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Kristy H (1252 KP) rated The Princess Diarist in Books
Feb 8, 2018
Carrie Fisher's latest memoir details a behind the scenes look of the first <i>Star Wars</i> film. Motivated by the recent discovery of the journals she wrote while filming <i>Star Wars</i> in the late 1970s, Fisher discusses her naive nineteen-year-old self: not yet famous (though with famous parents) and unprepared for the juggernaut that would become the <i>Star Wars</i> franchise. She also covers her now famous co-star, Harrison Ford, and their relationship during the three months of filming. Fisher presents excerpts from her discovered journals and ponders on her life and the fame and notoriety that playing Princess Leia has brought her.
I am new to the <i>Star Wars</i> fandom, having only recently discovered the films myself in the past two years or so. My four-year-old daughters love them (and Leia), so I was intrigued by the idea of Fisher's memoir. While I like the films, I don't consider myself a fanatic by any stretch of the imagination. Still, I was interested in hearing some behind the scenes tidbits about filming. And Fisher starts out with such facts, explaining how an early scene was re-written due to the physical limitations of Peter Mayhew, who played Chewbacca. It's that sort of information that I find fascinating--and imagine other <i>Star Wars</i> fans would as well.
And, I won't lie, I was also fascinated by Fisher's reported relationship with Harrison Ford, who is about 15 years her senior (and was married while they were filming). Her portrayal of Harrison in the book seems spot on and is actually quite humorous at times. Unfortunately, her actual detail of the relationship is scant at best, and we really don't get much insight into their romance. What we do get is a lot of particulars about Fisher's own insecurities about herself, her body, her acting, etc.
She includes actual excerpts of the journals she found in the middle of the book, and I confess, I eventually started skimming them, because they were just agony to read. I can understand how they resonate from the perspective of a lovestruck teenager (because, truly, she was just that at the time), but so many years later, they just seem like a lot of bad poetry and ramblings that make no sense out of context. And beyond a few stories about Harrison, we really get nothing in the book that explains them, which is unfortunate, as Fisher seems witty and interesting (albeit insecure, but hey, so am I). I understand her angst from the journals, I really do, but I'm not honestly sure I wanted to read it in such form.
Plus, after that section of the book, we move on to Fisher discussing her fans and how "being Leia" has affected her life. And, again, I get it: we all forget how no one expected <i>Star Wars</i> to be so big. You wouldn't at nineteen realize what you were getting into, and I'm sure this character has absorbed much of her identity. And maybe it was reading this on the heel of Anna Kendrick's memoir, but I can only take so much of celebrities complaining about their fame and lives. The second half of Fisher's book, basically, is her capturing "conversations" with awestruck fans explaining how much Leia and <i>Star Wars</i> meant to them. But, really, it's mocking them and illustrating how tiresome the "lap dance" (her words) of signing autographs and appearing at various conventions can be. But, you know, as she states, it's worth it for the money. You can't help but feel a little offended on the part of these devoted, crazy fans, and a little less sorry for Fisher, even if she was not included on merchandising shares for <i>Star Wars</i>.
Sigh. Overall, I'm a bit conflicted on this one. Bits and pieces were very interesting. But I would have enjoyed hearing more about the actual set and her interactions with the other actors beyond Harrison Ford. While I also didn't mind hearing about Fisher's impressions of how Leia impacted her life, the fandom sections just rubbed me the wrong way. 2.5 stars.
I am new to the <i>Star Wars</i> fandom, having only recently discovered the films myself in the past two years or so. My four-year-old daughters love them (and Leia), so I was intrigued by the idea of Fisher's memoir. While I like the films, I don't consider myself a fanatic by any stretch of the imagination. Still, I was interested in hearing some behind the scenes tidbits about filming. And Fisher starts out with such facts, explaining how an early scene was re-written due to the physical limitations of Peter Mayhew, who played Chewbacca. It's that sort of information that I find fascinating--and imagine other <i>Star Wars</i> fans would as well.
And, I won't lie, I was also fascinated by Fisher's reported relationship with Harrison Ford, who is about 15 years her senior (and was married while they were filming). Her portrayal of Harrison in the book seems spot on and is actually quite humorous at times. Unfortunately, her actual detail of the relationship is scant at best, and we really don't get much insight into their romance. What we do get is a lot of particulars about Fisher's own insecurities about herself, her body, her acting, etc.
She includes actual excerpts of the journals she found in the middle of the book, and I confess, I eventually started skimming them, because they were just agony to read. I can understand how they resonate from the perspective of a lovestruck teenager (because, truly, she was just that at the time), but so many years later, they just seem like a lot of bad poetry and ramblings that make no sense out of context. And beyond a few stories about Harrison, we really get nothing in the book that explains them, which is unfortunate, as Fisher seems witty and interesting (albeit insecure, but hey, so am I). I understand her angst from the journals, I really do, but I'm not honestly sure I wanted to read it in such form.
Plus, after that section of the book, we move on to Fisher discussing her fans and how "being Leia" has affected her life. And, again, I get it: we all forget how no one expected <i>Star Wars</i> to be so big. You wouldn't at nineteen realize what you were getting into, and I'm sure this character has absorbed much of her identity. And maybe it was reading this on the heel of Anna Kendrick's memoir, but I can only take so much of celebrities complaining about their fame and lives. The second half of Fisher's book, basically, is her capturing "conversations" with awestruck fans explaining how much Leia and <i>Star Wars</i> meant to them. But, really, it's mocking them and illustrating how tiresome the "lap dance" (her words) of signing autographs and appearing at various conventions can be. But, you know, as she states, it's worth it for the money. You can't help but feel a little offended on the part of these devoted, crazy fans, and a little less sorry for Fisher, even if she was not included on merchandising shares for <i>Star Wars</i>.
Sigh. Overall, I'm a bit conflicted on this one. Bits and pieces were very interesting. But I would have enjoyed hearing more about the actual set and her interactions with the other actors beyond Harrison Ford. While I also didn't mind hearing about Fisher's impressions of how Leia impacted her life, the fandom sections just rubbed me the wrong way. 2.5 stars.

Purple Phoenix Games (2266 KP) rated Tales & Games: The Hare & the Tortoise in Tabletop Games
Mar 12, 2020
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.
