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Janeeny (200 KP) rated How to Be Famous in Books
Jul 8, 2019
I’ve been ‘aware’ of Caitlin Moran’s work for a number of years. I think she first came to my attention in 2011. I worked in a bookshop and Morans book ‘How to be a Woman’ was in the charts. The cover art just seemed to exude a quirky confidence and it went straight into my ‘theoretical’ TBR pile.
As you can imagine, a booksellers TBR pile is a challenging Behemoth, so when ‘Raised by Wolves’ (a sitcom written by Caitlin Moran and her sister Caroline) came on the telly in 2013 I still hadn’t read ‘How to be a Woman’.
Happily, ‘Raised by Wolves’ was hilarious, putting Caitlin Moran well and truly on my radar as someone who had a lot of interesting and humorous opinions that I would really need to read about some day.
(On a little side note Alexa davies who plays Aretha in this is hilarious and worth keeping an eye on.)
Cut to 2019 Caitlin Moran has released 4 more books and I haven’t read a single one of them! So when NETgalley offered me a copy of ‘How to be famous’ in exchange for an honest review I had to say yes, as despite the fact that I actually own a copy of ‘How to be a girl’ I still haven’t read it, so I figured, if I have a deadline for a review that is going to spur me on to actually read this one!
It worked, I read it, and it was everything I thought it would be.
It had some definite laugh out loud moments, Morans humorous writing style comes through triumphantly.
So, the blurb . . .
“Johanna Morrigan (AKA Dolly Wilde) has it all: at eighteen, she lives in her own flat in London and writes for the coolest music magazine in Britain. But Johanna is miserable. Her best friend and man of her dreams John Kite has just made it big in 1994’s hot new BritPop scene. Suddenly John exists on another plane of reality: that of the Famouses.
Never one to sit on the sidelines, Johanna hatches a plan: she will Saint Paul his Corinthians, she will Jimmy his Pinocchio—she will write a monthly column, by way of a manual to the famous, analyzing fame, its power, its dangers, and its amusing aspects. In stories, girls never win the girl—they are won. Well, Johanna will re-write the stories, and win John, through her writing.
But as Johanna’s own star rises, an unpleasant one-night stand she had with a stand-up comedian, Jerry Sharp, comes back to haunt in her in a series of unfortunate consequences. How can a girl deal with public sexual shaming? Especially when her new friend, the up-and-coming feminist rock icon Suzanne Banks, is Jimmy Cricketing her?”
First off, despite the fact that this is the second book in a series, you don’t lose anything of the story by not having read the first one. If anything it makes you want to read the first one even more, as you want to know how Dolly got to where she is and the adventures she’s had on the way.
Secondly, the characters were just brilliant not a two-dimensional one among them, the dialogue just flows beautifully, and you’ll end the book wishing you were friends with them.
Thirdly, in my inexpert opinion its really well written, the story flows effortlessly and you are just grabbed by the collar and dragged along on this adventure.
I quite literally cannot find the words to say how much I admire Morans writing style, as I said before, this is so well written and the characters are so relatable. It’s full of many laugh out loud moments and some very frank and hilarious conversations about sex, and amongst the humour are actually some quite serious issues, like the clear displays of the inequality of women within the music industry (even though this was set in the 90s, I’m sure much of it is still true today)
And coming from somebody who never seems to get symbolism or messages from books, I took away a LOT from this one
One of my favourite moments was a letter that Dolly writes to her musician friend (Johnny) who is troubled by accusations of ‘selling out’
It basically addresses the scorn heaped on bands, with a predominantly teenage female following, by ‘Elitist’ fans and the music industry. She asks Johnny to appreciate his ‘screaming’ girls fans, as just because they’re louder, more emotional, younger, and haven’t been part of the fanbase since day one, doesn’t mean they don’t appreciate the music any less or feel any less. Yes, they are the ones putting money in your bank account, putting you in the charts, but just because they are part of the mass market doesn’t make their feelings any less valid.
Seeing as I’ve been both a ‘screaming girl fan’ and an ‘Elitist Fan’ I understand and appreciate what’s being said here.
There is so much to love bout this book, the strong female characters, the humour, the feminist message, and underneath it all a good old fashioned love story
As you can imagine, a booksellers TBR pile is a challenging Behemoth, so when ‘Raised by Wolves’ (a sitcom written by Caitlin Moran and her sister Caroline) came on the telly in 2013 I still hadn’t read ‘How to be a Woman’.
Happily, ‘Raised by Wolves’ was hilarious, putting Caitlin Moran well and truly on my radar as someone who had a lot of interesting and humorous opinions that I would really need to read about some day.
(On a little side note Alexa davies who plays Aretha in this is hilarious and worth keeping an eye on.)
Cut to 2019 Caitlin Moran has released 4 more books and I haven’t read a single one of them! So when NETgalley offered me a copy of ‘How to be famous’ in exchange for an honest review I had to say yes, as despite the fact that I actually own a copy of ‘How to be a girl’ I still haven’t read it, so I figured, if I have a deadline for a review that is going to spur me on to actually read this one!
It worked, I read it, and it was everything I thought it would be.
It had some definite laugh out loud moments, Morans humorous writing style comes through triumphantly.
So, the blurb . . .
“Johanna Morrigan (AKA Dolly Wilde) has it all: at eighteen, she lives in her own flat in London and writes for the coolest music magazine in Britain. But Johanna is miserable. Her best friend and man of her dreams John Kite has just made it big in 1994’s hot new BritPop scene. Suddenly John exists on another plane of reality: that of the Famouses.
Never one to sit on the sidelines, Johanna hatches a plan: she will Saint Paul his Corinthians, she will Jimmy his Pinocchio—she will write a monthly column, by way of a manual to the famous, analyzing fame, its power, its dangers, and its amusing aspects. In stories, girls never win the girl—they are won. Well, Johanna will re-write the stories, and win John, through her writing.
But as Johanna’s own star rises, an unpleasant one-night stand she had with a stand-up comedian, Jerry Sharp, comes back to haunt in her in a series of unfortunate consequences. How can a girl deal with public sexual shaming? Especially when her new friend, the up-and-coming feminist rock icon Suzanne Banks, is Jimmy Cricketing her?”
