, Draw Star Cards, Play a Star Card, and Do a Gig. When a manager Auditions boys for the band, they draw the top three Artist cards, choose one to add to their band, and then discard the rest to the bottom of the deck. The cost to add the boy to the band is shown in the upper right hand corner and represents the number of Star cards to be discarded from hand. Artists are added to band (tableau) and ready to begin rehearsing. At least, I hope they are rehearsing.
Additionally, the active manager may Draw Star Cards to increase their hand. Simply draw two Star cards from the top of the deck. Alternatively, the manager may choose to Play a Star Card for its stats by slipping the card under a boy to increase his level of Pipes, Moves, Heat, or Cool stats (check out the photo below where I went hard on buffing Old Frank).
Finally, if the boy band members currently possess the appropriate amount of stats, the manager may choose to Do a Gig. They choose one of the face-up Gigs cards, take it to their score pile (assuming they possess the correct type and number of stats), and then do a little dance to celebrate a completed Gig. To signify the end of their turn, the active manager draws a Star card and passes to the next player. The game ends once the appropriate number of Gigs have been completed by a manager, as detailed in the rules per number of players. The manager with the highest total of money earned from Gigs cards is the winner, and receives all the Grammy nominations afforded to them.
Components. This is a bunch of cards in a tuckbox. The cards are all fine, but the true hero here is the artwork. I cannot express how much I appreciate the decision to keep the art style modern, and the faces blank. I believe it is mostly due to the fact that all of us who were not in boy bands were all a bit jealous of those who were, but I will publicly state that my official opinion is because these boys don’t really need faces. Body language speaks volumes, and the art style reflects that extremely well. Mad props from me on the artwork.
The gameplay here is very intuitive, even though I had a couple questions that were not made clear in the rulebook. You need Star cards in order to buff Boys so they can do Gigs, and making sure that your band has all the right stats to complete the more profitable Gigs. I believe the game lasts an appropriate amount of time; it does NOT overstay its welcome, which is a huge thing for a filler game such as this. I do wish there were more off-the-wall characters like Old Frank and Lil’Hop, and I also wish the Star cards’ backgrounds were a little more interesting to look at, but the game ultimately looks good and plays well too. There are a few extra surprises to be found in the game that I will let our readers discover, including some Take That card that can hinder opponents.
Boy Band Builder can be super quick and competitive, or can be more leisurely and relaxed. This is a great thing for a cute little card game, and though the theme is something with which I am not at all enamored, a love for boy bands is not required to enjoy Boy Band Builder. I can see myself breaking this out with the right people, but I don’t necessarily foresee having this on stand-by for every game night. If you are in the market for a uniquely-themed card game you can chair dance while playing, then check out Boy Band Builder. It can be found on the Amazon store by clicking this link. Enjoy!

Connor Sheffield (293 KP) rated Assassin's Creed: The Official Movie Novelization in Books
May 21, 2017
Descriptive Writing brings out so much more information (6 more)
Characters and settings remain true in the adaptation
(Special Edition) Short stories to give more information and characters to the film
Action sequences are beautifully written
(Special Edition) Behind the Scenes stuff
(Special Edition) Beautiful Concept Art
(Special Edition) An overview of the Spanish Inquistion and the historical accuracy of the film
Bringing forth what the movie could not
So, as you all know this film, and this franchise, are my favourites, so my opinion is somewhat bias, but please understand that I know that the movie is in no way perfect or close to perfect of what it could have been, but I love what they have done.
With that said, I turned my attention to the novel, and pre-ordered the special edition because I knew it would make a great addition to my collection of Assassin's Creed novels, and I wanted everything I could possibly get from the novel. I love all the behind the scenes features on a DVD/Blu Ray and when I heard that this book contained some BHS content I wanted it so badly that I made sure I got the special edition despite the addition to the price.
The adaptation of the Film to the novel, is incredible. When Movies are adapted from Books, there will always be the person with you that says "The Book is always better". Sometimes, in the vice versa of this situation, when books are adapted from films, it doesn't always add anything more to make the film's plot better, or give you anything else to think about. This book is something else entirely.
In the movie we are introduced to so many characters, and so many sub plots that just can't be explored in the film itself, because it would be what I and others like to call, a cluster fuck. There would far too much going on, and people already seemed confused by the simple plot of the film, that the addition of these subplots would have given them a headache and everything they needed to see to enjoy the movie would be lost even further, as people would walk out of the cinemas saying "What the heck did I just watch?". Books allow the writer and the reader the freedom to explore these subplots and open up our experience to these other characters such as Moussa, Emir, Nathan, and Lin. If you don't even know these names, that's because the film didn't get the opportunity to express to you the importance of these names, whilst introducing them in a way that you only really remember them as, 'The other assassins in the facility who organize the breakout of Abstergo finale'.