We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!
DISCLAIMER: I 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
The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.
To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.
On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.
Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.
I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!
DISCLAIMER: I 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
The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.
To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.
On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.
Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.
I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.

Purple Phoenix Games (2266 KP) rated The Quest Kids in Tabletop Games
Mar 26, 2021
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.

Mandy and G.D. Burkhead (26 KP) rated Flightless Falcon in Books
May 20, 2018
Shelf Life – Flightless Falcon Still Glides Pretty Well
Flightless Falcon is a light DAW fantasy by Mickey Zucker Reichert that first came out in paperback in July of 2001. Set in your typical fantasy land – lightly coated in magic but sans any fantastical creatures such as dragons, elves, dwarves, and the like – it follows the sad, luckless exploits of an ex-miner named Tamison made useless after a cave in kills his father and brother and leaves him trapped deep in the mine for a few days.
Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.
When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.
The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.
The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.
But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.
The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.
Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.
But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.
It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.
When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.
The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.
The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.
But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.
The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.
Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.
But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.
It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.

Gareth von Kallenbach (980 KP) rated Solo: A Star Wars Story (2018) in Movies
Jun 19, 2019
Back in 1977 I remember going into the original Cine Capri to see “Star Wars” with some friends. I was very young but little did I know that movie would change my life and put me on the path that I am now. Over the decades that have followed I have read the books and comics, played with the toys, played the video games, and eagerly watched any new film or television show related to the franchise.
The fact that Disney has put out a new film every years since “Star Wars: The Force Awakens” is great for fans like me as those three year waits; to say nothing of the 17+ years between the Original and Prequel Trilogies were tough.
Through it all my favorite character has always been Han Solo. I do not know what it is but the brash, cocky, money loving; scoundrel who gets in and out of trouble yet does the right thing in the end has always connected with me.
So when news came that there would be a new movie based on the early years of the title characters I was excited but concerned as Harrison Ford is so iconic in that role I could not see how anyone could measure up.
Combine that with original Directors Phil Lord and Christopher Miller being removed from the film after shooting a significant number of weeks, there was ample concern to go around.
Fortunately for fans, Director Ron Howard has crafted a very enjoyable film as “Han Solo: A Star Wars Story” deftly combines the action, visuals, and humor that made the films cinematic legends and in doing so introduces new characters and expands the lore of the Star Wars Universe.
The film follows a young Han (Alden Ehrenreich), who hustles to survive and get off the world of Corrilia.
Han like many kids on the street pull all sorts of scams under the control of various criminals and he plots to escape with his friend Qi’ra (Emilia Clarke).
When an opportunity arises, Han takes it, but finds himself in the Imperial Navy which does not bode well for a person with strong opinions and a mind of his own.
Fate steps in once again and introduces Han to Chewbacca (Joonas Suotamo), and a mentor figure in the form of a man named Beckett (Woody Harrelson). Han attempts to prove himself to his new crew as he sees this as his way out to a better life. However with things take a turn for the worse, he must work with his new associates to clear the slate with a deadly crime boss named Dry’den Vos (Paul Bettany).
As anyone who follows the series knows Han has a way of escalating a situation and this leads the crew to recruiting Lando Calrissian (Donald Glover), into the crew as they set off to pull off a risky and dangerous mission to get the much needed resources to save their lives.
What follows is a very enjoyable film that has an appropriate amount of humor and character building as well as plenty of good action and effects which should keep fans of the series happy. The new characters were very enjoyable and added a new depth to Han as well as the Star Wars mythos but what really impressed me was that at no time did I find myself comparing Ehrenreich to Harrison Ford. He was charismatic and enjoyable in the role and I easily believed that this was Han before life, the universe, and circumstances turned him into the man we would know years later.
Glover is uncanny with his version of Lando and he at times almost sounded like Billy Dee Williams and had many of the mannerisms of the character down His back and forth with Han was great to see and we got a much deeper understand of both the characters and their complicated history with one another.
Clark and Harrelson round things out well as they provide a great balance to Han. One is a mentor and one is the link to the life he had and the dreams he wants to achieve. Ron Howard moves things along well without rushing things as while it does take a bit of time getting up to speed, it happens at a natural pace without seeming rushed. Howard also does not rely on an abundance of effects to carry the film. There are plenty of practical FX and makeup creations to make you well aware that this is a vast and diverse galaxy but he uses them and the CGI to enhance the story rather than carry it.
There are numerous nods throughout to past films as well both visual and verbal and a few great surprises along the way. It is believed that more adventures of the younger Han will be coming in the future and I cannot wait for them to arrive as this was a very fun film. Now the only hard part will be the 19 month wait for Episode IX as the five month wait from the last film already seems like ages ago and I cannot wait for more.
http://sknr.net/2018/05/15/solo-a-star-wars-story/
The fact that Disney has put out a new film every years since “Star Wars: The Force Awakens” is great for fans like me as those three year waits; to say nothing of the 17+ years between the Original and Prequel Trilogies were tough.
Through it all my favorite character has always been Han Solo. I do not know what it is but the brash, cocky, money loving; scoundrel who gets in and out of trouble yet does the right thing in the end has always connected with me.
So when news came that there would be a new movie based on the early years of the title characters I was excited but concerned as Harrison Ford is so iconic in that role I could not see how anyone could measure up.
Combine that with original Directors Phil Lord and Christopher Miller being removed from the film after shooting a significant number of weeks, there was ample concern to go around.
Fortunately for fans, Director Ron Howard has crafted a very enjoyable film as “Han Solo: A Star Wars Story” deftly combines the action, visuals, and humor that made the films cinematic legends and in doing so introduces new characters and expands the lore of the Star Wars Universe.
The film follows a young Han (Alden Ehrenreich), who hustles to survive and get off the world of Corrilia.
Han like many kids on the street pull all sorts of scams under the control of various criminals and he plots to escape with his friend Qi’ra (Emilia Clarke).
When an opportunity arises, Han takes it, but finds himself in the Imperial Navy which does not bode well for a person with strong opinions and a mind of his own.
