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Purple Phoenix Games (2266 KP) rated Cosmic Run: Regeneration in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!
Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.
I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.
The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.
That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.
Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!
https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!
Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.
I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.
The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.
That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.
Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!
https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games
Jan 8, 2020 (Updated Jan 8, 2020)
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
Purple Phoenix Games (2266 KP) rated Dungeon Scrawlers: Heroes of Undermountain in Tabletop Games
Apr 8, 2022
I’ve mentioned before that Travis and I are currently playing a D&D campaign with another friend. I’m the DM and those two dudes are my ever-entertaining party. The adventure we’re running at the moment is Dungeon of the Mad Mage, which takes place in Undermountain. So imagine my surprise whilst browsing my FLGS recently and came across this game: a D&D real-time maze racing game set in the very same dungeon as our current campaign! I knew then and there that I had to give it a shot. It’s not as involved and intensive as the actual campaign, but this game can be just as exciting. Keep reading to see why!
Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.
Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.
Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.
The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.
To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!
So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.
Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.
Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.
The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.
To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!
So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
BankofMarquis (1832 KP) rated Paddington 2 (2017) in Movies
Feb 3, 2019
Wonderful, whimsical film for kids and adults alike
As I was perusing various "Top Films of 2018" lists, one surprising film kept showing up on these lists, so I thought I'd better check it out.
And I'm glad I did for PADDINGTON 2 is a charming family film that entranced me from beginning to end with wonderful performances and a charm and whimsy that hooked me from start to finish.
A follow-up to the moderate 2014 hit (based on the beloved children's books series) about a Peruvian bear that heads to 19th Century London seeking adventure - and finds a family - PADDINGTON 2 follows said Bear as he is caught up in a robbery and is mistakenly jailed for the crime. Can Paddington make friends with the burly inmates in the prison? Can the Brown family help find the true perpetrator of the crime and help spring Paddington? Can faith and love triumph in a time of skepticism and darkness?
It's a family film, what do you think?
The joy in this film is in the telling - and Paul King (returning as Director/Writer) does a wonderful job telling a joyous, family-friendly story without diving into sacrine-ness (is that a word? It is now) and schmaltz. He tells the story with a sly wink in his eye and dives deep into whimsical detail of late 19th century London - a London racing full throttle into the steam age. There is a light cyber-punk sensibility to the proceedings and this works wonderfully well.
As you would expect, King does a nice job getting the actors to click into the sensibilities and style of this film. Ben Wishaw is back as the voice of Paddington - and he is perfectly cast. Wishaw has a naivete and sense of wonder to his voice that serves the Paddington character well. Jim Broadbent, Hugh Bonneville, Sally Hawkins and Julie Walters all reprise their roles - in winning fashion. But it is the newcomers that shine. Brendan Gleeson shows off some comic chops as main prison bad guy "Knuckles" McGinty who forms an unlikely friendship/partnership with Paddington and, especially Hugh Grant as vain, egotistical actor Phoenix Buchanan. I won't spoil the antics of Grant's character but I have a feeling that Mr. Grant had as much fun bringing this character to screen as I did watching him.
Two final things - the finale really works for me as King sets up each character's "special skill" at the beginning of the film that they will need to bring to bear (no pun intended) during the action at the end. To often, character's and character threads are set up at the beginning of a film only to be abandoned by the end, so it is satisfying to me when King sets up items at the beginning of this film and then PAYS THEM OFF at the end.
And, finally, STAY THROUGH THE CREDITS. There is a scene in the credits that is as good as anything that is in the film. I won't spoil the fun for you, but want you to know about this so you won't miss it.
A wonderful, whimsical, time at the movies. If you have kids (5,6,7 years old), this is a MUST SEE. For the rest of you, if you're looking for fun escape from the world, this film will do it.
Letter Grade A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)
And I'm glad I did for PADDINGTON 2 is a charming family film that entranced me from beginning to end with wonderful performances and a charm and whimsy that hooked me from start to finish.