However these characters each have their own Assassin ancestors, at least two of which are heavily connected to the video games. Lin's ancestor, is Shao Jun, the protagonist who you play as in Assassin's Creed Chronicles: China. Emir's ancestor, is a Turkish Assassin named Yusuf, the same Yusuf who you befriend in Assassin's Creed: Revelations, whilst playing as an older Ezio Auditore in his final video game to end the Ezio Trilogy. In the movie's special features, there is a deleted scene in which Cal is able to see these ancestors, during the common room scene as he is trying to eat his steak. However it was taken out due to it not making much sense for him to be able to see other people ancestors via the bleeding effect. The novel on the other hand, doesn't need this scene, and instead the reader is treated to the thoughts and a little backstory to each of these modern day assassins, and how they had felt after being introduced to their ancestors, and how they connected to them through their own lives.
We learn even more about the films central characters as well, mainly Aguilar, Sofia and Callum Lynch, and the novel adaptation gives us a new view on their relationship as a whole. Sofia feels emotions she has never felt with other patients. Callum has a lot running through his mind that just can't be spoken or portrayed in the film. Aguilar's relationship to his fellow Assassin Maria is opened up to us, with us learning that they had been very intimate, and that despite never truly portraying their love for one another, the two assassins knew what the other was thinking and they moved and thought in unison with one another, which makes the final memory sequence, that much more heart breaking, and powerful.
The book grants us access to everything, and this is what makes it such a thrilling read. From start to finish I just wanted to read on and on, despite how heavy my eyes felt at night, tucked up in bed. It grips you and pulls you into the exciting journey of the beautifully written emotional rollercoster. Christie Golden, known for her own literary work and for her work on other franchise based novels, including Star Wars, World of Warcraft and Star Trek, has done a fantastic job at expanded the movie into a new experience, which even I wasn't expecting, and I've watched the film twice in the cinema and about 7 times since the day of it's digital release, March 10, 2017. I really do love this book and everything it has to offer.
My only bad point, which is personal to me, as I have theories about certain points of this movie, and I was hoping it would help answer some of my theories. However, whilst it expanded on them a little, giving more evidence to support one of my theories, it simply left more questions than answers. That is no fault of the writer or her work, but simply to my own inquisitive mind. The book overall has no faults in my opinion.
If you enjoyed the movie, you'll love the book more. If you didn't enjoy the movie, give the book a try. It might surprise you.
With that said, I turned my attention to the novel, and pre-ordered the special edition because I knew it would make a great addition to my collection of Assassin's Creed novels, and I wanted everything I could possibly get from the novel. I love all the behind the scenes features on a DVD/Blu Ray and when I heard that this book contained some BHS content I wanted it so badly that I made sure I got the special edition despite the addition to the price.
The adaptation of the Film to the novel, is incredible. When Movies are adapted from Books, there will always be the person with you that says "The Book is always better". Sometimes, in the vice versa of this situation, when books are adapted from films, it doesn't always add anything more to make the film's plot better, or give you anything else to think about. This book is something else entirely.
In the movie we are introduced to so many characters, and so many sub plots that just can't be explored in the film itself, because it would be what I and others like to call, a cluster fuck. There would far too much going on, and people already seemed confused by the simple plot of the film, that the addition of these subplots would have given them a headache and everything they needed to see to enjoy the movie would be lost even further, as people would walk out of the cinemas saying "What the heck did I just watch?". Books allow the writer and the reader the freedom to explore these subplots and open up our experience to these other characters such as Moussa, Emir, Nathan, and Lin. If you don't even know these names, that's because the film didn't get the opportunity to express to you the importance of these names, whilst introducing them in a way that you only really remember them as, 'The other assassins in the facility who organize the breakout of Abstergo finale'.
However these characters each have their own Assassin ancestors, at least two of which are heavily connected to the video games. Lin's ancestor, is Shao Jun, the protagonist who you play as in Assassin's Creed Chronicles: China. Emir's ancestor, is a Turkish Assassin named Yusuf, the same Yusuf who you befriend in Assassin's Creed: Revelations, whilst playing as an older Ezio Auditore in his final video game to end the Ezio Trilogy. In the movie's special features, there is a deleted scene in which Cal is able to see these ancestors, during the common room scene as he is trying to eat his steak. However it was taken out due to it not making much sense for him to be able to see other people ancestors via the bleeding effect. The novel on the other hand, doesn't need this scene, and instead the reader is treated to the thoughts and a little backstory to each of these modern day assassins, and how they had felt after being introduced to their ancestors, and how they connected to them through their own lives.