Fate steps in once again and introduces Han to Chewbacca (Joonas Suotamo), and a mentor figure in the form of a man named Beckett (Woody Harrelson). Han attempts to prove himself to his new crew as he sees this as his way out to a better life. However with things take a turn for the worse, he must work with his new associates to clear the slate with a deadly crime boss named Dry’den Vos (Paul Bettany).
As anyone who follows the series knows Han has a way of escalating a situation and this leads the crew to recruiting Lando Calrissian (Donald Glover), into the crew as they set off to pull off a risky and dangerous mission to get the much needed resources to save their lives.
What follows is a very enjoyable film that has an appropriate amount of humor and character building as well as plenty of good action and effects which should keep fans of the series happy. The new characters were very enjoyable and added a new depth to Han as well as the Star Wars mythos but what really impressed me was that at no time did I find myself comparing Ehrenreich to Harrison Ford. He was charismatic and enjoyable in the role and I easily believed that this was Han before life, the universe, and circumstances turned him into the man we would know years later.
Glover is uncanny with his version of Lando and he at times almost sounded like Billy Dee Williams and had many of the mannerisms of the character down His back and forth with Han was great to see and we got a much deeper understand of both the characters and their complicated history with one another.
Clark and Harrelson round things out well as they provide a great balance to Han. One is a mentor and one is the link to the life he had and the dreams he wants to achieve. Ron Howard moves things along well without rushing things as while it does take a bit of time getting up to speed, it happens at a natural pace without seeming rushed. Howard also does not rely on an abundance of effects to carry the film. There are plenty of practical FX and makeup creations to make you well aware that this is a vast and diverse galaxy but he uses them and the CGI to enhance the story rather than carry it.
There are numerous nods throughout to past films as well both visual and verbal and a few great surprises along the way. It is believed that more adventures of the younger Han will be coming in the future and I cannot wait for them to arrive as this was a very fun film. Now the only hard part will be the 19 month wait for Episode IX as the five month wait from the last film already seems like ages ago and I cannot wait for more.
http://sknr.net/2018/05/15/solo-a-star-wars-story/

Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games
Aug 15, 2019 (Updated Aug 19, 2021)
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!

Purple Phoenix Games (2266 KP) rated The Resistance: Avalon in Tabletop Games
Jun 12, 2019
Do you appreciate your friends and your relationships with them? If so, please read no further. Do you want to dissolve your friendships and cause your family members to wonder what went wrong with you and never trust you again? Play The Resistance: Avalon with them.
The Resistance: Avalon (which we always just refer to as simply Avalon) is a game of hidden roles played over several rounds where the “good guys” from King Arthur’s court are pitted against the “bad guys” in Mordred’s thrall. The number of players at the table determines the number of players to be assigned to the good and bad guys squads and the required goals for victory for each team.
To begin, role cards are divvied up and players secretly find out which team they are on for the game. Blue background cards are good guys, red are bad guys. ALERT! Yes, already. I cannot tell you how many times games have been voided because a player was not quite sure what team they were on, so make sure your players know what’s up before continuing. From here a narrator player reads the script in the rulebook to give instructions to players with their eyes closed (a la Mafia or Werewolf). This allows different members of each team to know certain information about their own team or even the opposite team. Players are then instructed to open their eyes simultaneously and thus begins the game of facades.
A player is chosen at random to be the quest giver for now. This person then assigns other players to go on a quest. The “quest” is just a generic quest where it will either succeed or fail. Once the quest giver has made their choices, everyone at the table has a chance to vote to approve the quest team or deny the quest team. Simple majority vote wins. If the team is approved, the quest happens. If the team is denied, the next player in the circle becomes the quest giver and must create a new team of players to go questing.
Once approved, the quest team players are each given two cards: Success and Fail. Secretly, under the table works best, the players make their choices. ALERT! All good guys MUST CHOOSE SUCCESS CARDS so the quest can succeed. Bad guys can choose either one. The questers then pass their cards to an uninvolved player who will then shuffle the cards without looking at them. Once completed, the cards are revealed and thus the success or failure of the quest. If all cards are Success, then the quest was a success and the good guys mark this on the main board. If even just one Fail card appears the quest fails and the bad guys mark it on the main board. This continues until either the good guys win or the bad guys claim victory!
Components. The box is small (akin to the Tiny Epic size boxes). I’m not sure if the game comes with an insert because I won mine from a BGG auction. The cards included in the game are fine, and I sleeved mine because they get held quite a bit. The other miscellaneous tokens are nice and do the job well. This is a game that is less reliant on components, and much more so on game play.
If my intro seemed dark a foreboding, it was completely intentional. Have I witnessed friendships dissolving as a result of this game? Ok not entirely, but there have been some pretty amazing head turns and surprise reveals coupled with slapping and yelling. Not me, mind you, but others. In any case, this game is definitely one to check out if you are a fan of hidden role games and if you want to add tons of tension to your game night. I honestly have no idea why this game (or its older sibling The Resistance if you are more into that theme) isn’t in every game collection. Yes, I know, there are now TONS of hidden role games out there. But this is my favorite of the lot. By far.
We at Purple Phoenix Games are split somehow, giving this one 18 / 24. Obviously it is because Josh is a minion of Mordred and wants our review to fail.
https://purplephoenixgames.wordpress.com/2019/04/24/the-resistance-avalon-review/
The Resistance: Avalon (which we always just refer to as simply Avalon) is a game of hidden roles played over several rounds where the “good guys” from King Arthur’s court are pitted against the “bad guys” in Mordred’s thrall. The number of players at the table determines the number of players to be assigned to the good and bad guys squads and the required goals for victory for each team.
To begin, role cards are divvied up and players secretly find out which team they are on for the game. Blue background cards are good guys, red are bad guys. ALERT! Yes, already. I cannot tell you how many times games have been voided because a player was not quite sure what team they were on, so make sure your players know what’s up before continuing. From here a narrator player reads the script in the rulebook to give instructions to players with their eyes closed (a la Mafia or Werewolf). This allows different members of each team to know certain information about their own team or even the opposite team. Players are then instructed to open their eyes simultaneously and thus begins the game of facades.
A player is chosen at random to be the quest giver for now. This person then assigns other players to go on a quest. The “quest” is just a generic quest where it will either succeed or fail. Once the quest giver has made their choices, everyone at the table has a chance to vote to approve the quest team or deny the quest team. Simple majority vote wins. If the team is approved, the quest happens. If the team is denied, the next player in the circle becomes the quest giver and must create a new team of players to go questing.