A follow-up to the moderate 2014 hit (based on the beloved children's books series) about a Peruvian bear that heads to 19th Century London seeking adventure - and finds a family - PADDINGTON 2 follows said Bear as he is caught up in a robbery and is mistakenly jailed for the crime. Can Paddington make friends with the burly inmates in the prison? Can the Brown family help find the true perpetrator of the crime and help spring Paddington? Can faith and love triumph in a time of skepticism and darkness?
It's a family film, what do you think?
The joy in this film is in the telling - and Paul King (returning as Director/Writer) does a wonderful job telling a joyous, family-friendly story without diving into sacrine-ness (is that a word? It is now) and schmaltz. He tells the story with a sly wink in his eye and dives deep into whimsical detail of late 19th century London - a London racing full throttle into the steam age. There is a light cyber-punk sensibility to the proceedings and this works wonderfully well.
As you would expect, King does a nice job getting the actors to click into the sensibilities and style of this film. Ben Wishaw is back as the voice of Paddington - and he is perfectly cast. Wishaw has a naivete and sense of wonder to his voice that serves the Paddington character well. Jim Broadbent, Hugh Bonneville, Sally Hawkins and Julie Walters all reprise their roles - in winning fashion. But it is the newcomers that shine. Brendan Gleeson shows off some comic chops as main prison bad guy "Knuckles" McGinty who forms an unlikely friendship/partnership with Paddington and, especially Hugh Grant as vain, egotistical actor Phoenix Buchanan. I won't spoil the antics of Grant's character but I have a feeling that Mr. Grant had as much fun bringing this character to screen as I did watching him.
Two final things - the finale really works for me as King sets up each character's "special skill" at the beginning of the film that they will need to bring to bear (no pun intended) during the action at the end. To often, character's and character threads are set up at the beginning of a film only to be abandoned by the end, so it is satisfying to me when King sets up items at the beginning of this film and then PAYS THEM OFF at the end.
And, finally, STAY THROUGH THE CREDITS. There is a scene in the credits that is as good as anything that is in the film. I won't spoil the fun for you, but want you to know about this so you won't miss it.
A wonderful, whimsical, time at the movies. If you have kids (5,6,7 years old), this is a MUST SEE. For the rest of you, if you're looking for fun escape from the world, this film will do it.
Letter Grade A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)
Movie Metropolis (309 KP) rated The Hunger Games: Mockingjay - Part 2 (2015) in Movies
Jun 10, 2019
An emotional goodbye
Over the last three years, The Hunger Games franchise has thrilled and delighted fans and newcomers to the series with its mix of wonderful special effects, a great cast and intriguing plots.
With the second instalment, Catching Fire, proving to be the best in the series, expectations for the finale, Mockingjay Part 2 were incredibly high. But is this the end we all wanted, and more importantly deserved?
Mockingjay Part 2 picks up immediately after the events of Part 1, as Jennifer Lawrence’s Katniss Everdeen recovers from a vicious attack by her friend and on-off lover Peeta, played by Josh Hutcherson in a troubled and career-best performance.
With Katniss becoming a symbol of hope in a time of dictatorship, Lawrence marches with her friends and allies to storm the Capitol and overthrow the tyrannical President Snow, a deliciously evil Donald Sutherland.
The catch? Snow and previous Game makers have booby-trapped the Capitol with a range of sadistic tests trying to stop the rebellion in its tracks.
The Hunger Games has become renowned for a fantastic supporting cast that includes talent like Elizabeth Banks, Woody Harrelson, Stanley Tucci, the late Philip Seymour Hoffman and Julianne Moore, with the latter being particularly memorable.
Unfortunately, as is often the case with large Young Adult franchises, these fantastic actors are lost somewhat as director Francis Lawrence tries to tie up all loose ends with the main teens; Jennifer Lawrence, Josh Hutcherson and Liam Hemsworth.