We learn even more about the films central characters as well, mainly Aguilar, Sofia and Callum Lynch, and the novel adaptation gives us a new view on their relationship as a whole. Sofia feels emotions she has never felt with other patients. Callum has a lot running through his mind that just can't be spoken or portrayed in the film. Aguilar's relationship to his fellow Assassin Maria is opened up to us, with us learning that they had been very intimate, and that despite never truly portraying their love for one another, the two assassins knew what the other was thinking and they moved and thought in unison with one another, which makes the final memory sequence, that much more heart breaking, and powerful.
The book grants us access to everything, and this is what makes it such a thrilling read. From start to finish I just wanted to read on and on, despite how heavy my eyes felt at night, tucked up in bed. It grips you and pulls you into the exciting journey of the beautifully written emotional rollercoster. Christie Golden, known for her own literary work and for her work on other franchise based novels, including Star Wars, World of Warcraft and Star Trek, has done a fantastic job at expanded the movie into a new experience, which even I wasn't expecting, and I've watched the film twice in the cinema and about 7 times since the day of it's digital release, March 10, 2017. I really do love this book and everything it has to offer.
My only bad point, which is personal to me, as I have theories about certain points of this movie, and I was hoping it would help answer some of my theories. However, whilst it expanded on them a little, giving more evidence to support one of my theories, it simply left more questions than answers. That is no fault of the writer or her work, but simply to my own inquisitive mind. The book overall has no faults in my opinion.
If you enjoyed the movie, you'll love the book more. If you didn't enjoy the movie, give the book a try. It might surprise you.

Mothergamer (1568 KP) rated the PC version of The Elder Scrolls V: Skyrim in Video Games
Apr 3, 2019
I know. How is it that I had never played Skyrim until now? Many of my friends asked this. The only answer I have is that I had a ton of other games I was playing at the time so I just never got around to it. With the remaster, I figured this would be a great time to play it so I got the special edition for PS4 and I was excited to start my adventure.
Having ten different races to choose from is very cool and I decided on Wood Elf for my first play through, but for my next one I do want to play as a Khajiit (cat race) because they sound quite interesting. I was a little disappointed while creating my Wood Elf that the faces looked rather harsh and every expression looked like she was angry and ready to smash your face. It wasn't a big deal, but I wondered about the idea behind that design. Having played Elder Scrolls Online, the character design for the Elves has improved a lot, so maybe it had something to do with their design engine.
I did manage to create my character the way I liked eventually and once I was satisfied, I decided it was time for Pirotess to start her adventure (yes, I'm a Record of Lodoss War fan so I'm always Pirotess) and start exploring the world of Tamriel.
My Wood Elf Pirotess, ready for adventure!
There is so much to see and do in Skyrim. The game itself is huge and then you add the DLCs and there's even more to do. I got the initial introduction tutorial out of the way and the set up for the main story and then I ran around picking up quests. Between the radiant quests, side quests, and guild quests you never run out of adventures. I liked the Thieves Guild quests a lot because the story line for it was interesting. The Dark Brotherhood quests were also fun to do because of the great story content. My favorite armor was the Nightingale armor which was a reward for completing the Thieves Guild story line. I also liked my Dark Brotherhood mount which I jokingly called demon horse. His name was Shadowmere however and he was cool. He would go everywhere with me and he would even fight enemies with me which I thought was fantastic.
The Nightingale armor is the best!
If you want to take a break from adventuring, you can do things like crafting or build your own house with the Hearthfire DLC. You can also get married and adopt children with Hearthfire. This was one of the things that I found showed off the beauty of the gameplay in Skyrim. You can do as much or as little of the main story quests as you want. You can just run around crafting things, do side quests, or go hunting dragons. It's entirely up to you and gives you a vast amount of freedom for exploration and discovery. For me, it made the game a lot of fun and I just enjoyed running around discovering new places.
I also loved battling all the dragons and finding all the dragon shouts for my Dragonborn character. The battles are epic and the controls handle very smoothly. I love it when a game has great game controls and good camera angles. It definitely makes fighting a huge dragon easier. I enjoyed playing with all the different dragon shouts seeing what each one did. My favorites were frost breath and dragon aspect. Because of that exploration freedom level grinding was not a chore at all. I was just having fun and enjoying the game.
Taking down a dragon.
The environments are beautiful. I would find myself stopping often just to look around the different areas I was in because they are so well done. Whether it was a forest, snowy peak, or Dwarven ruin it always looked amazing and no two places looked alike. The musical soundtrack is amazing too setting the right atmosphere for each moment in the game.