First off, despite the fact that this is the second book in a series, you don’t lose anything of the story by not having read the first one. If anything it makes you want to read the first one even more, as you want to know how Dolly got to where she is and the adventures she’s had on the way.
Secondly, the characters were just brilliant not a two-dimensional one among them, the dialogue just flows beautifully, and you’ll end the book wishing you were friends with them.
Thirdly, in my inexpert opinion its really well written, the story flows effortlessly and you are just grabbed by the collar and dragged along on this adventure.
I quite literally cannot find the words to say how much I admire Morans writing style, as I said before, this is so well written and the characters are so relatable. It’s full of many laugh out loud moments and some very frank and hilarious conversations about sex, and amongst the humour are actually some quite serious issues, like the clear displays of the inequality of women within the music industry (even though this was set in the 90s, I’m sure much of it is still true today)
And coming from somebody who never seems to get symbolism or messages from books, I took away a LOT from this one
One of my favourite moments was a letter that Dolly writes to her musician friend (Johnny) who is troubled by accusations of ‘selling out’
It basically addresses the scorn heaped on bands, with a predominantly teenage female following, by ‘Elitist’ fans and the music industry. She asks Johnny to appreciate his ‘screaming’ girls fans, as just because they’re louder, more emotional, younger, and haven’t been part of the fanbase since day one, doesn’t mean they don’t appreciate the music any less or feel any less. Yes, they are the ones putting money in your bank account, putting you in the charts, but just because they are part of the mass market doesn’t make their feelings any less valid.
Seeing as I’ve been both a ‘screaming girl fan’ and an ‘Elitist Fan’ I understand and appreciate what’s being said here.
There is so much to love bout this book, the strong female characters, the humour, the feminist message, and underneath it all a good old fashioned love story

Purple Phoenix Games (2266 KP) rated Decktective: Nightmare in the Mirror in Tabletop Games
May 29, 2021
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!
Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.
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
Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.
I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!
This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.
So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.
I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!
Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.
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
Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.
I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!
This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.
So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.
I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!

KittyMiku (138 KP) rated Final Notice: A Political Thriller in Books
May 23, 2019
Final Notice by Van Fleisher is a book that hits you hard with facts of life today in the United States. It begs the question, "What would you do if you knew you had one week to die?" Although reading the book for enjoyment had been very enlightening, I found it raised many common issues of today's world into light. However, it also made me think about the different issues that could come with knowing when I would die and how would I react. Though uncertain what I would do in that situation, Fleisher has some pretty good ideas on how some people would go about their final days. In the book, you can see how guns, anger, and other situations could affect such a decision, as well as, how different parties would react to such. With advancing technology, I wouldn't be surprised if someone who read this was able to create the VT2 like in the book. After all, who doesn't want to know when they will die?
The book follows a great many of characters, all having their own personality and involvement in one way or another to a device that would inform you of your impending death. It would give you a notice so that you could get your affairs in order, or so its creator had intended for it to do. You get to read about how the some people reacted poorly while others just let their end meet them. You also get to see how the government and other agencies (like the press and the public) are affected by the actions of some of the people who knew their end would be soon. In Final Notice, the reader will see how some of the gun laws, racism, and other bigoted treatment can affect the way someone will carry out their final days. Although the book is mainly about the device that can detect with accuracy your time of death, the reader will find themselves completely relating to stand points and often agreeing with certain characters over others. I know I spent a lot of time wishing Vince, a main character you can learn to love, was real so that I could have some of the conversations he often had with his group of friends.
In fact, I found that there were a lot of characters that I could admire and see many others feeling the same way. Most stood for what they believed in, even when others were not as supporting. It gives me hope that even if a device like this came to us now, that maybe as a society we could still do what is right for our fellow man, and start fighting back peacefully against those who wronged us. But as seen in the book, there is also a chance that it could make things worse as well. Having such realistic details on how people could react, had my interest the whole time, especially when a new character was involved.
I had found this book to be an amazing representation of how the United States of America is now. Though it was considered to already have happened, based on the time line being in Obama's presidency, I was able to relate to a few characters and their opinions on the people around them. I enjoyed being able to connect to characters and see that, although they aren't real, there are good people out there wanting to stop some of the wrong doings of others the way I wish to. I often found myself lost in the book, not able to put it down because I just couldn't wait for the next thing to happen. With all the realistic situations these characters went through, and all the gut wrenching suspense, I found it to be a real page turner, which is what I want out of a good book. However, I did find that I longed to hear more about some characters that apparently weren't as important to the story as others. So, I do believe that could have been improved, but over all I found this book to be enticing.
I would rate this book to be 4 stars out of 4 stars. There didn't seem to have any errors, and it often used a plethora of words that I enjoyed seeing instead of all the basic words you can find. I even had to look up a few as I don’t see them often. From the beginning, Fleisher had mapped out the main idea of the book with easy understanding and had slipped in issues we have in our world without a problem. It ran so smoothly together, that it made me feel like it was possible that this book wasn’t fiction at all. I would definitely recommend this book to all my friends, and I have already recommended it to my husband and family. It’s a rather short book, but the ideas and heart in it, makes it a savory delight in my eyes.
Final Notice by Van Fleisher is a must read in my mind. With great story telling and a beautiful way of words, the reader can easily get lost in this fiction work. It was dealt with care and professionalism and it shows. I, again, will state that everyone should read this book at least once if you have interest in how people and the world around you would react if there was such a device. This is by far one of the best books I read, and I hope you will feel the same after reading it yourself.
The book follows a great many of characters, all having their own personality and involvement in one way or another to a device that would inform you of your impending death. It would give you a notice so that you could get your affairs in order, or so its creator had intended for it to do. You get to read about how the some people reacted poorly while others just let their end meet them. You also get to see how the government and other agencies (like the press and the public) are affected by the actions of some of the people who knew their end would be soon. In Final Notice, the reader will see how some of the gun laws, racism, and other bigoted treatment can affect the way someone will carry out their final days. Although the book is mainly about the device that can detect with accuracy your time of death, the reader will find themselves completely relating to stand points and often agreeing with certain characters over others. I know I spent a lot of time wishing Vince, a main character you can learn to love, was real so that I could have some of the conversations he often had with his group of friends.