The aforementioned three have been part of a love triangle so convoluted it’s difficult to remember who is in love with who, but thankfully this takes a back seat to the action, though each of the three brings enough acting credibility to make the more romantic elements bearable.
Moreover, Mockingjay Part 2 pushes the boundaries of the much-maligned 12A certificate. This is by far the most harrowing and bleak of the four films and none of its predecessors were exactly a ray of sunshine. The characters are pushed to breaking point as the realisation of the Capitol’s evil fully sinks in and the inevitable loss of life is both thrilling and utterly devastating.
The special effects have been rightly ramped up for this final instalment with District 13 and the Capitol looking truly stunning. Each of the action sequences is filmed with such confidence and this shows off the exceptional sets much better than the handy cam that plagued the first film.
Unfortunately, the need to fill a movie nearly 140 minutes in length has led to a tone that occasionally jars and drags a little too frequently. This was a problem with Part 2’s predecessor and whilst the idea to split the final book into two films works better here, the balance is still not quite right and still reeks of money-making.
However, each of the action sequences are edge of the seat stuff with an underground sewer providing the film’s most pulse-racing and dramatic scenes. There’s a whiff of Ridley Scott’s Alien in Francis Lawrence’s direction throughout this extended set piece.
Overall, The Hunger Games series has ended on a high. From its beautiful cinematography to an exceptional main and supporting cast, director Francis Lawrence, who has been with the series since Catching Fire, has managed to craft a harrowing end to a group of films whose influence will be felt for many years to come.
https://moviemetropolis.net/2015/11/22/an-emotional-goodbye-the-hunger-games-mockingjay-part-2-review/
With the second instalment, Catching Fire, proving to be the best in the series, expectations for the finale, Mockingjay Part 2 were incredibly high. But is this the end we all wanted, and more importantly deserved?
Mockingjay Part 2 picks up immediately after the events of Part 1, as Jennifer Lawrence’s Katniss Everdeen recovers from a vicious attack by her friend and on-off lover Peeta, played by Josh Hutcherson in a troubled and career-best performance.
With Katniss becoming a symbol of hope in a time of dictatorship, Lawrence marches with her friends and allies to storm the Capitol and overthrow the tyrannical President Snow, a deliciously evil Donald Sutherland.
The catch? Snow and previous Game makers have booby-trapped the Capitol with a range of sadistic tests trying to stop the rebellion in its tracks.
The Hunger Games has become renowned for a fantastic supporting cast that includes talent like Elizabeth Banks, Woody Harrelson, Stanley Tucci, the late Philip Seymour Hoffman and Julianne Moore, with the latter being particularly memorable.
Unfortunately, as is often the case with large Young Adult franchises, these fantastic actors are lost somewhat as director Francis Lawrence tries to tie up all loose ends with the main teens; Jennifer Lawrence, Josh Hutcherson and Liam Hemsworth.
The aforementioned three have been part of a love triangle so convoluted it’s difficult to remember who is in love with who, but thankfully this takes a back seat to the action, though each of the three brings enough acting credibility to make the more romantic elements bearable.
Moreover, Mockingjay Part 2 pushes the boundaries of the much-maligned 12A certificate. This is by far the most harrowing and bleak of the four films and none of its predecessors were exactly a ray of sunshine. The characters are pushed to breaking point as the realisation of the Capitol’s evil fully sinks in and the inevitable loss of life is both thrilling and utterly devastating.
The special effects have been rightly ramped up for this final instalment with District 13 and the Capitol looking truly stunning. Each of the action sequences is filmed with such confidence and this shows off the exceptional sets much better than the handy cam that plagued the first film.
Unfortunately, the need to fill a movie nearly 140 minutes in length has led to a tone that occasionally jars and drags a little too frequently. This was a problem with Part 2’s predecessor and whilst the idea to split the final book into two films works better here, the balance is still not quite right and still reeks of money-making.