You get followers too, but you can only have one at a time with you. Unfortunately if they die, they're dead for good unless you have the mods. I learned that the hard way with a couple of mine as they suffered from death by dragon. Most of the time, I just wandered alone because sometimes the followers would do stupid things like step on a switch and set off a trap. Once in a while I would take a follower with me just to change things up, usually a mage because they were useful for fighting dragons.
A beautiful view in Skyrim.
I enjoyed the main story in Skyrim as well. The lore was intriguing and some of the reveals about certain characters made for a great story. I also liked that a couple of the dragons were allies of a sort. I thought the dragon Paarthurnax was very cool and learning a few dragon shouts from him was fun. I was also thrilled that Pirotess got to fly on a dragon also. It was quite a sight! I finished the main story and it was a great finish to a fantastic story.
Pirotess chatting with Paarthurnax.
While the main story is finished, there's still a ton of things for me to do. I'm currently playing the Dawnguard and Dragonborn DLC as well as more side quests. I'm also enjoying crafting and building my houses with the Hearthfire DLC. For me, Skyrim is a blast to play and I love that there's always something going on and I continue to explore and have fun. There's always interesting things to see and I can't wait to play as a Khajiit for my next play through. Skyrim is a great game and I'm glad I finally got a chance to play it.
Having ten different races to choose from is very cool and I decided on Wood Elf for my first play through, but for my next one I do want to play as a Khajiit (cat race) because they sound quite interesting. I was a little disappointed while creating my Wood Elf that the faces looked rather harsh and every expression looked like she was angry and ready to smash your face. It wasn't a big deal, but I wondered about the idea behind that design. Having played Elder Scrolls Online, the character design for the Elves has improved a lot, so maybe it had something to do with their design engine.
I did manage to create my character the way I liked eventually and once I was satisfied, I decided it was time for Pirotess to start her adventure (yes, I'm a Record of Lodoss War fan so I'm always Pirotess) and start exploring the world of Tamriel.
My Wood Elf Pirotess, ready for adventure!
There is so much to see and do in Skyrim. The game itself is huge and then you add the DLCs and there's even more to do. I got the initial introduction tutorial out of the way and the set up for the main story and then I ran around picking up quests. Between the radiant quests, side quests, and guild quests you never run out of adventures. I liked the Thieves Guild quests a lot because the story line for it was interesting. The Dark Brotherhood quests were also fun to do because of the great story content. My favorite armor was the Nightingale armor which was a reward for completing the Thieves Guild story line. I also liked my Dark Brotherhood mount which I jokingly called demon horse. His name was Shadowmere however and he was cool. He would go everywhere with me and he would even fight enemies with me which I thought was fantastic.
The Nightingale armor is the best!
If you want to take a break from adventuring, you can do things like crafting or build your own house with the Hearthfire DLC. You can also get married and adopt children with Hearthfire. This was one of the things that I found showed off the beauty of the gameplay in Skyrim. You can do as much or as little of the main story quests as you want. You can just run around crafting things, do side quests, or go hunting dragons. It's entirely up to you and gives you a vast amount of freedom for exploration and discovery. For me, it made the game a lot of fun and I just enjoyed running around discovering new places.
I also loved battling all the dragons and finding all the dragon shouts for my Dragonborn character. The battles are epic and the controls handle very smoothly. I love it when a game has great game controls and good camera angles. It definitely makes fighting a huge dragon easier. I enjoyed playing with all the different dragon shouts seeing what each one did. My favorites were frost breath and dragon aspect. Because of that exploration freedom level grinding was not a chore at all. I was just having fun and enjoying the game.
Taking down a dragon.
The environments are beautiful. I would find myself stopping often just to look around the different areas I was in because they are so well done. Whether it was a forest, snowy peak, or Dwarven ruin it always looked amazing and no two places looked alike. The musical soundtrack is amazing too setting the right atmosphere for each moment in the game.
You get followers too, but you can only have one at a time with you. Unfortunately if they die, they're dead for good unless you have the mods. I learned that the hard way with a couple of mine as they suffered from death by dragon. Most of the time, I just wandered alone because sometimes the followers would do stupid things like step on a switch and set off a trap. Once in a while I would take a follower with me just to change things up, usually a mage because they were useful for fighting dragons.
A beautiful view in Skyrim.
I enjoyed the main story in Skyrim as well. The lore was intriguing and some of the reveals about certain characters made for a great story. I also liked that a couple of the dragons were allies of a sort. I thought the dragon Paarthurnax was very cool and learning a few dragon shouts from him was fun. I was also thrilled that Pirotess got to fly on a dragon also. It was quite a sight! I finished the main story and it was a great finish to a fantastic story.
Pirotess chatting with Paarthurnax.