In fact, I found that there were a lot of characters that I could admire and see many others feeling the same way. Most stood for what they believed in, even when others were not as supporting. It gives me hope that even if a device like this came to us now, that maybe as a society we could still do what is right for our fellow man, and start fighting back peacefully against those who wronged us. But as seen in the book, there is also a chance that it could make things worse as well. Having such realistic details on how people could react, had my interest the whole time, especially when a new character was involved.
I had found this book to be an amazing representation of how the United States of America is now. Though it was considered to already have happened, based on the time line being in Obama's presidency, I was able to relate to a few characters and their opinions on the people around them. I enjoyed being able to connect to characters and see that, although they aren't real, there are good people out there wanting to stop some of the wrong doings of others the way I wish to. I often found myself lost in the book, not able to put it down because I just couldn't wait for the next thing to happen. With all the realistic situations these characters went through, and all the gut wrenching suspense, I found it to be a real page turner, which is what I want out of a good book. However, I did find that I longed to hear more about some characters that apparently weren't as important to the story as others. So, I do believe that could have been improved, but over all I found this book to be enticing.
I would rate this book to be 4 stars out of 4 stars. There didn't seem to have any errors, and it often used a plethora of words that I enjoyed seeing instead of all the basic words you can find. I even had to look up a few as I don’t see them often. From the beginning, Fleisher had mapped out the main idea of the book with easy understanding and had slipped in issues we have in our world without a problem. It ran so smoothly together, that it made me feel like it was possible that this book wasn’t fiction at all. I would definitely recommend this book to all my friends, and I have already recommended it to my husband and family. It’s a rather short book, but the ideas and heart in it, makes it a savory delight in my eyes.
Final Notice by Van Fleisher is a must read in my mind. With great story telling and a beautiful way of words, the reader can easily get lost in this fiction work. It was dealt with care and professionalism and it shows. I, again, will state that everyone should read this book at least once if you have interest in how people and the world around you would react if there was such a device. This is by far one of the best books I read, and I hope you will feel the same after reading it yourself.

Ivana A. | Diary of Difference (1171 KP) rated The Hidden Beach in Books
Aug 3, 2020
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/07/Book-Review-Banner-72.png"/>
I had the most amazing opportunity this month! Thanks to the team at Tandem Collective UK, I participated in a #Readalong on Instagram for The Hidden Beach by Karen Swan. The book is published by the amazing team at Pan Macmillan.
And I can immediately say - this experience was, so far, the highlight of my reading year!
Together with a number of amazing bookstagrammers, we read this book in 5 days, chatting about the plot twists and the ending. By the end of the second day, we were all in love with Karen Swan's writing and decided to do another read along for August. I also had the chance to participate in a Live Q&A session with Karen Swan herself and win a prize for being a runner-up to the quiz. And on top of everything, I visited my mum on the weekend, and we talked about books we're reading. And to my surprise, she owns FOUR books of Karen Swan already! So we decided to swap some books, and I came home with four more books I want to read!
We will be reading The Greek Escape by Karen Swan in August - so please shout if you have this book and want to join us!
I shared my readalong journey on my Instagram, and the highlights are still up, in case you want to have a look at my journey! I always share posts and stories of the books I am currently reading - so don't forget to follow for more updates.
<b><i>Synopsis:</i></b>
In the oldest part of Stockholm, Bell Everhurst is working as a nanny for an affluent family. Hanna and Max Von Greyerz are parents to 7 year-old Linus, and 5-year old twins Ellinor and Tilde, and Bell has been with the family for over two years.
One early Spring morning, as she’s rushing out to take the children to school, she answers the phone – and everything changes. A woman from a clinic she’s never heard of asks her to pass on the message that Hanna’s husband is awake.Bell is confused. She clearly just saw Max walking out of the house a few minutes earlier, but the woman mentioned Hanna by name...
When she gets hold of her employer, the truth is revealed: Hanna’s first husband fell into a coma seven years earlier, following a terrible accident. He has been in a Persistent Minimally Conscious State since and there was very little hope of further improvement. But now he’s awake. And life is going to change for them all.
<b><i>My Thoughts:</i></b>
I absolutely adored this book! I loved it so much, that I am unsure how to contain all my impressions in a well-written review.
Let's start with the setting.
It is set in Stockholm, on the coast, during summer. The descriptions about the place and the season really fit the mood. There is also a midsummer festival in the book which made me feel as if I was transported there, dancing with people from the town and enjoying the sunshine.
The characters have that aura about them, that makes you want to know them. Or they happen to remind you of someone you know, but you can't just recall where you know them from. They are so familiar, but distant at the same time. Each of them carrying their weight on their shoulders and each of them having their separate story.
We meet Bell - the nanny, who has her own reasons of why she decides to become a nanny and stay in Stockholm longer than she needed to. Her love for the children, especially for Linus is so adorable, and I can understand why she is so protective of him.
<b><i>I felt for Linus.</i></b>
The trauma he is going through in this book is heartbreaking, he's introduced to his real father, but he doesn't remember him. The way some situations are handled also doesn't do him any favours and just contributes to his confusion and anger, and I completely understand him. It is a very difficult situation to be in.
The most intriguing character in this book is definitely the husband that was in coma. Losing seven years of your life is devastating. One day - you have everything, and then you wake up to find out that your wife is with another person, happy, and has more children of her own with another man. And all you want to do is bring them back. Just like it was. Like time never passed. But time did pass. And people continued living...
<b><i>Very emotional read.</i></b>
I had all emotions flowing in me at certain moments. Sometimes I had conflicted opinions about some decisions the characters made. I had suspicions, hopes and anticipated a lot. And I loved it. It ended on a very (for me) satisfying ending, and I got the result I was hoping to get.