However, each of the action sequences are edge of the seat stuff with an underground sewer providing the film’s most pulse-racing and dramatic scenes. There’s a whiff of Ridley Scott’s Alien in Francis Lawrence’s direction throughout this extended set piece.
Overall, The Hunger Games series has ended on a high. From its beautiful cinematography to an exceptional main and supporting cast, director Francis Lawrence, who has been with the series since Catching Fire, has managed to craft a harrowing end to a group of films whose influence will be felt for many years to come.
https://moviemetropolis.net/2015/11/22/an-emotional-goodbye-the-hunger-games-mockingjay-part-2-review/
Movie Metropolis (309 KP) rated Non-Stop (2014) in Movies
Jun 11, 2019
On the wrong side of 60 you’d be forgiven for thinking that it was time for Liam Neeson to hang up his gun and move away from the cold, steely world of action films, into the fuzzy and sentimental territory of a rom-com.
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Purple Phoenix Games (2266 KP) rated Bananagrams in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
What if I told you that you could play an entire game of Scrabble in about 15 minutes? You wouldn’t believe me, would you? I wouldn’t have believed me either until I discovered Bananagrams. Ok, so it’s not technically Scrabble, but the gist is the same – place tiles and create words! The biggest difference is that there are no points and there is no board. You have a ‘hand’ of letter tiles that you must use to create your own personal crossword faster than your opponents! If anyone uses all of their tiles, all players must draw a new tile from the center of the table and adjust/add to their existing crossword to incorporate the new letter. Once all of the letter tiles are gone, the first player to complete their crossword is the winner!
As a solo game, you play Bananagrams the same way as you would in a group – use your tiles to create your crossword, and the game is over when all of the tiles are used. It’s still a race against the clock – you are just trying to beat your own best time instead of finishing before your opponents.
Some games really were not made to be played solo and, in my opinion, Bananagrams is one of those games. Most of the excitement of this game comes from racing your opponents to finish your crossword before they do. Playing solo just feels a little pointless to me – it’s not as exciting or nearly as fun. You are in complete control when playing solo because the game advances only when you allow it to. In a group game, the game is controlled by the fastest players, and that might not always be you. Yeah, you’re still supposed to be trying to beat your own best time when playing solo, but speed doesn’t feel as necessary because honestly, it isn’t.
The only positive reason I have for playing Bananagrams solo is that it just allows you to practice playing the game. It gives you time to test out different strategies that could then be used in a group game. You can practice creating new words to better utilize your current tiles, or find easy ways to modify your current crossword without losing time. Solo play is a good exercise for your brain. Using the skills you’ve practiced in solo play can help you better succeed in group play. And group play is where Bananagrams really shines.
Bananagrams is a fast and fun game that definitely requires more thought and strategy than its silly title would lead you to believe. However, this is a game I would recommend mainly for group play. Give it a shot solo if you want, but don’t be expecting it to be particularly exciting or fun. I do love to play Bananagrams, but only when I get to play with a group.
https://purplephoenixgames.wordpress.com/2019/02/21/solo-chronicles-bananagrams/
What if I told you that you could play an entire game of Scrabble in about 15 minutes? You wouldn’t believe me, would you? I wouldn’t have believed me either until I discovered Bananagrams. Ok, so it’s not technically Scrabble, but the gist is the same – place tiles and create words! The biggest difference is that there are no points and there is no board. You have a ‘hand’ of letter tiles that you must use to create your own personal crossword faster than your opponents! If anyone uses all of their tiles, all players must draw a new tile from the center of the table and adjust/add to their existing crossword to incorporate the new letter. Once all of the letter tiles are gone, the first player to complete their crossword is the winner!
As a solo game, you play Bananagrams the same way as you would in a group – use your tiles to create your crossword, and the game is over when all of the tiles are used. It’s still a race against the clock – you are just trying to beat your own best time instead of finishing before your opponents.