Once approved, the quest team players are each given two cards: Success and Fail. Secretly, under the table works best, the players make their choices. ALERT! All good guys MUST CHOOSE SUCCESS CARDS so the quest can succeed. Bad guys can choose either one. The questers then pass their cards to an uninvolved player who will then shuffle the cards without looking at them. Once completed, the cards are revealed and thus the success or failure of the quest. If all cards are Success, then the quest was a success and the good guys mark this on the main board. If even just one Fail card appears the quest fails and the bad guys mark it on the main board. This continues until either the good guys win or the bad guys claim victory!
Components. The box is small (akin to the Tiny Epic size boxes). I’m not sure if the game comes with an insert because I won mine from a BGG auction. The cards included in the game are fine, and I sleeved mine because they get held quite a bit. The other miscellaneous tokens are nice and do the job well. This is a game that is less reliant on components, and much more so on game play.
If my intro seemed dark a foreboding, it was completely intentional. Have I witnessed friendships dissolving as a result of this game? Ok not entirely, but there have been some pretty amazing head turns and surprise reveals coupled with slapping and yelling. Not me, mind you, but others. In any case, this game is definitely one to check out if you are a fan of hidden role games and if you want to add tons of tension to your game night. I honestly have no idea why this game (or its older sibling The Resistance if you are more into that theme) isn’t in every game collection. Yes, I know, there are now TONS of hidden role games out there. But this is my favorite of the lot. By far.
We at Purple Phoenix Games are split somehow, giving this one 18 / 24. Obviously it is because Josh is a minion of Mordred and wants our review to fail.
https://purplephoenixgames.wordpress.com/2019/04/24/the-resistance-avalon-review/

Daniel Boyd (1066 KP) rated Star Wars: Episode VII - The Force Awakens (2015) in Movies
Jul 20, 2017
There has been an awakening...
Contains spoilers, click to show
There was a point where I honestly thought that this day was never going to come. Ladies and gentlemen, for the first time in 30 years we have an exciting, entertaining Star Wars movie. Now this review will contain a non spoilers section and a spoilers section, so if you haven’t seen the movie yet, maybe don’t read past the spoiler warning. So, strap in because if this franchise is starting as it means to go on, then I’ve got a good feeling about this…
First off, let’s talk about the new cast. All three of them are fantastic in their performances, with Daisy Ridley as Rey, John Boyega as Finn and Oscar Isaac as Poe Dameron respectively. Poe has the smallest role, which is my biggest and only complaint about the character, because he is awesome. He is funny, he’s an amazing pilot, he reeks of cool and he is the one character in this movie that I’d love to get a pint with. Finn is another new character, dealing with an inner conflict, (which I won’t ruin,) but is still likeable and relatable. Rey is arguably the most central of the three new main cast members and she delivers also, she sold the fairly bland character dealing with an exciting new adventure calling her name pretty well, but possibly could have done more in a few scenes, as it sort of feels like they could have cast anyone of the same age in this role and they would have delivered, but she did well enough. Of course, the old cast are also back, Anthony Daniels as C3PO is just as irritating as he was 30 years ago and while it’s nice to see Peter Mahew back as Chewie, they really could have put any tall, thin guy into the furry costume and it wouldn’t have made any difference. Carrie Fisher is back as Leia and the while lines she had were entertaining and at times touching, she simply wasn’t in the movie enough. I won’t talk about Luke until the spoilers section, so let’s move on to Han. It’s nice to see grumpy old gramps Harrison Ford actually look enthusiastic and as if he is actually enjoying himself for a change. His performance surprisingly isn’t phoned in and he genuinely commits to the role just as much as he did 30 years ago. Also, out of the original returning cast, he is definitely in the movie most.
Now that we have discussed the light side, now let’s move onto the dark side. Personally I don’t think these characters are as strong as the protagonists. It’s not the fault of the actors, Domnall Gleason as Hux is great, super evil and almost Nazi-like, Andy Serkis as Snoke is intimidating in his performance also and Adam Driver as Kylo Ren is one of the best performances in the movie, showing sadness and anger, all while being an unhinged threatening presence. The problem here is that the villains in this movie just don’t have the same impact as the villains in the original , Hux and Ren are made out to be young and naïve and while Snoke is pulling the strings, but we only ever see him as a hologram and even then, we don’t see him all that much. It’s as if this is these villain’s origin story, but in A New Hope, the villains and the Empire already felt like an established, villainous organisation, whereas in this movie it is as if a bunch of amateurs have happened across a new death star (let’s not lie, that’s all that the Starkiller base is,) and they don’t really know what they are doing. And Captain Phasma? Hardly worth talking about, she is in two scenes and does nothing in either of them besides let herself get taken advantage of. So that’s a summary on how I felt about the characters in general, onto the movie as a whole.
I feel that Abrams has gotten the tone of this movie just right. It’s funny enough that it’s constantly entertaining and never boring and it’s serious enough that you feel a genuine, palpable threat throughout. The score is also fantastic, as is expected from John Williams and overall the effects are spot on also. I did have a slight problem with some of the CGI characters, namely Snoke, the tentacle monsters that show up briefly and the market owner that was in possession of the Falcon at the start of the movie played by Simon Pegg, but there were also a lot of puppets and practical effects were used and it really pays off in the overall look of the movie, no more crammed scenes of cartoon garbage like the prequels, just what matters. The pacing of this movie is very fast, some might say too fast, with Abrams not really giving the viewers time to breathe and digest what they just saw before throwing another dogfight or lightsaber battle at them, but hey, at least you can’t say it’s boring and I’m happy to say that there isn’t a senate discussion in sight. I really do feel like I have to see the movie again however before making an overall verdict and that is due to the extremely fast pacing and because of all of the significant events that happen nothing really stands out, which leaves a lack of meat on the bone. The story is well written however, the world is built well and the characters are all introduced well, but the story does follow a lot of the same beats as the original trilogy. Without giving anything away, the story is divided up into three distinct acts, with each taking place on a different planet followed by an epilogue at the end. There is a cantina scene, a robot carrying an important message to be delivered, Tie Fighter vs. X Wing dogfights and a death star-like weapon of mass destruction, there is even a trench run.