While the main story is finished, there's still a ton of things for me to do. I'm currently playing the Dawnguard and Dragonborn DLC as well as more side quests. I'm also enjoying crafting and building my houses with the Hearthfire DLC. For me, Skyrim is a blast to play and I love that there's always something going on and I continue to explore and have fun. There's always interesting things to see and I can't wait to play as a Khajiit for my next play through. Skyrim is a great game and I'm glad I finally got a chance to play it.

Purple Phoenix Games (2266 KP) rated Journey of the Emperor in Tabletop Games
Jun 13, 2019
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.
We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.
So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.
On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!
While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…
Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.
DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.
This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.
So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.
On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!
While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…
Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.
DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.
This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.

Chris Sawin (602 KP) rated A Clockwork Orange (1971) in Movies
Jun 15, 2019
Alex DeLarge (Malcolm McDowell) is your average eighteen year old boy...if by average, you mean he fully embraces the old ultraviolence and wanders the streets with his three droogs causing havoc and doing whatever he likes; skipping school, breaking and entering, rape, and assault is just another average day in Alex's life. However, when a planned rape turns into an "accidental" murder, things start to turn fowl for Alex. His droogs turn on him and he winds up being caught by the police. He is then taken to a correctional facility where he spends the next few years, puts on the front that he's fully embraced the bible and that he's now a changed man. But when word makes round of the experimental Ludovico treatment, Alex realizes his chance at freedom and jumps through the proper hoops to get out of the penitentiary he finds himself in and get into the experimental facility where he can be "cured."
Alex is promised that he'll be a free man within a fortnight. The treatment consists of a drug known as Serum 114 being injected into the patient before making them sit through short films such as a man being beaten to a pulp, a woman being the sexual victim of several men, and a Nazi concentration camp film set to the soundtrack of Beethoven's ninth symphony. Alex begins to feel sick during the films and the doctors insist that it's part of the cure. Alex's love for music and Beethoven in general become one of the adverse effects of the treatment as the ninth symphony has the same effect on Alex as the urge to beat or rape someone would. Alex soon comes to realize that you can never go home again and that being a free man isn't all it's cracked up to be, especially after a treatment such as this.
It took 37 years after its initial theatrical release and 24 years of being alive on this planet (the original viewing of this film was in 2008) to finally get around to seeing A Clockwork Orange. The film starts and it makes the viewer feel like they've missed something entirely that everyone else already knows about, but as the film unravels it snowballs into a unique vision of cinema. There are shades of Altered States in A Clockwork Orange, but A Clockwork Orange feels much more polarizing in its presentation in comparison. Stanley Kubrick tries to shine this spotlight of beauty onto the most heinous of actions as the film’s classical score becomes the soundtrack to ferocious and almost inhuman desires. This is Kubrick’s adaptation of the 1962 novel of the same name written by Anthony Burgess and it’s incredible how the film is able to remain captivating over a two hour period.
The film has a stunning restoration on the two-disc Blu-ray anniversary edition. Kubrick always had a brilliant eye when it came to perspective and camera placement; the majority of that could be contributed to Kubrick’s frequent collaborations with cinematographer John Alcott. The long hallway shots and close-ups on memorably haunting facial expressions are some of the most significant scenes in the film. A Clockwork Orange is loaded with vibrant colors that make every frame jump off the screen despite the film nearing half a century in age. This was the first film to take advantage of Dolby Digital surround sound, which contributes to the film sounding as good as it does.
Even with Stanley Kubrick as director, A Clockwork Orange wouldn’t be the same without Malcolm McDowell. McDowell fits the Alex DeLarge role as perfectly as Robert Downey Jr fits Tony Stark; these actors are these characters. The speeches McDowell gives in the film along with how traumatized he is after the treatment process are two of the biggest takeaways after viewing the film. This was one of McDowell’s first on-screen roles, which is surprising given how enthralling he is. You will never think of, “Singin’ in the Rain,” the same way again after viewing A Clockwork Orange.
A Clockwork Orange is a unique expedition into insanity no matter how you look at it. The dialogue is unusual and the characters are this fantastic blend of bizarre and diabolical, but the film is consistently engrossing and never seems to lag. Prior to 1986, the A Clockwork Orange novel was published in the US without its final chapter and that’s the version of the film Kubrick adapted. Anthony Burgess praised Kubrick’s version of the film despite this, which is more than what Stephen King did with Kubrick’s adaptation of The Shining. Every shot in A Clockwork Orange grabs your attention largely in part to how it’s presented or the colors that leap off the screen. The novel is written in a way that’s difficult to read and that often translates on-screen. Like most of Kubrick’s work, A Clockwork Orange is for a specific audience. It is perhaps what Malcolm McDowell is known best for and probably shouldn’t be recommended to just anyone since it would likely soar over a modern day moviegoer. This isn’t the type of film to have on in the background while you text or play games on your phone. Ultraviolence is something you have to embrace and give your undivided attention to.