Some games really were not made to be played solo and, in my opinion, Bananagrams is one of those games. Most of the excitement of this game comes from racing your opponents to finish your crossword before they do. Playing solo just feels a little pointless to me – it’s not as exciting or nearly as fun. You are in complete control when playing solo because the game advances only when you allow it to. In a group game, the game is controlled by the fastest players, and that might not always be you. Yeah, you’re still supposed to be trying to beat your own best time when playing solo, but speed doesn’t feel as necessary because honestly, it isn’t.
The only positive reason I have for playing Bananagrams solo is that it just allows you to practice playing the game. It gives you time to test out different strategies that could then be used in a group game. You can practice creating new words to better utilize your current tiles, or find easy ways to modify your current crossword without losing time. Solo play is a good exercise for your brain. Using the skills you’ve practiced in solo play can help you better succeed in group play. And group play is where Bananagrams really shines.
Bananagrams is a fast and fun game that definitely requires more thought and strategy than its silly title would lead you to believe. However, this is a game I would recommend mainly for group play. Give it a shot solo if you want, but don’t be expecting it to be particularly exciting or fun. I do love to play Bananagrams, but only when I get to play with a group.
https://purplephoenixgames.wordpress.com/2019/02/21/solo-chronicles-bananagrams/
Zuky the BookBum (15 KP) rated The Binding Song in Books
Mar 15, 2018
<b>Trigger warning:</b> this book contains descriptions of rape
There are very few psychological thrillers/ horrors set in the prison environment, so when I read the synopsis for this book, I was really excited to read it. This book is one youll find yourself racing through, its so quick and exciting youll be determined to not put it down.
Elodie Harper was the 2016 winner of Stephen Kings short story competition, and this is her debut full length novel (not of the same story). Im surprised to find this one is a debut because its so well put together and feels like the writing of someone more prolific and comfortable writing 300 page novels. There is no fault with Harpers writing, that I could find. This book is creepy and moody in tone throughout and is certainly the kind of book you want to read with the lights on!
Our main character, Janet, is a hard headed woman in the prison industry, with a fiery temper, but also a softer side we get to see often throughout the story. Normally I find these sort of characters get a little annoying and either too big for their boots, or become too soppy, but Janet stayed as a great lead throughout the book. I did have one issue with her character, to do with her relationship, at the end of the novel, but I will talk about that in a spoiler section at the bottom.
As for the other side characters, I thought they were very well developed. My only issue was with Steven, who 1) felt a little unneeded for the plot, and 2) a bit unbelievable, but I still enjoyed his character nonetheless.
The plot is certainly different to others and I really enjoyed this uniqueness. While I had my ideas as to what we happening, I still was non-the-wiser until it all came to light, so its great to have a book thats given me a shock twist. Each chapter in this book ends on a small cliffhanger, its so hard to ever out it down because you just want to know where the story is going next.
<b>I'm going to hide this next paragraph as a spoiler, but it is extremely minor. It does not ruin the mystery, twist or plot in any way.</b>
<spoiler>My one big issue with the whole book was the resolution of Janet and Aruns relationship. The fact that she didnt even have to think over getting back together with him after he cheated on her made my blood boil. After her being this strong lead all the way through, it seemed such a shame for her to go back to a man who cheated on her after 1 day of being on a break all because she wanted to keep her job. It was an arrogant and selfish thing of him to have done and Im not happy that she forgave him for it so easily.</spoiler>
Overall, I really enjoyed this book all the way through, despite there being one or two choices I would have made differently towards the end. Im certainly going to keep my eye out for more of Harpers work in the future as shes already proved to be a great story teller and character builder.
There are very few psychological thrillers/ horrors set in the prison environment, so when I read the synopsis for this book, I was really excited to read it. This book is one youll find yourself racing through, its so quick and exciting youll be determined to not put it down.