<b><i>I definitely recommend you pick up this book straight ahead - it's simply amazing! The perfect summer read with thriller elements, plot twists like you've never seen before and a subtle touch of romance.</i></b>
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/07/Book-Review-Banner-72.png"/>
I had the most amazing opportunity this month! Thanks to the team at Tandem Collective UK, I participated in a #Readalong on Instagram for The Hidden Beach by Karen Swan. The book is published by the amazing team at Pan Macmillan.
And I can immediately say - this experience was, so far, the highlight of my reading year!
Together with a number of amazing bookstagrammers, we read this book in 5 days, chatting about the plot twists and the ending. By the end of the second day, we were all in love with Karen Swan's writing and decided to do another read along for August. I also had the chance to participate in a Live Q&A session with Karen Swan herself and win a prize for being a runner-up to the quiz. And on top of everything, I visited my mum on the weekend, and we talked about books we're reading. And to my surprise, she owns FOUR books of Karen Swan already! So we decided to swap some books, and I came home with four more books I want to read!
We will be reading The Greek Escape by Karen Swan in August - so please shout if you have this book and want to join us!
I shared my readalong journey on my Instagram, and the highlights are still up, in case you want to have a look at my journey! I always share posts and stories of the books I am currently reading - so don't forget to follow for more updates.
<b><i>Synopsis:</i></b>
In the oldest part of Stockholm, Bell Everhurst is working as a nanny for an affluent family. Hanna and Max Von Greyerz are parents to 7 year-old Linus, and 5-year old twins Ellinor and Tilde, and Bell has been with the family for over two years.
One early Spring morning, as she’s rushing out to take the children to school, she answers the phone – and everything changes. A woman from a clinic she’s never heard of asks her to pass on the message that Hanna’s husband is awake.Bell is confused. She clearly just saw Max walking out of the house a few minutes earlier, but the woman mentioned Hanna by name...
When she gets hold of her employer, the truth is revealed: Hanna’s first husband fell into a coma seven years earlier, following a terrible accident. He has been in a Persistent Minimally Conscious State since and there was very little hope of further improvement. But now he’s awake. And life is going to change for them all.
<b><i>My Thoughts:</i></b>
I absolutely adored this book! I loved it so much, that I am unsure how to contain all my impressions in a well-written review.
Let's start with the setting.
It is set in Stockholm, on the coast, during summer. The descriptions about the place and the season really fit the mood. There is also a midsummer festival in the book which made me feel as if I was transported there, dancing with people from the town and enjoying the sunshine.
The characters have that aura about them, that makes you want to know them. Or they happen to remind you of someone you know, but you can't just recall where you know them from. They are so familiar, but distant at the same time. Each of them carrying their weight on their shoulders and each of them having their separate story.
We meet Bell - the nanny, who has her own reasons of why she decides to become a nanny and stay in Stockholm longer than she needed to. Her love for the children, especially for Linus is so adorable, and I can understand why she is so protective of him.
<b><i>I felt for Linus.</i></b>
The trauma he is going through in this book is heartbreaking, he's introduced to his real father, but he doesn't remember him. The way some situations are handled also doesn't do him any favours and just contributes to his confusion and anger, and I completely understand him. It is a very difficult situation to be in.
The most intriguing character in this book is definitely the husband that was in coma. Losing seven years of your life is devastating. One day - you have everything, and then you wake up to find out that your wife is with another person, happy, and has more children of her own with another man. And all you want to do is bring them back. Just like it was. Like time never passed. But time did pass. And people continued living...
<b><i>Very emotional read.</i></b>
I had all emotions flowing in me at certain moments. Sometimes I had conflicted opinions about some decisions the characters made. I had suspicions, hopes and anticipated a lot. And I loved it. It ended on a very (for me) satisfying ending, and I got the result I was hoping to get.
<b><i>I definitely recommend you pick up this book straight ahead - it's simply amazing! The perfect summer read with thriller elements, plot twists like you've never seen before and a subtle touch of romance.</i></b>
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Gareth von Kallenbach (980 KP) rated Dredd (2012) in Movies
Aug 7, 2019
The mid 90’s was a strange time for movies. Sure, there were quite a few remembered fondly (just like with any era) but there were also many movies that are forgotten due to their ridiculousness. It was a time that gave us the style of adaptions on par with Alien 3 and Alien Resurrection, or the two Joel Schumacher Batman films. Likewise, there was a Judge Dredd film right in the middle of that time period.
It was a mess. It exemplified everything wrong with many adaptions in the 90’s. Big name actors, over-the-top designs, cheesy dialogue. It tried very hard to be akin to the original Total Recall but instead succeeded at only being a movie fun to laugh at. It featured Sylvester Stallone and Rob Schneider. That is all that needs to be said about that film. So, when Hollywood comes along and decides to make a new adaption, of course the original’s ridiculousness looms over the whole affair. Not helping is the fact that most of the cast and crew are relatively obscure, and its source material (the Judge Dredd comics) is not as well-known as most of Marvel’s or DC’s pantheon. Yet, this brand new adaption, Dredd 3D, soars much higher than the original and manages to be one of those well-hidden gems of Fall 2012. I don’t imagine this film breaking box office records, but it is a wholly worthwhile piece of screen entertainment, even if it has some notable flaws and is overshadowed by past outings in the franchise.
The future America is an irradiated waste land known as the Cursed Earth. On the east coast of North America lies Mega-City One, a vast, violent metropolis containing 800 million residents, where 17,000 crimes are reported daily and “Slo-Mo”, an addictive new drug that slows the user’s perception of time, has been introduced. The only force of order is the Judges, who act as police, judge, jury and executioner. Judge Dredd (Karl Urban) is tasked by the Chief Judge (Rakie Ayola) with evaluating rookie Judge Cassandra Anderson (Olivia Thirlby), a psychic who has failed the tests to become a full Judge. They become involved in a raid upon a crime and Slo-Mo ridden apartment complex known as Peach-Trees, which is ruled by a vicious crime boss Ma-Ma (Lena Heady).