This is viewed by some as one of the greatest sci-fi films ever by some, but it isn’t any less pretentious than the rest of Stanley Kubrick’s work. A Clockwork Orange is mesmerizing with a performance from Malcolm McDowell that leaves a long lasting impact, but its affinity to utilize difficult to decipher jargon, nonstop innuendo being slammed into your face, and overuse of animalistic violence shackles the film from being more appealing to a wider audience. From a personal standpoint, A Clockwork Orange is one of Kubrick's best but it's easy to understand why it wouldn't be for everyone.
Alex is promised that he'll be a free man within a fortnight. The treatment consists of a drug known as Serum 114 being injected into the patient before making them sit through short films such as a man being beaten to a pulp, a woman being the sexual victim of several men, and a Nazi concentration camp film set to the soundtrack of Beethoven's ninth symphony. Alex begins to feel sick during the films and the doctors insist that it's part of the cure. Alex's love for music and Beethoven in general become one of the adverse effects of the treatment as the ninth symphony has the same effect on Alex as the urge to beat or rape someone would. Alex soon comes to realize that you can never go home again and that being a free man isn't all it's cracked up to be, especially after a treatment such as this.
It took 37 years after its initial theatrical release and 24 years of being alive on this planet (the original viewing of this film was in 2008) to finally get around to seeing A Clockwork Orange. The film starts and it makes the viewer feel like they've missed something entirely that everyone else already knows about, but as the film unravels it snowballs into a unique vision of cinema. There are shades of Altered States in A Clockwork Orange, but A Clockwork Orange feels much more polarizing in its presentation in comparison. Stanley Kubrick tries to shine this spotlight of beauty onto the most heinous of actions as the film’s classical score becomes the soundtrack to ferocious and almost inhuman desires. This is Kubrick’s adaptation of the 1962 novel of the same name written by Anthony Burgess and it’s incredible how the film is able to remain captivating over a two hour period.
The film has a stunning restoration on the two-disc Blu-ray anniversary edition. Kubrick always had a brilliant eye when it came to perspective and camera placement; the majority of that could be contributed to Kubrick’s frequent collaborations with cinematographer John Alcott. The long hallway shots and close-ups on memorably haunting facial expressions are some of the most significant scenes in the film. A Clockwork Orange is loaded with vibrant colors that make every frame jump off the screen despite the film nearing half a century in age. This was the first film to take advantage of Dolby Digital surround sound, which contributes to the film sounding as good as it does.
Even with Stanley Kubrick as director, A Clockwork Orange wouldn’t be the same without Malcolm McDowell. McDowell fits the Alex DeLarge role as perfectly as Robert Downey Jr fits Tony Stark; these actors are these characters. The speeches McDowell gives in the film along with how traumatized he is after the treatment process are two of the biggest takeaways after viewing the film. This was one of McDowell’s first on-screen roles, which is surprising given how enthralling he is. You will never think of, “Singin’ in the Rain,” the same way again after viewing A Clockwork Orange.
A Clockwork Orange is a unique expedition into insanity no matter how you look at it. The dialogue is unusual and the characters are this fantastic blend of bizarre and diabolical, but the film is consistently engrossing and never seems to lag. Prior to 1986, the A Clockwork Orange novel was published in the US without its final chapter and that’s the version of the film Kubrick adapted. Anthony Burgess praised Kubrick’s version of the film despite this, which is more than what Stephen King did with Kubrick’s adaptation of The Shining. Every shot in A Clockwork Orange grabs your attention largely in part to how it’s presented or the colors that leap off the screen. The novel is written in a way that’s difficult to read and that often translates on-screen. Like most of Kubrick’s work, A Clockwork Orange is for a specific audience. It is perhaps what Malcolm McDowell is known best for and probably shouldn’t be recommended to just anyone since it would likely soar over a modern day moviegoer. This isn’t the type of film to have on in the background while you text or play games on your phone. Ultraviolence is something you have to embrace and give your undivided attention to.
This is viewed by some as one of the greatest sci-fi films ever by some, but it isn’t any less pretentious than the rest of Stanley Kubrick’s work. A Clockwork Orange is mesmerizing with a performance from Malcolm McDowell that leaves a long lasting impact, but its affinity to utilize difficult to decipher jargon, nonstop innuendo being slammed into your face, and overuse of animalistic violence shackles the film from being more appealing to a wider audience. From a personal standpoint, A Clockwork Orange is one of Kubrick's best but it's easy to understand why it wouldn't be for everyone.

