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The Island of Missing Trees
The Island of Missing Trees
Elif Shafak | 2021 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
How come this is only the first book I’ve read by Elif Shafak?! This is a book full of heart, feeling and imagination - it’s just beautiful. The Island of Missing Trees has taught me far more about what happened in Cyprus and the war/ dispute between Cypriots and the Turkish invasion.

There’s a feel of Romeo and Juliet about this: a Greek-Cypriot boy (Kostas), and a Turkish-Cypriot girl (Defne) fall in love - something forbidden in the climate they’re living in. They meet in secret in a tavern that has a fig tree growing through the centre of it. This is a significant tree - it’s one of the main narrators of this story. And what a story it has to tell. It talks about the natural world in which it lives, the humans that it comes into contact with, the conflict it lives through, the sorrow, the loss.

This book describes the fracturing of a country, people forced to leave the country they love. Kostas is one of these people. He moves to London to live with his uncle, but he never seems to feel as though he fits in in there. He does follow his passion though, and becomes an expert in Natural History: the trees and plants around him, around the world, and in his native Cyprus. Which is what brings him and Defne back together, and reunites them with the fig tree.

The three of them return to London together, all cast adrift from their homeland.

Later, Kostas and Defne’s daughter carries this feeling of not quite belonging as well, but her father doesn’t seem to be able to give her what she needs. She knows nothing of her roots: she has no contact with her Cypriot family - until the day her aunt arrives.

The way that Shafak writes about loss and the pain of loss is visceral, but there’s a great deal of hope and the promise of healing. This book just has it all. I was completely enveloped in this story, and I’ve been left with a pressing need to read everything else that Elif Shafak has written!
Many thanks to Jellybooks and Penguin for providing me with a copy of this book to read.
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
Lilo & Stitch (2002)
Lilo & Stitch (2002)
2002 | Action, Animation, Comedy
Lilo & Sitch (2002)
Lilo & Stitch is one of my most favourite Disney films.
It was released in 2002 passed in Hawaii. It tells the story about a girl (Lilo) and her sister (Nani) that fight to stay together as Nani is trying to prove to the social worker Cobra Bubbles that she is fit to take care of her younger sister. In the meawhile Lilo is bullied and feels different so Nani takes her to a dog shelter to adopt a dog. There Lilo meets Stitch, a mutated alien (or more specifically, experiment 626) that is hiding, from the Galactic Police, on Earth, and ends up using Lilo as his shield. But with time Lilo and Stitch become Ohana ( "Ohana means family and family means no one gets left behind or forgotten)
Its a fun and emotional film that touched a lot of childrens and adults hearts (including mine)



Here are some interesting facts that i found about the film...

- The original story focused solely on an alien living in a forest, trying to overcome his isolation and find out where he came from.
Lilo didn’t become a part of the film until much later during story development.

- Stitch was not originally supposed to talk, but when the filmmakers realized the story hinged on him being able to express himself at the film’s end,
they began developing his voice. Director Chris Sanders provided Stitch’s voice during test animation, and eventually everyone got so used to it that they
 decided to keep it.

- After an early test screening showed that audiences thought Nani was Lilo’s mother, filmmakers reworked some key scenes to make their sisterly relationship clear.

- Lilo & Stitch was the first Disney animated film since Dumbo to use watercolor painted backgrounds.

- While on a tour of Kaua?i, filmmakers noticed that their Hawaiian tour guide seemed to know someone everywhere they went. They were so struck by the guide’s
explanation of the term “‘ohana” as it relates to an extended family, that they made it the central theme of the film.

- In the climax of the movie, Jumba can be seen flying around in a huge red spaceship that looks very similar to an airplane. This is because in the originaL
 edit of the film, it WAS an airplane! In the original edit, the writers and animators had Jumba hijacking a Boeing 747 from the Lihue airport and crashing it
 into buildings throughout Honolulu.

Unfortunately, the movie came out right after 9/11/2001. The animators felt this was much too close to the attacks that happened on September 11th, so they
 remodeled Jumba’s spaceship to look a bit different than a Boeing 747, and also changed the buildings to mountains.

- All of the landscapes in the movie are recognizable locations in Hawaii

- Not only was the setting and plot of the movie unique, Lilo & Stitch was also very unique in the way that Disney promoted the movie. Disney released a set
 of trailers in which they inserted the character of Stitch into some of their more “classic” films.
Some examples of the movies they inserted Stitch into, are as follows: The Little Mermaid; Stitch surfs on a wave that crashes down onto Ariel. Beauty and the
 Beast; Stitch can be seen loosening the chandelier during the ballroom dance scene and it almost lands on Beast and Belle. Aladdin; he steals Jasmine away
during their magic carpet ride. The Lion King; Stitch is on Pride Rock instead of Simba.