Elodie Harper was the 2016 winner of Stephen Kings short story competition, and this is her debut full length novel (not of the same story). Im surprised to find this one is a debut because its so well put together and feels like the writing of someone more prolific and comfortable writing 300 page novels. There is no fault with Harpers writing, that I could find. This book is creepy and moody in tone throughout and is certainly the kind of book you want to read with the lights on!
Our main character, Janet, is a hard headed woman in the prison industry, with a fiery temper, but also a softer side we get to see often throughout the story. Normally I find these sort of characters get a little annoying and either too big for their boots, or become too soppy, but Janet stayed as a great lead throughout the book. I did have one issue with her character, to do with her relationship, at the end of the novel, but I will talk about that in a spoiler section at the bottom.
As for the other side characters, I thought they were very well developed. My only issue was with Steven, who 1) felt a little unneeded for the plot, and 2) a bit unbelievable, but I still enjoyed his character nonetheless.
The plot is certainly different to others and I really enjoyed this uniqueness. While I had my ideas as to what we happening, I still was non-the-wiser until it all came to light, so its great to have a book thats given me a shock twist. Each chapter in this book ends on a small cliffhanger, its so hard to ever out it down because you just want to know where the story is going next.
<b>I'm going to hide this next paragraph as a spoiler, but it is extremely minor. It does not ruin the mystery, twist or plot in any way.</b>
<spoiler>My one big issue with the whole book was the resolution of Janet and Aruns relationship. The fact that she didnt even have to think over getting back together with him after he cheated on her made my blood boil. After her being this strong lead all the way through, it seemed such a shame for her to go back to a man who cheated on her after 1 day of being on a break all because she wanted to keep her job. It was an arrogant and selfish thing of him to have done and Im not happy that she forgave him for it so easily.</spoiler>
Overall, I really enjoyed this book all the way through, despite there being one or two choices I would have made differently towards the end. Im certainly going to keep my eye out for more of Harpers work in the future as shes already proved to be a great story teller and character builder.
Zuky the BookBum (15 KP) rated Gather the Daughters in Books
Mar 15, 2018
I was so interested in this one because it's ultimately about a cult. A cult who live on an island where very strict rules are put in place. Daughters are used to "comfort" their Father's during the night until their first bleed, then they get married off, Mothers are used for producing two children and housework. Sons help their Fathers in their jobs and Fathers rule the land.
On the island they have a Bible / religious text equivalent called Our Book and within the book there are the "Shalt Not's", for example "Thou shalt not disobey thy father", or "Thou shalt not touch a daughter who has bled until she enters her summer of fruition". Living on the island is simple if you don't question or break the rules.
For a woman to have a decent life on the island, there's only one piece of advice: have son's.
If you can't already see what I'm getting at from my short description above, then let me put this simply. <b>This is dark.</b> Gather the Daughters is a very ominous, disturbed and often times uncomfortable read.
Melamed's writing is stunning. The island she has created comes alive in your mind so easily with every description of the trees, the houses, the beach. The shadiness of the men, the melancholy of the woman, and the fear of the daughters can really be felt and you can almost touch the tension of what is looming, as it gets heavier and heavier with every turn of the page.
I loved the use of the four different characters to tell a story. To begin with, it is a little confusing - who is who? But you get used to it very quickly! Each of the girls we follow are so well developed, we climb inside their shoes and exist as they do for the length of their chapter. Personally, Rosie was my favourite character of them all, and she wasn't even one of the main ones! That just goes to show how well structured every single girl in this book was... when you feel you can love a side character over a main one.
I guess this book only gets a 4 stars because it wasn't entirely what I was expecting... and sometimes that's a good thing, your expectations are exceeded, but that wasn't the case for this one. It was a lot slower moving than I would have liked, there were panicky, heart racing moments, but not a lot of them, and I wasn't really satisfied with how everything ended. I don't want to say too much because of spoilers, but yes, not what I was hoping for.