Okay, so I saw the movie again on Tuesday this week and while most of what I felt the first time I felt again, making a lot of the feelings I had after my first viewing more concrete, I did notice a few new things. Also, from this point on there will be spoilers.
Knowing what was coming before it did really helped the pacing of this movie, it was much easier to digest a second time, but at no point was it a chore to watch the film again. I also noticed a lot more lens flares this time, upon first viewing I thought that the only lens flare in the movie was when the Starkiller base fires it’s weapon, but there are in fact quite a few throughout the film. Also the end scene with Luke was a lot better the second time, it didn’t feel as awkward or drawn out and felt more like a fitting end to the movie, although if you ask me, Luke should have at least had a line. Also the revelation that Kylo Ren was actually Ben Solo, Han’s son and Han’s death scene at the hands of Ren were also better on second viewing. While Han’s death was somewhat predictable and probably could have been executed better, it was nice to have him in this movie for the time we got him and I’m sure Harrison Ford is more than happy to never have to play the character again. Also BB-8 is possibly even more likable the second time. Seeing the movie again I also gained a greater appreciation for the cinematography in it, with some awesome long shots showing off the dogfights and the First Order vs. Resistance action. I’m glad I got to see the movie a second time as it has upped my opinion of the movie and if you are a Star Wars fan, it’s something that I would strongly recommend you do.
First off, let’s talk about the new cast. All three of them are fantastic in their performances, with Daisy Ridley as Rey, John Boyega as Finn and Oscar Isaac as Poe Dameron respectively. Poe has the smallest role, which is my biggest and only complaint about the character, because he is awesome. He is funny, he’s an amazing pilot, he reeks of cool and he is the one character in this movie that I’d love to get a pint with. Finn is another new character, dealing with an inner conflict, (which I won’t ruin,) but is still likeable and relatable. Rey is arguably the most central of the three new main cast members and she delivers also, she sold the fairly bland character dealing with an exciting new adventure calling her name pretty well, but possibly could have done more in a few scenes, as it sort of feels like they could have cast anyone of the same age in this role and they would have delivered, but she did well enough. Of course, the old cast are also back, Anthony Daniels as C3PO is just as irritating as he was 30 years ago and while it’s nice to see Peter Mahew back as Chewie, they really could have put any tall, thin guy into the furry costume and it wouldn’t have made any difference. Carrie Fisher is back as Leia and the while lines she had were entertaining and at times touching, she simply wasn’t in the movie enough. I won’t talk about Luke until the spoilers section, so let’s move on to Han. It’s nice to see grumpy old gramps Harrison Ford actually look enthusiastic and as if he is actually enjoying himself for a change. His performance surprisingly isn’t phoned in and he genuinely commits to the role just as much as he did 30 years ago. Also, out of the original returning cast, he is definitely in the movie most.
Now that we have discussed the light side, now let’s move onto the dark side. Personally I don’t think these characters are as strong as the protagonists. It’s not the fault of the actors, Domnall Gleason as Hux is great, super evil and almost Nazi-like, Andy Serkis as Snoke is intimidating in his performance also and Adam Driver as Kylo Ren is one of the best performances in the movie, showing sadness and anger, all while being an unhinged threatening presence. The problem here is that the villains in this movie just don’t have the same impact as the villains in the original , Hux and Ren are made out to be young and naïve and while Snoke is pulling the strings, but we only ever see him as a hologram and even then, we don’t see him all that much. It’s as if this is these villain’s origin story, but in A New Hope, the villains and the Empire already felt like an established, villainous organisation, whereas in this movie it is as if a bunch of amateurs have happened across a new death star (let’s not lie, that’s all that the Starkiller base is,) and they don’t really know what they are doing. And Captain Phasma? Hardly worth talking about, she is in two scenes and does nothing in either of them besides let herself get taken advantage of. So that’s a summary on how I felt about the characters in general, onto the movie as a whole.
I feel that Abrams has gotten the tone of this movie just right. It’s funny enough that it’s constantly entertaining and never boring and it’s serious enough that you feel a genuine, palpable threat throughout. The score is also fantastic, as is expected from John Williams and overall the effects are spot on also. I did have a slight problem with some of the CGI characters, namely Snoke, the tentacle monsters that show up briefly and the market owner that was in possession of the Falcon at the start of the movie played by Simon Pegg, but there were also a lot of puppets and practical effects were used and it really pays off in the overall look of the movie, no more crammed scenes of cartoon garbage like the prequels, just what matters. The pacing of this movie is very fast, some might say too fast, with Abrams not really giving the viewers time to breathe and digest what they just saw before throwing another dogfight or lightsaber battle at them, but hey, at least you can’t say it’s boring and I’m happy to say that there isn’t a senate discussion in sight. I really do feel like I have to see the movie again however before making an overall verdict and that is due to the extremely fast pacing and because of all of the significant events that happen nothing really stands out, which leaves a lack of meat on the bone. The story is well written however, the world is built well and the characters are all introduced well, but the story does follow a lot of the same beats as the original trilogy. Without giving anything away, the story is divided up into three distinct acts, with each taking place on a different planet followed by an epilogue at the end. There is a cantina scene, a robot carrying an important message to be delivered, Tie Fighter vs. X Wing dogfights and a death star-like weapon of mass destruction, there is even a trench run.
Okay, so I saw the movie again on Tuesday this week and while most of what I felt the first time I felt again, making a lot of the feelings I had after my first viewing more concrete, I did notice a few new things. Also, from this point on there will be spoilers.
Knowing what was coming before it did really helped the pacing of this movie, it was much easier to digest a second time, but at no point was it a chore to watch the film again. I also noticed a lot more lens flares this time, upon first viewing I thought that the only lens flare in the movie was when the Starkiller base fires it’s weapon, but there are in fact quite a few throughout the film. Also the end scene with Luke was a lot better the second time, it didn’t feel as awkward or drawn out and felt more like a fitting end to the movie, although if you ask me, Luke should have at least had a line. Also the revelation that Kylo Ren was actually Ben Solo, Han’s son and Han’s death scene at the hands of Ren were also better on second viewing. While Han’s death was somewhat predictable and probably could have been executed better, it was nice to have him in this movie for the time we got him and I’m sure Harrison Ford is more than happy to never have to play the character again. Also BB-8 is possibly even more likable the second time. Seeing the movie again I also gained a greater appreciation for the cinematography in it, with some awesome long shots showing off the dogfights and the First Order vs. Resistance action. I’m glad I got to see the movie a second time as it has upped my opinion of the movie and if you are a Star Wars fan, it’s something that I would strongly recommend you do.