- Did you know that the character of Stitch was actually created way back in 1985? Stitch was created by one of the directors of the film named Chris Sanders
 for a children’s book he was writing. The children’s book was never published, and Stitch was made into a movie 17 years later.
Chris Sanders was not only one of the directors of Lilo & Stitch, but he was also a co-screenwriter, a co-character designer, and also provided the voice acting
 for Stitch.

- During the animation stage of Lilo & Stitch, the animators made a conscious effort to design the "alien" aspects of the film a certain way.
 Since the movie was going to take place on the island of Hawaii, they decided to design all of the alien aspects of the movie to resemble marine animals.
This makes sense, since Hawaii is famous for its diverse marine plant and animal life that resides on the island.
  
Days Gone
Days Gone
2018 | Action/Adventure
A story that captivates from beginning to end (2 more)
Characters worth getting invested in
Addicting Gameplay
Still kinda buggy (0 more)
Contains spoilers, click to show
Days Gone is a story of Deacon St. John as he deals with a world tortured by a zombie horde known as Freakers. The story happens a few years after the outbreak and after seemingly losing his wife after sending her off on a rescue helicopter. Deacon travels around beautiful Oregon with his best friend Boozer on their trusty bikes. Throughout the game Deacon will intertwine his story with 4 other survivor camps, as he helps them survive the zombie stricken world.

Deacon fights not only the hordes and hordes of undead, but crazy cultist who worship the Freakers, other bikers, and just plain others trying to survive in his quest to save his friend and then to find out the truth of what happened to his wife after letting her go.

The scenery is captivating of the many places you will explore, scour, and loot. From the mountains to the forests to the snowy peaks, to a massive island fortress, you will never stop scanning the horizon as you drive the roads on your motorcycle. I would often crash into a tree or drive off the road, as I was too busy looking through the scenery or just captivated by the beauty of it all.

The one part I hate the most, is not anything that's wrong with the game, but more just my fear of the zombie menace. One big part of the game is destroying "Hordes" or simply big ass groups of these zombies, that move like a pack, and can kill you in an instant. Many parts of the story include you need to clear out a Horde, and the biggest one in the whole game known as the Sawmill Horde still gives me nightmares.

But the taker of the cake for me is the captivating story between Deacon and his search for the truth of what happened to his wife Sarah. If you haven't finished the game, go do that and then come back.

So the story is Deacon can't truly come to terms with the death of Sarah, as he would often visit the site of the helicopter supposedly carrying Sarah crashed. Deacon would eventually happen upon the scientist who allowed her onto the helicopter, which gives hope that she is still alive. After chasing lead after lead, and leaving his buddy Boozer behind, Deacon makes a treacherous journey through a snow-covered mountain top, which he can't return from, to chase the last hope of seeing his wife once more. And the moment that made me unable to put the controller down for a few hours, Deacon joins a militia after noticing the mongrel ring he placed on Sarah's finger before placing on the helicopter, on another man's finger. After initiation, he is lead around the camp until he is introduced to the local scientist who turns out to be the long lost Sarah.

This moment alone made this game a 10 alone. It made me feel as though I had reunited two people who were separated by the chaos of this new world. But the bliss doesn't last all too long as, Deacon must keep his relationship a secret, so they both don't get hurt or caught. But after a long mission together, the two are stranded in a snowstorm in a cold shack, which reignites the flame of their past. After being exposed by a rat name Skizzo, Deacon is exiled and sent for execution, but due to the friends he had made on way, he is saved. Deacon with all those he had helped, storm the island and overthrow the psychotic General and finally saves Sarah for good. And as the credits roll, Deacon and Sarah ride into the sunset, to a life reunited.

Now this game has its detractions and a few bugs, but as a whole, this is probably one of the most underrated games that have been released recently. One crucial part of the game was ruined in playthrough as somehow the audio of a long cutscene was desynched so it just made it hard to focus and enjoy the scene. The only other thing that I can complain about was that there is still much of the side missions to attend to when you connect with Sarah again, but I threw it all out the door after that point as I wanted to get to the story between the two, and everything else didn't really matter to me, and if I was forced to detract from her, I got annoyed and rushed through. But besides that, this game is a must play.