You can guess from the title that the movie is meant to be watched in 3D. But that is where personal opinions of 3D come into play. For me personally, I cannot ding the film’s use of 3D because it uses it well enough that it becomes unnoticeable, which is to say it does not obnoxiously remind you at all times it is meant to be watched in 3D by throwing random things at the camera. But I will say that, although somewhat gimmicky, the “Slo-Mo” segments (which are shot from the perspective of those on the mind-altering drug ‘Slo-Mo’) do use 3D very well and manage to be some of the most visually striking and beautiful shots in the entire film.
The plot is simple to understand and straight forward. There are not huge twists and turns, and manages to be tightly written. It is not extremely memorable for plot standards, but it does not need to be. The story is held up by focusing on three major characters, which some good additional characterization of two more side characters. In that sense, the plot and characters do not pop off the screen into greatness, yet they are still tightly written enough that both elements (plot and characters) are not muddled or confusing. The simple plot, and the fact it all takes place in one apartment complex, makes it easier to focus on action and visuals.
While the visuals are all extremely well-done, the action could use some work. The setting of Mega-City One is extremely well established, as opposed to the original Judge Dredd adaption. It seems like it could be a real place not far off in the future, as it is set up with a realistic visual design – just with added grittiness and subtle science fictional elements. Also, there is not a huge amount of CG and the Judge uniforms especially look like iconic yet possibly realistic futuristic police suits. But the action could use some work, as stated. I could not help but constantly compare it to the recently released film, “The Raid: Redeption”, the Indonesian martial arts police film centering on a single police raid on an apartment complex. The similarities are there.
Both movies have very similar locations and plots, but the difference is that while Dredd has more interesting setting and science fiction elements (and arguably more interesting characters), The Raid: Redemption’s action is far more entertaining and engrossing. The real problem with Dredd is that there are never any real amazing feats of heroics on part of Judge Dredd. They set up the film in a sort of “’Die Hard’ in the future vibe” but that requires the hero to barely overcome overwhelming odds. As it stands, it never really feels like Judge Dredd is in a ton of danger. There are some cool shooting moments, and some even more interesting usage of Judge Anderson’s psychic powers. But at the end of the day, there simply are not many memorable action moments.
Overall, it does not ruin the film at all. It still manages to be an entertaining and interesting movie regardless of memorable action sequences. It has a tightly plotted narrative with fairly well done characters, not muddled by overuse of complexity or plot twists. It manages to be visually excellent with interesting science fictional elements, but never does it soar with its action set-pieces. It would have benefitted with some better use of gunplay or more clever feats of heroics on Judge Dredd’s part. But at least it takes itself seriously enough to not have anything akin to Rob Schneider following Sylvester Stallone around in a cheesy script.
It was a mess. It exemplified everything wrong with many adaptions in the 90’s. Big name actors, over-the-top designs, cheesy dialogue. It tried very hard to be akin to the original Total Recall but instead succeeded at only being a movie fun to laugh at. It featured Sylvester Stallone and Rob Schneider. That is all that needs to be said about that film. So, when Hollywood comes along and decides to make a new adaption, of course the original’s ridiculousness looms over the whole affair. Not helping is the fact that most of the cast and crew are relatively obscure, and its source material (the Judge Dredd comics) is not as well-known as most of Marvel’s or DC’s pantheon. Yet, this brand new adaption, Dredd 3D, soars much higher than the original and manages to be one of those well-hidden gems of Fall 2012. I don’t imagine this film breaking box office records, but it is a wholly worthwhile piece of screen entertainment, even if it has some notable flaws and is overshadowed by past outings in the franchise.
The future America is an irradiated waste land known as the Cursed Earth. On the east coast of North America lies Mega-City One, a vast, violent metropolis containing 800 million residents, where 17,000 crimes are reported daily and “Slo-Mo”, an addictive new drug that slows the user’s perception of time, has been introduced. The only force of order is the Judges, who act as police, judge, jury and executioner. Judge Dredd (Karl Urban) is tasked by the Chief Judge (Rakie Ayola) with evaluating rookie Judge Cassandra Anderson (Olivia Thirlby), a psychic who has failed the tests to become a full Judge. They become involved in a raid upon a crime and Slo-Mo ridden apartment complex known as Peach-Trees, which is ruled by a vicious crime boss Ma-Ma (Lena Heady).
You can guess from the title that the movie is meant to be watched in 3D. But that is where personal opinions of 3D come into play. For me personally, I cannot ding the film’s use of 3D because it uses it well enough that it becomes unnoticeable, which is to say it does not obnoxiously remind you at all times it is meant to be watched in 3D by throwing random things at the camera. But I will say that, although somewhat gimmicky, the “Slo-Mo” segments (which are shot from the perspective of those on the mind-altering drug ‘Slo-Mo’) do use 3D very well and manage to be some of the most visually striking and beautiful shots in the entire film.
The plot is simple to understand and straight forward. There are not huge twists and turns, and manages to be tightly written. It is not extremely memorable for plot standards, but it does not need to be. The story is held up by focusing on three major characters, which some good additional characterization of two more side characters. In that sense, the plot and characters do not pop off the screen into greatness, yet they are still tightly written enough that both elements (plot and characters) are not muddled or confusing. The simple plot, and the fact it all takes place in one apartment complex, makes it easier to focus on action and visuals.
While the visuals are all extremely well-done, the action could use some work. The setting of Mega-City One is extremely well established, as opposed to the original Judge Dredd adaption. It seems like it could be a real place not far off in the future, as it is set up with a realistic visual design – just with added grittiness and subtle science fictional elements. Also, there is not a huge amount of CG and the Judge uniforms especially look like iconic yet possibly realistic futuristic police suits. But the action could use some work, as stated. I could not help but constantly compare it to the recently released film, “The Raid: Redeption”, the Indonesian martial arts police film centering on a single police raid on an apartment complex. The similarities are there.