Bob Mann (459 KP) rated First Man (2018) in Movies
Sep 28, 2021
He captured a feeling. Sky with no ceiling.
A memorable event
I am a child of the 60’s, born in 1961. The “Space Race” for me was not some historical concept but a pervasive backdrop to my childhood. I still recall, at the age of 8, being marched into my junior school’s assembly hall. We all peered at the grainy black-and-white pictures of Neil Armstrong as he spoke his famously fluffed line before stepping onto the lunar surface. The event happened at 3:54am UK time, so clearly my recollection of “seeing it live” is bogus. (I read that the BBC stayed on air until 10:30 in the morning, so it was probably a ‘final review’ of the night’s events I saw). It is probably lodged in my memory less for the historical event and more due to the fact that there was TELEVISION ON IN THE MORNING! (Kids, ask your grandparents!)
A very personal connection. My personal copy of Waddington’s “Blast Off” board game, briefly shown in the film.
The plot
But back to Damien Chazelle‘s film. We start early in the 60’s with America getting well and truly kicked up the proberbial by the Russians in the space race: they fail to get the first man in space; they fail to carry out the first spacewalk. So the Americans, following the famous JFK speech, set their sights on the moon. It’s the equivalent of making a mess of cutting your toenails but then deciding to have a go at brain surgery. NASA develop the Gemini programme to practice the essential docking manoevers required as a precursor for the seemingly impossible (‘two blackboard’) mission that is Apollo.
But the price paid for such ambition is high.
Ryan Gosling plays Neil Armstrong as a dedicated, prickly, professional; altogether not a terribly likeable individual. Claire Foy plays his long-suffering wife Janet, putting her support for her husband’s dangerous profession ahead of her natural fears of becoming a single mother.
Review
There is obviously little tension to be mined from a film that has such a well-known historical context. Those with even a subliminal knowledge of the subject will be aware of the key triumphs and tragedies along the way. The script (by Josh Singer, “The Post“; “Spotlight“) is very well done in developing a creeping dread of knowing what is shortly to come.
Even with these inherent spoilers, Chazelle still manages to evoke armrest-squeezing tension into the space flight sequences. A lot of this is achieved through disorientating camera movements and flashing images that may irritate some but I found to be highly effective. (Did anyone else flash back to that excellent “Mission Space” ride at Epcot during the launch sequences?) This hand-held cinematography by Linus Sandgren (Chazelle’s “La La Land” collaborator) is matched by some utterly drop-dead gorgeous shots – beautifully framed; beautifully lit – that would be worthy of a Kaminski/Spielberg collaboration.
Those expecting a rollercoaster thrill-ride of the likes of “Apollo 13” will be disappointed. The film has more of the slow-and-long-burn feeling of “The Right Stuff” in mood and, at 141 minutes, some might even find it quite boring. There is significant time, for example, spent within the family home. These scenes include turbulent events of which I wasn’t previously aware: events that form the cornerstone of the film’s drama. For me, the balance of the personal and the historical background was perfectly done. I found it curious though that with such a family-oriented drama Chazelle chose to ditch completely any cuts away to the earthbound onlookers during the tense lunar landing sequence. (Compare and contrast with Ron Howard‘s masterly inter-cutting in the re-entry scene of “Apollo 13”). With the outcome foretold, perhaps such tension building was considered unnecessary? I’m not suggesting it was wrong to ‘stay in the moment’ with the astronauts, but it’s a bold directorial move.
Overall, the foolhardiness of NASA trying to do what they did with the 60’s technology at their disposal is well-portrayed. If you’ve been lucky enough, as I have, to view the Apollo 11 capsule in the National Air and Space museum in Washington you can’t help but be impressed by the bravery of Armstong, Aldrin and Collins in getting in that bucket of bolts and putting their lives on the line. True American heroes.
On that topic, the “flag issue” has generated much self-righteous heat within the US media; that is regarding Chazelle not showing the American flag being planted. This seems fatuous to me. Not only is the flag shown on the moon, but the film ably demonstrates the American know-how and bravery behind the mission. If Clint Eastwood had been directing he would have probably gone there: but for me it certainly didn’t need any further patriotism rubbed in the viewer’s face.
The turns
Are Oscar nominations on the cards for Ryan Gosling and Claire Foy? For me, it would be staggering if they are not: this film has “Oscar nomination” written all over it. I’d also certainly not bet against Foy winning for Best Actress: her portrayal of a wife on the edge is nothing short of brilliant. And perhaps, just perhaps, this might be Gosling’s year too.
Elsewhere there are strong supporting performances from Kyle Chandler (as Deke Slayton), Corey Stoll (as the ‘tell it how it is’ Buzz Aldrin) and Jason Clarke (as Ed White). It’s also great to see Belfast-born Ciarán Hinds in another mainstream Hollywood release.
For me, another dead cert Oscar nomination will be Justin Hurwitz for the score which is breathtakingly brilliant, not just in its compelling themes but also in its orchestration: the use of the eerie theremin and melodic harp are just brilliant together. I haven’t heard a score this year that’s more fitting to the visuals: although it’s early in the Oscar season to be calling it, I’d be very surprised if this didn’t walk away with the statuette.
Summary
Loved this. Damien Chazelle – with “Whiplash“, “La La Land” and now “First Man” – has hit all of three out of the park in my book. It’s not really a film for thrill-seekers, who might get bored, but anyone, like me, with an interest in the history of space exploration will I think lap it up: for this was surely the most memorable decade in space history… so far.
On leaving the cinema I looked up at the rising moon and marvelled once more at the audacity of man. My eyes then drifted across to the red dot that was Mars. How long I wonder? And how many dramatic film biographies still to come?