Christina Haynes (148 KP) rated Wonder Woman: Warbringer in Books
Feb 10, 2018
WONDER WOMAN - WARBRINGER by LEIGH BARDUGO
Contains spoilers, click to show
Wonder Woman also known as Diana Prince is an Amazon warrior destined to save to world and to later become a member of the Justice League.
But before that, like every story, she had a beginning and Leigh Bardugo gives her a just that.
The beginning of the book and the start of Diana’s story lies her home, Themyscira. Located in the Aegean Sea - Greece. Legend has it that the Amazons were given the island by the Gods after they freed themselves and fought Ares after being enslaved. But that’s just one version. Alike with most stories, there is more than one tale, as most myths and legends are like stories. Like the game we all played at school, Chinese whispers where we whispered something to the person next to us and they did the same till the last person said something like “I eat orange peel and make shoes out of it” when you actually said “I’m hungry and I want a cup of tea”
But back to the book, Princess Diana doesn’t feel she is an Amazon truly. Yes, she was born on the island (although she was actually made out of clay and blessed by the Gods to come to life) and is immortal like the other Amazons. She did not fight and die heroically in a battle like every other Amazon warrior did including her mother Queen Hippolyta.
Because of this Diana is teased daily by Amazon warrior Tek who is basically one of the strongest Amazon warriors and also the bravest. Diana believes that if she wins the race at the Nemeseian games that the Amazons compete in she will be able to show them she is both brave and strong. This would also impress her mother and obviously Tek and then she might just stop being so mean to Diana.
However whilst she is running in the race she sees a boat sinking and hears a stream, from a girl. Although the Amazons are used to seeing this sort of thing happen, along with plane crashes etc. Something stops Diana enough to turn around, run and jump into the sea below her and save the girl. Alia.
Themyscira, as we all know, is a secret island, a place where only the Gods and Amazons know about. Again we know about it from stories and legends, we don’t know exactly where it is. Say it’s like living in a snow globe, except you can’t see inside it. Basically when the ship started to sink the crew and passengers onboard had no idea what so ever that they were next to this mysterious paradise island.
Diana saves Alia and brings her to shore leaving her in a cave till she can come back and help take her back to land. Diana needs to head back to the race in case someone sees she is missing, and being the Princess she needs to be there by the Queen's side to congratulate the winner seeing as Diana clearly hasn’t won.
Back with her mother, they congratulate the winner and then enjoy the feast laid out in front of them. Not long after her best friend Mauve gets ill - which I might add, no-one ever does! The island also starts to move like there is an earthquake happening - which again does happen, ever!
The Amazons start to evacuate the island and head of to see the Oracle. Diana runs as fast as she can to get to see the Oracle before her mother and Tek get there first and find out that she has saved Alia.
Because the island is a mystery and they have no contact with the outside world, they aren’t allowed to save anyone and interfere with the mortal world. That means they can’t bring anyone to the island or the Amazon could be banished from Themyscira.
Once Diana reaches the Oracle and after she has got through the normal routine of giving something to the Oracle and listening to the riddle instead of answers, she soon learns that Aila is a Warbringer, a descendant of Helen of Troy. Being a Warbringer entails having war in your blood. All wars have been caused by a Warbringer and Alia is the next one.
“When a Warbringer is born, destruction is inevitable. One has been the catalyst for every great conflict in the World of Man. With the coming of the new moon, Alia’s powers will reach their apex, and war will come. Unless she dies before then.” - Oracle to Diana pg 43.
Diana then asks the Oracle three questions;
1. How do I save Themyscira?
2. How do I save Alia’s life?
3. How do I save everyone
To which the Oracle's answers;
1. Do nothing
2. You must not
3. “The Warbringer must reach the spring at Therapne before the sun sets on the first day of Hekatombaion. Where Helen rests, the Warbringer may be purified, purged of the taint of death that has stained her line from its beginning. There may her power be leashed and never passed to another.”
So from then Diana and Alia go in search for the spring, it takes a lot of convincing Alia but once convinced they begin their journey. Although it’s not that straightforward. They do encounter some enemies, friends and new places after all. This is where the wild journey that Leigh Bardugo creates.
You much like our hero Wonder Woman experience Diana Prince in a new world, still staying the same person only so much cooler than before. She soon learns that she has always had what it takes to be an Amazon and that man is not quite what her mother and the other Amazons taught her, not all are bad and wish for war. Some are exactly like Diana and soon become great friends and allies to her.
The first book in a series of four called DC Icons by Leigh Bardugo, Marie Lu, Sarah J Maas, and Matt de la Pena. This series is definitely going to be amazing.