Both movies have very similar locations and plots, but the difference is that while Dredd has more interesting setting and science fiction elements (and arguably more interesting characters), The Raid: Redemption’s action is far more entertaining and engrossing. The real problem with Dredd is that there are never any real amazing feats of heroics on part of Judge Dredd. They set up the film in a sort of “’Die Hard’ in the future vibe” but that requires the hero to barely overcome overwhelming odds. As it stands, it never really feels like Judge Dredd is in a ton of danger. There are some cool shooting moments, and some even more interesting usage of Judge Anderson’s psychic powers. But at the end of the day, there simply are not many memorable action moments.
Overall, it does not ruin the film at all. It still manages to be an entertaining and interesting movie regardless of memorable action sequences. It has a tightly plotted narrative with fairly well done characters, not muddled by overuse of complexity or plot twists. It manages to be visually excellent with interesting science fictional elements, but never does it soar with its action set-pieces. It would have benefitted with some better use of gunplay or more clever feats of heroics on Judge Dredd’s part. But at least it takes itself seriously enough to not have anything akin to Rob Schneider following Sylvester Stallone around in a cheesy script.

Lottie disney bookworm (1056 KP) rated Stepsister in Books
Aug 16, 2019
Review by Disney Bookworm
I took a break from the Disney Twisted Tales collection to check out a new novel by the New York Times best-selling author Jennifer Donnelly and wow am I glad I did!
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?
Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.
Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!
Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.
Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.
Judging purely by the title of the book: the cynical side of me expected this to be a retelling of the traditional fairy tale from the viewpoint of the “ugly stepsisters”. Perhaps with a remorseful twist and a concluding reconciliation. I could not have been more wrong.
This is possibly the first time I should have judged a book by its cover: the iconic glass slipper casting fragmented shards across the jacket should have certainly forewarned me that this will not be just another Cinderella story.
Unlike the twisted tales and the villain series, Step Sister is, as far as I know, not connected to the Disney enterprise at all. This makes it an edgier read by far but also allows the novel to lean as far away from the traditional fairy tale as it dares: smashing just a couple of stereotypes along the way.
Oh, and just a quick point: the novel opens on Isabelle and Octavia disfiguring their own feet, at the command of their mother, with the aim to fit into the glass slipper and marry the Prince. See what I mean- edgy right?
Stepsister is told from the viewpoint of Isabelle: a headstrong girl with an ambitious mother, an intelligent sister Octavia and a kind, sweet sister, Ella. Isabelle is a disappointment to her mother: a plain girl who prefers riding and fencing to corsets and suitors. A number of flashbacks to the girls’ childhood also suggests that Isabelle, Octavia and Ella were once very close, leading the reader to wonder how the relationship became the poisonous one we are so familiar with.
Unsurprisingly, their Maman’s plan to mutilate her way to the palace does not succeed and Ella takes her rightful place by the Prince’s side, claiming her ‘happily ever after’. But what is to become of the family she leaves behind? Maimed and outcast, Isabelle and Octavia struggle to carry on once their actions are brought to light and they are promptly labelled the “ugly stepsisters” by all around them.
Desolate and lost, Isabelle mistakenly believes that her life would improve if she were more attractive and makes a wish to the fairy queen Tanaquill, who promises to grant her desire when Isabelle finds the three missing parts of her heart.
Thus, begins Isabelle’s mission to reclaim her heart and turn her life around. The stepsister’s road of discovery is a bumpy one however, and is not made any easier by an old crone named Fate and a young man named Chance, both of whom seem to have an unhealthy obsession with her progress and a strange, almost friendly rivalry over the possession of Isabelle’s life map.
Jennifer Donnelly introduces us to a number of characters throughout Isabelle’s journey, all of whom are exquisite: Chance is an eccentric debonair with an entourage that may have just stepped out of The Greatest Showman; Octavia is every nerdy, sarcastic girl’s dream and even Fate is strangely likeable. It is truly impressive how Donnelly can make us feel like we know these people within the space of 470 pages.
I was also impressed with how different Jennifer Donnelly’s characters are from everything I have read before. Even Tanaquill is not the fairy godmother we all know and love. She isn’t even the slightly bonkers Helena Bonham-Carter version! There isn’t a bibbidi bobbidi boo in sight for this talon-fingered shapeshifter and she certainly does not grant wishes easily.
As a result, the reader does not quite trust the fairy queen: there is always an aspect of her that seems evil. Alas, this is another stroke of genius by Donnelly: the fairy queen doesn’t look like Tinkerbell or the Blue Fairy and so we don’t trust her- even when she is helping Isabelle and why is that? Because of her appearance? Well that makes us just as bad as those who persecute Isabelle!
Ella features very little in the novel. This is not wholly unexpected: it is not her story after all. She is frequently referred to and heavily present in Isabelle’s evolution but, out of all the characters, we know Ella the least. This is not to say that Donnelly presents Ella as a 2D character in order to prevent us from preferring her to our feistier protagonist: in fact, Ella slowly reveals a darker side to her own tale. Simply put, she does not have the depth and human rawness that Isabelle has. Isabelle appeals to the insecure teenager in us all: never believing that she is good enough, focusing on her flaws and judging herself based on the opinions of others.
When Isabelle finally finds the pieces of her heart and has to literally fight to achieve her happy ending, she automatically looks to one of the male characters to lead. After all, it has always been instilled into her that she is “just a girl”. However, Chance and his entourage have educated Isabelle as to the potential of her sex and it is through this inspiration that Isabelle and the reader realise that the answer has been there all along: the answer is Isabelle. All the childhood flashbacks of riding and fighting have been breadcrumbs for the reader: Isabelle is a warrior- her life is not mapped out by Fate or Chance anymore; she can decide her own path.
Step Sister holds up a gigantic mirror to the way we judge beauty and shows us what it really means to be a girl. Jennifer Donnelly proves that being strong, brave and, most importantly, true to yourself is what makes you beautiful. In fact, it is not until Isabelle accepts herself that she is described as beautiful and, by standing up for what she believes in, everyone achieves their own happy endings. As a mum of two young boys I really appreciated how Octavia’s love of science and math and Felix’s creativity and love of art directly contrasted with Maman’s old-fashioned desire to “marry off” her daughters. This story is no fairy tale: it is real, it is edgy and it is telling all generations that life is what you make it.