I am a child of the 60’s, born in 1961. The “Space Race” for me was not some historical concept but a pervasive backdrop to my childhood. I still recall, at the age of 8, being marched into my junior school’s assembly hall. We all peered at the grainy black-and-white pictures of Neil Armstrong as he spoke his famously fluffed line before stepping onto the lunar surface. The event happened at 3:54am UK time, so clearly my recollection of “seeing it live” is bogus. (I read that the BBC stayed on air until 10:30 in the morning, so it was probably a ‘final review’ of the night’s events I saw). It is probably lodged in my memory less for the historical event and more due to the fact that there was TELEVISION ON IN THE MORNING! (Kids, ask your grandparents!)
A very personal connection. My personal copy of Waddington’s “Blast Off” board game, briefly shown in the film.
The plot
But back to Damien Chazelle‘s film. We start early in the 60’s with America getting well and truly kicked up the proberbial by the Russians in the space race: they fail to get the first man in space; they fail to carry out the first spacewalk. So the Americans, following the famous JFK speech, set their sights on the moon. It’s the equivalent of making a mess of cutting your toenails but then deciding to have a go at brain surgery. NASA develop the Gemini programme to practice the essential docking manoevers required as a precursor for the seemingly impossible (‘two blackboard’) mission that is Apollo.
But the price paid for such ambition is high.
Ryan Gosling plays Neil Armstrong as a dedicated, prickly, professional; altogether not a terribly likeable individual. Claire Foy plays his long-suffering wife Janet, putting her support for her husband’s dangerous profession ahead of her natural fears of becoming a single mother.
Review
There is obviously little tension to be mined from a film that has such a well-known historical context. Those with even a subliminal knowledge of the subject will be aware of the key triumphs and tragedies along the way. The script (by Josh Singer, “The Post“; “Spotlight“) is very well done in developing a creeping dread of knowing what is shortly to come.
Even with these inherent spoilers, Chazelle still manages to evoke armrest-squeezing tension into the space flight sequences. A lot of this is achieved through disorientating camera movements and flashing images that may irritate some but I found to be highly effective. (Did anyone else flash back to that excellent “Mission Space” ride at Epcot during the launch sequences?) This hand-held cinematography by Linus Sandgren (Chazelle’s “La La Land” collaborator) is matched by some utterly drop-dead gorgeous shots – beautifully framed; beautifully lit – that would be worthy of a Kaminski/Spielberg collaboration.
Those expecting a rollercoaster thrill-ride of the likes of “Apollo 13” will be disappointed. The film has more of the slow-and-long-burn feeling of “The Right Stuff” in mood and, at 141 minutes, some might even find it quite boring. There is significant time, for example, spent within the family home. These scenes include turbulent events of which I wasn’t previously aware: events that form the cornerstone of the film’s drama. For me, the balance of the personal and the historical background was perfectly done. I found it curious though that with such a family-oriented drama Chazelle chose to ditch completely any cuts away to the earthbound onlookers during the tense lunar landing sequence. (Compare and contrast with Ron Howard‘s masterly inter-cutting in the re-entry scene of “Apollo 13”). With the outcome foretold, perhaps such tension building was considered unnecessary? I’m not suggesting it was wrong to ‘stay in the moment’ with the astronauts, but it’s a bold directorial move.
Overall, the foolhardiness of NASA trying to do what they did with the 60’s technology at their disposal is well-portrayed. If you’ve been lucky enough, as I have, to view the Apollo 11 capsule in the National Air and Space museum in Washington you can’t help but be impressed by the bravery of Armstong, Aldrin and Collins in getting in that bucket of bolts and putting their lives on the line. True American heroes.
On that topic, the “flag issue” has generated much self-righteous heat within the US media; that is regarding Chazelle not showing the American flag being planted. This seems fatuous to me. Not only is the flag shown on the moon, but the film ably demonstrates the American know-how and bravery behind the mission. If Clint Eastwood had been directing he would have probably gone there: but for me it certainly didn’t need any further patriotism rubbed in the viewer’s face.
The turns
Are Oscar nominations on the cards for Ryan Gosling and Claire Foy? For me, it would be staggering if they are not: this film has “Oscar nomination” written all over it. I’d also certainly not bet against Foy winning for Best Actress: her portrayal of a wife on the edge is nothing short of brilliant. And perhaps, just perhaps, this might be Gosling’s year too.
Elsewhere there are strong supporting performances from Kyle Chandler (as Deke Slayton), Corey Stoll (as the ‘tell it how it is’ Buzz Aldrin) and Jason Clarke (as Ed White). It’s also great to see Belfast-born Ciarán Hinds in another mainstream Hollywood release.
For me, another dead cert Oscar nomination will be Justin Hurwitz for the score which is breathtakingly brilliant, not just in its compelling themes but also in its orchestration: the use of the eerie theremin and melodic harp are just brilliant together. I haven’t heard a score this year that’s more fitting to the visuals: although it’s early in the Oscar season to be calling it, I’d be very surprised if this didn’t walk away with the statuette.
Summary
Loved this. Damien Chazelle – with “Whiplash“, “La La Land” and now “First Man” – has hit all of three out of the park in my book. It’s not really a film for thrill-seekers, who might get bored, but anyone, like me, with an interest in the history of space exploration will I think lap it up: for this was surely the most memorable decade in space history… so far.
On leaving the cinema I looked up at the rising moon and marvelled once more at the audacity of man. My eyes then drifted across to the red dot that was Mars. How long I wonder? And how many dramatic film biographies still to come?

Purple Phoenix Games (2266 KP) rated Aristotle's Elements and Space in Tabletop Games
Nov 5, 2020
The Cosmos! So many of us dream of flying up into space to enjoy the views and hopes of a better life on another planet. Some would like to study space more closely to unravel its mysteries. Still others would think it’s just kinda cool to be weightless and IN SPACE! I’m a mixture of all these, so when I heard a call for reviewers for a game whose title includes a major philosopher, elements of all matter, AND SPACE I just had to know more and play it. Would Aristotle take pride in this card game’s premise or has it shot for the moon and is now drifting among the space junk?