⭐⭐⭐⭐⭐
Marie Lu: Batman - Nightwalker (Jan 18)
Sarah J Maas: Catwoman - Soulstealer (2018)
Matt de la Pena: Superman - ? (2019)
Love, Christina ?
But before that, like every story, she had a beginning and Leigh Bardugo gives her a just that.
The beginning of the book and the start of Diana’s story lies her home, Themyscira. Located in the Aegean Sea - Greece. Legend has it that the Amazons were given the island by the Gods after they freed themselves and fought Ares after being enslaved. But that’s just one version. Alike with most stories, there is more than one tale, as most myths and legends are like stories. Like the game we all played at school, Chinese whispers where we whispered something to the person next to us and they did the same till the last person said something like “I eat orange peel and make shoes out of it” when you actually said “I’m hungry and I want a cup of tea”
But back to the book, Princess Diana doesn’t feel she is an Amazon truly. Yes, she was born on the island (although she was actually made out of clay and blessed by the Gods to come to life) and is immortal like the other Amazons. She did not fight and die heroically in a battle like every other Amazon warrior did including her mother Queen Hippolyta.
Because of this Diana is teased daily by Amazon warrior Tek who is basically one of the strongest Amazon warriors and also the bravest. Diana believes that if she wins the race at the Nemeseian games that the Amazons compete in she will be able to show them she is both brave and strong. This would also impress her mother and obviously Tek and then she might just stop being so mean to Diana.
However whilst she is running in the race she sees a boat sinking and hears a stream, from a girl. Although the Amazons are used to seeing this sort of thing happen, along with plane crashes etc. Something stops Diana enough to turn around, run and jump into the sea below her and save the girl. Alia.
Themyscira, as we all know, is a secret island, a place where only the Gods and Amazons know about. Again we know about it from stories and legends, we don’t know exactly where it is. Say it’s like living in a snow globe, except you can’t see inside it. Basically when the ship started to sink the crew and passengers onboard had no idea what so ever that they were next to this mysterious paradise island.
Diana saves Alia and brings her to shore leaving her in a cave till she can come back and help take her back to land. Diana needs to head back to the race in case someone sees she is missing, and being the Princess she needs to be there by the Queen's side to congratulate the winner seeing as Diana clearly hasn’t won.
Back with her mother, they congratulate the winner and then enjoy the feast laid out in front of them. Not long after her best friend Mauve gets ill - which I might add, no-one ever does! The island also starts to move like there is an earthquake happening - which again does happen, ever!
The Amazons start to evacuate the island and head of to see the Oracle. Diana runs as fast as she can to get to see the Oracle before her mother and Tek get there first and find out that she has saved Alia.
Because the island is a mystery and they have no contact with the outside world, they aren’t allowed to save anyone and interfere with the mortal world. That means they can’t bring anyone to the island or the Amazon could be banished from Themyscira.
Once Diana reaches the Oracle and after she has got through the normal routine of giving something to the Oracle and listening to the riddle instead of answers, she soon learns that Aila is a Warbringer, a descendant of Helen of Troy. Being a Warbringer entails having war in your blood. All wars have been caused by a Warbringer and Alia is the next one.
“When a Warbringer is born, destruction is inevitable. One has been the catalyst for every great conflict in the World of Man. With the coming of the new moon, Alia’s powers will reach their apex, and war will come. Unless she dies before then.” - Oracle to Diana pg 43.
Diana then asks the Oracle three questions;
1. How do I save Themyscira?
2. How do I save Alia’s life?
3. How do I save everyone
To which the Oracle's answers;
1. Do nothing
2. You must not
3. “The Warbringer must reach the spring at Therapne before the sun sets on the first day of Hekatombaion. Where Helen rests, the Warbringer may be purified, purged of the taint of death that has stained her line from its beginning. There may her power be leashed and never passed to another.”
So from then Diana and Alia go in search for the spring, it takes a lot of convincing Alia but once convinced they begin their journey. Although it’s not that straightforward. They do encounter some enemies, friends and new places after all. This is where the wild journey that Leigh Bardugo creates.
You much like our hero Wonder Woman experience Diana Prince in a new world, still staying the same person only so much cooler than before. She soon learns that she has always had what it takes to be an Amazon and that man is not quite what her mother and the other Amazons taught her, not all are bad and wish for war. Some are exactly like Diana and soon become great friends and allies to her.
The first book in a series of four called DC Icons by Leigh Bardugo, Marie Lu, Sarah J Maas, and Matt de la Pena. This series is definitely going to be amazing.
⭐⭐⭐⭐⭐
Marie Lu: Batman - Nightwalker (Jan 18)
Sarah J Maas: Catwoman - Soulstealer (2018)
Matt de la Pena: Superman - ? (2019)
Love, Christina ?