Would I class this as sci-fi? No. As horror? No. As a thriller? No. For me, this felt more like a general fiction novel with some more disturbing aspects than many of the others in the genre have.
Overall, though, this is worth picking up to read. It's definitely uncomfortable to read at times and I did feel a little bit squirmish at what is implied throughout, but it's such a gorgeously written book and there are some excellent exciting moments. As this is Melamed's first book, I can see her going big places with more fiction in the future!
<i>P.S. If you don't feel comfortable reading books about incest / child sexual abuse please don't read this and then rate it 1 star because you found the subject matter difficult to read. That's just not fair.</i>
On the island they have a Bible / religious text equivalent called Our Book and within the book there are the "Shalt Not's", for example "Thou shalt not disobey thy father", or "Thou shalt not touch a daughter who has bled until she enters her summer of fruition". Living on the island is simple if you don't question or break the rules.
For a woman to have a decent life on the island, there's only one piece of advice: have son's.
If you can't already see what I'm getting at from my short description above, then let me put this simply. <b>This is dark.</b> Gather the Daughters is a very ominous, disturbed and often times uncomfortable read.
Melamed's writing is stunning. The island she has created comes alive in your mind so easily with every description of the trees, the houses, the beach. The shadiness of the men, the melancholy of the woman, and the fear of the daughters can really be felt and you can almost touch the tension of what is looming, as it gets heavier and heavier with every turn of the page.
I loved the use of the four different characters to tell a story. To begin with, it is a little confusing - who is who? But you get used to it very quickly! Each of the girls we follow are so well developed, we climb inside their shoes and exist as they do for the length of their chapter. Personally, Rosie was my favourite character of them all, and she wasn't even one of the main ones! That just goes to show how well structured every single girl in this book was... when you feel you can love a side character over a main one.
I guess this book only gets a 4 stars because it wasn't entirely what I was expecting... and sometimes that's a good thing, your expectations are exceeded, but that wasn't the case for this one. It was a lot slower moving than I would have liked, there were panicky, heart racing moments, but not a lot of them, and I wasn't really satisfied with how everything ended. I don't want to say too much because of spoilers, but yes, not what I was hoping for.
Would I class this as sci-fi? No. As horror? No. As a thriller? No. For me, this felt more like a general fiction novel with some more disturbing aspects than many of the others in the genre have.
Overall, though, this is worth picking up to read. It's definitely uncomfortable to read at times and I did feel a little bit squirmish at what is implied throughout, but it's such a gorgeously written book and there are some excellent exciting moments. As this is Melamed's first book, I can see her going big places with more fiction in the future!
<i>P.S. If you don't feel comfortable reading books about incest / child sexual abuse please don't read this and then rate it 1 star because you found the subject matter difficult to read. That's just not fair.</i>
Gareth von Kallenbach (980 KP) rated Transporter 3 (2008) in Movies
Aug 14, 2019
Frank Martin (Jason Statham), the finest driver for hire in the world is back in “Transporter 3”. This time out Frank is forced to deliver a captive girl named Valentina (Natalya Rudakova), to Odessa from his home in Marseilles .
Frank has been recruited against his will by a scheming individual named Johnson (Robert Knepper), who plans to force the Leader of the Ukrainian government to sign a treaty that will allow for dumping of toxic chemicals.
Johnson has a very vital package from Frank to deliver and thanks to an explosive device attached to Frank and Valentina, he has the reluctant services that make a very in demand individual.
As if matters were not complicated enough for Frank, there is a band of thugs hot on his trail as he and Valentina race through the scenic landscapes of Europe.
Frank is determined to find a way to remove the explosive device attached to his wrist, and Valentina is more resigned to her fate as she sees that no matter what, they are both soon to be dead and should live what little life they have left as best as they can.