Purple Phoenix Games (2266 KP) rated The Seals of Cthulhu in Tabletop Games
Jun 9, 2021
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?
The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!
On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.
Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?
And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.
Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!
On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.
Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?
And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.
Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!

Purple Phoenix Games (2266 KP) rated Zombie Kidz Evolution in Tabletop Games
Nov 9, 2021
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!

Daniel Boyd (1066 KP) rated Star Wars: Episode VIII - The Last Jedi (2017) in Movies
Dec 20, 2017 (Updated Dec 21, 2017)
Excellent performances (2 more)
Standout awesome moments
SFX
Huge plot holes (1 more)
Wasted potential
Not Your Grandpa's Star Wars
Contains spoilers, click to show
DISCLAIMER: This review will contain spoilers from the start and throughout. If you haven't seen the movie yet, then go read someone else's review and come back to mine once you have seen it.
This is a year for great controversies and Star Wars is not exempt from this rule. I get that Rian Johnson was going for something different, but damn! This movie was not what I expected. In a way, this is a good thing, as fans were left surprised at the decisions made in the movie, however not all of the surprising decisions were made for the better.
Let's go through what I did like. First off, the performances all around were brilliant, with the stand outs being Adam Driver and Mark Hamill. Adam driver plays a conflicted and tortured, yet exceedingly powerful Kylo Ren. His performance is electric throughout the movie and as an actor, his range is extremely impressive. Although this is probably my least favourite portrayal of Luke Skywalker in a Star Wars movie, it is probably my favourite performance of Mark Hamill playing the iconic character. He commits to the odd decisions that Johnson makes with integrity and grit and it is clear that he has honed his skills as an actor in the 30+ years since the original trilogy.
The special effects and CGI work in the movie was astonishing and breath-taking, the movie is a joy to look at on a visual level and the technical achievement of some of the shots featured is nothing short of incredible. There were also several moments throughout the film where I was on the edge of my seat, moments that were so cool to see unfold that I felt like a kid again watching Star Wars for the very first time.
Okay, now onto the issues I had with the movie. First off, the whole Casino planet section of the movie, you can just remove it. Ignore it, it has no bearing to the overall plot and if it wasn't included, the movie would still play out in the exact same way. The entire segment is a waste of time and the end result isn't even worth the hassle. Finn was one of my favourite character in Force Awakens, so it was good to see him get his own storyline here, but the awkward moments and lack of payoff made it such a waste of time for the audience. Rose, the new character that they introduced to be Finn's sidekick and potential love interest was god-awful. Hers was probably the single worst performance in the entire movie. The shoehorned message about animal cruelty also felt too forced and cringe-inducing and that's coming from an animal lover. The whole sequence also brought back horrible memories of the prequels, which is something that I never want to be reminded of again.
The other dumb subplot in this movie revolves around Poe and a new character played by Laura Dern called Admiral Holdo. At the start of the movie the Rebels are shocked to discover that the Empire can track them through light speed and then the slowest space chase ever ensues, with the Empire waiting until the Rebels to run out of fuel before blowing them up. In the meantime, Kylo Ren and a squad of bombers attack the rebel ship up close. During the attack, the control deck that Leia is on is blown up. Leia survives, but is incapacitated for the middle act of the movie and Admiral Holdo is put in charge. Poe asks her over and over what the plan is and she refuses to tell him, labelling him as a hothead flyboy. He eventually decides he can't just sit around and do nothing while their ship is destroyed, (this is also the catalyst for Finn and Rose going on their dumb mission to the casino planet,) and so he enacts a mutiny on Holdo. Then Leia wakes up and reveals that the plan all along was to take the escape pods to a nearby planet containing an old rebel base and attempt a last stand there. This whole mutiny could have been avoided with a simple conversation, or even a goddamn post-it note.
The other thing that bothered me was the lack of scenes showing Rey being trained by Luke. There are two brief scenes of her training and that is apparently enough to allow her to become a 'jedi.' Instead of following Finn and Rose on their pointless adventure, or Poe and his pointless mutiny, we should have spent the majority of the movie on Luke's island. I also don't know why they chose to portray Luke as such a slob. This is the guy that blew up the Death Star and spearheaded the rebellion that changed the tide of war across the entire galaxy and now he's milking weird sloth creatures for food.
I didn't hate the reveal that Rey's parents were nobodies that came from nothing, but it just makes all of the set up in Force Awakens and in the first half of this movie seem like such a waste of everyone's time. I also thought that they squandered something that could have been interesting with how they just nonchalantly killed Snoke. With the age he looked and his torn up face, this guy has clearly been around for a long time, like probably as long as Yoda or Vader, so how come we have we never seen him over the course of the previous eight films? Was he in hiding? If so, then why was he in hiding? Why did he come out of hiding after the Empire fell and why was he appointed as Supreme Leader? I guess we will never know the answer to these questions after he was unceremoniously cut in half, or maybe we will find out in a comic or a novel. Not quite the epic revelation we expected for this character.
Lastly, I want to talk about Phasma. Rian Johnson has joked that she is like this trilogy's version of Kenny from South Park at this point and frankly I think that this is a valid comparison and I don't think that it's something to joke about. Gwendoline Christie is a phenomenal actress and she is so wasted in these movies. Her Bulletproof armour was pretty cool, but even that opens a ton of plot holes: why isn't all of the Stormtrooper armour made from the same stuff? If her armour is bulletproof, then why did she go along with Finn and Han's plan to shut down the shields on Starkiller Base in The Force Awakens? Sure Finn had a blaster pointed at her head, but we know now that the bolt would have just bounced off.
Overall, there was so much wasted potential in this movie. Rey's potentially interesting heritage was wasted, Snoke's potentially interesting backstory was wasted, Phasma was wasted again. Fiin and Poe were wasted on pointless side-quests and we should have seen Rey's awesome training montage to become a master jedi. Also, with Luke's lacklustre death at the end of the film, it feels like he was wasted too. There were some great moments in the film and I feel like I have to see it again to solidify my opinions, but to be honest, I can totally see why this movie is dividing fans.