Aristotle’s Elements and Space is a party style card game for three to five players. Players will be attempting to play elements to triumph over their opponents by using tried and true rock-paper-scissors style play.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup stock the token bag (not pictured) with tokens according to the rulebook suggestions for number of players. Each player will blindly choose three tokens from the bag to place in front of themselves within reach of all players. Shuffle the element cards and deal each player seven. Determine the first Aristotle player and place the Aristotle card facing that player. Shuffle and deal out three Element of Surprise cards face-down within reach of all players. The game may now begin!
Each game lasts seven rounds. At the start of each round players will secretly choose a card from hand to play to the table face down. Once all players are ready all players must simultaneously say out loud, “Aristotle,” while flipping over their cards. When all cards are revealed the Aristotle player will compare cards with the player on their left. Whichever element card played triumphs over the other will win that battle and continue onward clockwise to battle the other players. This continues until one player has triumphed all the cards and taken the trick. The Aristotle card is then given to the next player in clockwise seating to begin a new round. This is how a basic game is played.
More advanced games will include Power Up Tokens and the Element of Surprise Cards. In order to use a Power Up Token a player would first need to have successfully stolen another player’s token during a round of play. To successfully steal a token the player will physically take a token from another player without being touched by that player. Should the defending player touch or slap the offensive player’s hand during the theft, the heist is unsuccessful. Once stolen a token may be used on a subsequent round.
The Power Up Tokens increase the number of elements that may be triumphed using a particular element. For instance, Fire typically triumphs over Earth and Wind, but with the Power Up Token also applied the Fire triumphs over Earth, Wind, AND Water. A most welcome twist! Also, during a round in which a player is acting as Aristotle they may, once cards are revealed, call, “Element of Surprise!,” and choose a face-down card to read aloud to the group. These cards add a goofy rule that must be thenceforth followed, gives prompts for the players to discuss, or has players searching the room/house/wherever for items to bring back to the table first.
Play continues in this fashion until the last round, where triumph rules are reversed. When all cards have been played the winner is the player who won the most tricks.
Components. Again, this is a prototype version of the game. That said, what we received was a bunch of cards and the Power Up Tokens. The tokens are fine – laser cut plywood discs painted on both sides to match the elements they modify. The cards are glossy and feature unique art. The art is, well, just okay for me. It’s not terribly exciting, but it is very colorful and not bad, necessarily. I feel like the art could be improved some, but art is always a personal preference.
The gameplay itself is certainly a hodge-podge of mechanics from other games that, for the most part, are well-used for a very light trick-taking card game. I enjoy playing it using the Power Up Tokens, but for me and my group, we passed on the Element of Surprise cards. They add a different twist to the game that isn’t necessarily Quelf-ish, but also doesn’t add much to the game. They merely add a distraction from the game. I can see many people totally diggin’ those cards, and I probably would use them if converting a game-noob, but for more serious gamers, just leave them out.
If you are looking for a very light and different trick-taking card game, check out Aristotle’s Elements and Space. I am not entirely sure if any components will be updated before going to retail, but even if not, they are pretty decent. The gameplay is quick and easy to teach; I think I will try it with my 4-year-old as well. This is a decent gateway filler that could fit very well in many collections. Give it a look!
Aristotle’s Elements and Space is a party style card game for three to five players. Players will be attempting to play elements to triumph over their opponents by using tried and true rock-paper-scissors style play.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup stock the token bag (not pictured) with tokens according to the rulebook suggestions for number of players. Each player will blindly choose three tokens from the bag to place in front of themselves within reach of all players. Shuffle the element cards and deal each player seven. Determine the first Aristotle player and place the Aristotle card facing that player. Shuffle and deal out three Element of Surprise cards face-down within reach of all players. The game may now begin!
Each game lasts seven rounds. At the start of each round players will secretly choose a card from hand to play to the table face down. Once all players are ready all players must simultaneously say out loud, “Aristotle,” while flipping over their cards. When all cards are revealed the Aristotle player will compare cards with the player on their left. Whichever element card played triumphs over the other will win that battle and continue onward clockwise to battle the other players. This continues until one player has triumphed all the cards and taken the trick. The Aristotle card is then given to the next player in clockwise seating to begin a new round. This is how a basic game is played.
More advanced games will include Power Up Tokens and the Element of Surprise Cards. In order to use a Power Up Token a player would first need to have successfully stolen another player’s token during a round of play. To successfully steal a token the player will physically take a token from another player without being touched by that player. Should the defending player touch or slap the offensive player’s hand during the theft, the heist is unsuccessful. Once stolen a token may be used on a subsequent round.
The Power Up Tokens increase the number of elements that may be triumphed using a particular element. For instance, Fire typically triumphs over Earth and Wind, but with the Power Up Token also applied the Fire triumphs over Earth, Wind, AND Water. A most welcome twist! Also, during a round in which a player is acting as Aristotle they may, once cards are revealed, call, “Element of Surprise!,” and choose a face-down card to read aloud to the group. These cards add a goofy rule that must be thenceforth followed, gives prompts for the players to discuss, or has players searching the room/house/wherever for items to bring back to the table first.
Play continues in this fashion until the last round, where triumph rules are reversed. When all cards have been played the winner is the player who won the most tricks.
Components. Again, this is a prototype version of the game. That said, what we received was a bunch of cards and the Power Up Tokens. The tokens are fine – laser cut plywood discs painted on both sides to match the elements they modify. The cards are glossy and feature unique art. The art is, well, just okay for me. It’s not terribly exciting, but it is very colorful and not bad, necessarily. I feel like the art could be improved some, but art is always a personal preference.
The gameplay itself is certainly a hodge-podge of mechanics from other games that, for the most part, are well-used for a very light trick-taking card game. I enjoy playing it using the Power Up Tokens, but for me and my group, we passed on the Element of Surprise cards. They add a different twist to the game that isn’t necessarily Quelf-ish, but also doesn’t add much to the game. They merely add a distraction from the game. I can see many people totally diggin’ those cards, and I probably would use them if converting a game-noob, but for more serious gamers, just leave them out.
If you are looking for a very light and different trick-taking card game, check out Aristotle’s Elements and Space. I am not entirely sure if any components will be updated before going to retail, but even if not, they are pretty decent. The gameplay is quick and easy to teach; I think I will try it with my 4-year-old as well. This is a decent gateway filler that could fit very well in many collections. Give it a look!