Along the way, Frank unleashes some of the signature action sequences of the series which as always include outrageous fight scenes that are as well choreographed as anything Jackie Chan has ever unleashed. Frank is a whirring dervish of action and destruction which bellies his soft spoken man of few words persona.
The film also has plenty of car chases to go with the fight sequences and while they are getting more and more over the top with each new segment of the series, still offer excitement. One such scene involves Frank racing through town on a bike to keep pace with his car after being separated from it. Since Frank or Valentina will go boom should they move beyond a certain distance from the tricked out Audi, you can imagine the extreme steps Frank takes to keep this from happening.
While the action of the film is good, I have to say that it is starting to wear thin after the two previous films. The original “Transporter” was a very fresh film as it blended over the top action and well choreographed fight sequences with a European drama to create a unique hybrid of American and European cinema.
The sequel, “Transporter 2”, relied heavily upon the outrageous stunts and less on plots yet still satisfied thanks to the non-stop action and charisma of Statham.
This time out the dialogue is so stunted and bland that you never see any chemistry between the lead characters develop and it seems a very forced pairing. It was reported that Natalya Rudakova was spotted going to work by Producer Luc Besson who cast her in the film even though she had no acting experience and while she does a good job, they just do not seem to fit with one another in a way that makes the audience care or believe in their situation.
The plot of the film is decent enough for an action film but lacks any real twists or turns which causes the film to unfold with few surprises. While the finale is acceptable, I wanted a better payoff as the series has yet to top the oil fight scene in the first film in my opinion.
In then end the film is a mixed bag that will appeal to fans of the series but even they will have to admit that the tread is starting to wear thin on the tires of this series.
Frank has been recruited against his will by a scheming individual named Johnson (Robert Knepper), who plans to force the Leader of the Ukrainian government to sign a treaty that will allow for dumping of toxic chemicals.
Johnson has a very vital package from Frank to deliver and thanks to an explosive device attached to Frank and Valentina, he has the reluctant services that make a very in demand individual.
As if matters were not complicated enough for Frank, there is a band of thugs hot on his trail as he and Valentina race through the scenic landscapes of Europe.
Frank is determined to find a way to remove the explosive device attached to his wrist, and Valentina is more resigned to her fate as she sees that no matter what, they are both soon to be dead and should live what little life they have left as best as they can.
Along the way, Frank unleashes some of the signature action sequences of the series which as always include outrageous fight scenes that are as well choreographed as anything Jackie Chan has ever unleashed. Frank is a whirring dervish of action and destruction which bellies his soft spoken man of few words persona.
The film also has plenty of car chases to go with the fight sequences and while they are getting more and more over the top with each new segment of the series, still offer excitement. One such scene involves Frank racing through town on a bike to keep pace with his car after being separated from it. Since Frank or Valentina will go boom should they move beyond a certain distance from the tricked out Audi, you can imagine the extreme steps Frank takes to keep this from happening.
While the action of the film is good, I have to say that it is starting to wear thin after the two previous films. The original “Transporter” was a very fresh film as it blended over the top action and well choreographed fight sequences with a European drama to create a unique hybrid of American and European cinema.
The sequel, “Transporter 2”, relied heavily upon the outrageous stunts and less on plots yet still satisfied thanks to the non-stop action and charisma of Statham.
This time out the dialogue is so stunted and bland that you never see any chemistry between the lead characters develop and it seems a very forced pairing. It was reported that Natalya Rudakova was spotted going to work by Producer Luc Besson who cast her in the film even though she had no acting experience and while she does a good job, they just do not seem to fit with one another in a way that makes the audience care or believe in their situation.
The plot of the film is decent enough for an action film but lacks any real twists or turns which causes the film to unfold with few surprises. While the finale is acceptable, I wanted a better payoff as the series has yet to top the oil fight scene in the first film in my opinion.
In then end the film is a mixed bag that will appeal to fans of the series but even they will have to admit that the tread is starting to wear thin on the tires of this series.