This is a year for great controversies and Star Wars is not exempt from this rule. I get that Rian Johnson was going for something different, but damn! This movie was not what I expected. In a way, this is a good thing, as fans were left surprised at the decisions made in the movie, however not all of the surprising decisions were made for the better.
Let's go through what I did like. First off, the performances all around were brilliant, with the stand outs being Adam Driver and Mark Hamill. Adam driver plays a conflicted and tortured, yet exceedingly powerful Kylo Ren. His performance is electric throughout the movie and as an actor, his range is extremely impressive. Although this is probably my least favourite portrayal of Luke Skywalker in a Star Wars movie, it is probably my favourite performance of Mark Hamill playing the iconic character. He commits to the odd decisions that Johnson makes with integrity and grit and it is clear that he has honed his skills as an actor in the 30+ years since the original trilogy.
The special effects and CGI work in the movie was astonishing and breath-taking, the movie is a joy to look at on a visual level and the technical achievement of some of the shots featured is nothing short of incredible. There were also several moments throughout the film where I was on the edge of my seat, moments that were so cool to see unfold that I felt like a kid again watching Star Wars for the very first time.
Okay, now onto the issues I had with the movie. First off, the whole Casino planet section of the movie, you can just remove it. Ignore it, it has no bearing to the overall plot and if it wasn't included, the movie would still play out in the exact same way. The entire segment is a waste of time and the end result isn't even worth the hassle. Finn was one of my favourite character in Force Awakens, so it was good to see him get his own storyline here, but the awkward moments and lack of payoff made it such a waste of time for the audience. Rose, the new character that they introduced to be Finn's sidekick and potential love interest was god-awful. Hers was probably the single worst performance in the entire movie. The shoehorned message about animal cruelty also felt too forced and cringe-inducing and that's coming from an animal lover. The whole sequence also brought back horrible memories of the prequels, which is something that I never want to be reminded of again.
The other dumb subplot in this movie revolves around Poe and a new character played by Laura Dern called Admiral Holdo. At the start of the movie the Rebels are shocked to discover that the Empire can track them through light speed and then the slowest space chase ever ensues, with the Empire waiting until the Rebels to run out of fuel before blowing them up. In the meantime, Kylo Ren and a squad of bombers attack the rebel ship up close. During the attack, the control deck that Leia is on is blown up. Leia survives, but is incapacitated for the middle act of the movie and Admiral Holdo is put in charge. Poe asks her over and over what the plan is and she refuses to tell him, labelling him as a hothead flyboy. He eventually decides he can't just sit around and do nothing while their ship is destroyed, (this is also the catalyst for Finn and Rose going on their dumb mission to the casino planet,) and so he enacts a mutiny on Holdo. Then Leia wakes up and reveals that the plan all along was to take the escape pods to a nearby planet containing an old rebel base and attempt a last stand there. This whole mutiny could have been avoided with a simple conversation, or even a goddamn post-it note.
The other thing that bothered me was the lack of scenes showing Rey being trained by Luke. There are two brief scenes of her training and that is apparently enough to allow her to become a 'jedi.' Instead of following Finn and Rose on their pointless adventure, or Poe and his pointless mutiny, we should have spent the majority of the movie on Luke's island. I also don't know why they chose to portray Luke as such a slob. This is the guy that blew up the Death Star and spearheaded the rebellion that changed the tide of war across the entire galaxy and now he's milking weird sloth creatures for food.
I didn't hate the reveal that Rey's parents were nobodies that came from nothing, but it just makes all of the set up in Force Awakens and in the first half of this movie seem like such a waste of everyone's time. I also thought that they squandered something that could have been interesting with how they just nonchalantly killed Snoke. With the age he looked and his torn up face, this guy has clearly been around for a long time, like probably as long as Yoda or Vader, so how come we have we never seen him over the course of the previous eight films? Was he in hiding? If so, then why was he in hiding? Why did he come out of hiding after the Empire fell and why was he appointed as Supreme Leader? I guess we will never know the answer to these questions after he was unceremoniously cut in half, or maybe we will find out in a comic or a novel. Not quite the epic revelation we expected for this character.
Lastly, I want to talk about Phasma. Rian Johnson has joked that she is like this trilogy's version of Kenny from South Park at this point and frankly I think that this is a valid comparison and I don't think that it's something to joke about. Gwendoline Christie is a phenomenal actress and she is so wasted in these movies. Her Bulletproof armour was pretty cool, but even that opens a ton of plot holes: why isn't all of the Stormtrooper armour made from the same stuff? If her armour is bulletproof, then why did she go along with Finn and Han's plan to shut down the shields on Starkiller Base in The Force Awakens? Sure Finn had a blaster pointed at her head, but we know now that the bolt would have just bounced off.
Overall, there was so much wasted potential in this movie. Rey's potentially interesting heritage was wasted, Snoke's potentially interesting backstory was wasted, Phasma was wasted again. Fiin and Poe were wasted on pointless side-quests and we should have seen Rey's awesome training montage to become a master jedi. Also, with Luke's lacklustre death at the end of the film, it feels like he was wasted too. There were some great moments in the film and I feel like I have to see it again to solidify my opinions, but to be honest, I can totally see why this movie is dividing fans.

Purple Phoenix Games (2266 KP) rated Robin Hood: Hero of the People in Tabletop Games
Jun 13, 2019
“Yer a hero, Travis!” … said no Hagrid to me ever in my life. However, I do enjoy playing heroes in my board games. As Robin Hood you live by few rules: rob from the rich, give to the poor, and save your fellow Merry Men. That dastardly Sheriff of Nottingham is out to foil and jail you and your crew. Can you use your skills to rob enough from the rich, recruit your fellows, and keep your bounty on your head low enough to win the game? Such is your plight in this one-player game from first-time designer, Rodney Owen.
Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T
As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.
Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!
The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.
You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!
Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.
The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!
If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!
So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…
There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.
I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T
As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.
Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!
The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.
You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!
Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.
The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!
If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!
So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…
There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.
I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…