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Star Wars: The Clone Wars (2008)
Star Wars: The Clone Wars (2008)
2008 | Action, Animation, Sci-Fi
For fans of the “Star Wars” saga, the notion of the Clone Wars has intrigued fans ever since it was first mentioned in 1977. Unfortunately fans had to wait until the Prequel Trilogy almost two decades later to lift the lid on the events of the war that changed the mythical galaxy far, far away.

There have been video games, books, and comics that dealt with some of the events, but since the film series focused on the start and end of the war, many believed that much of what transpired would remain a mystery.

Thankfully, creator George Lucas and a talented team of digital artists has set to the task of filling in the missing pieces in the form of a animated series which is scheduled to debut in the Fall.

The new series gets a cinematic boost with the theatrical release of “Star Wars: The Clone Wars”, which is a welcome treat to fans of the series. The film opens with the news that the son of gangster Jabba the Hutt has been kidnapped, and Obi Wan Kenobi, and Anakin Skywalker are tasked with rescuing the captured infant.

The Separatist forces under the leadership of Count Dooku, have restricted many of the main Hyperspace routes in the galaxy, and the Hutts control key routes that the Republic will need for troop deployments. The Jedi hope by rescuing Jabba’s son, they can secure a treaty with the Jabba which will allow them greater access to Hutt space and will keep the Hutts from supporting Dooku and his minions.

Unfortunately, Anakin and Obi Wan have their hands full leading a squad of Clone Troopers against a massive droid army as they attempt to hold out until reinforcements can arrive. After an impressive battle sequence, help finally arrives as does an unexpected surprise in the form of a young Jedi Padawan named Ahsoka.

Ahsoka informs Anakin that she has been assigned by Yoda to be his Padawan learner, and despite his misgivings, Anakin takes the talented yet young and naïve learner under his care.

Unknown to the Jedi, a larger and more sinister plot is underway and Dooku and his assassin Asaj Ventress are orchestrating a very deadly plan that will leave the fate of the galaxy hanging in the balance.

The film is a grand adventure and contains much of the ingredients that made the live action series a true juggernaut in cinema history. The film deftly mixes action, adventure, and humor with a story that is entertaining with solid pacing.

Matt Lanter does a satisfactory job of voicing Anakin and the cast does a great job of voicing the CGI recreations of the beloved characters.

The CGI effects are top rate and unlike the last films in the series never overshadow the characters and the story. The sound effects were equally impressive from the distinctive sound of the lightsabers and blasters, to the sound of the war machines, I soon found myself forgetting it was a cartoon, and instead saw only the Star Wars that I have loved since I first saw the original as a small boy.

While some may say that the film is little more than a glorified television Pilot, I prefer to look at it as a very welcome return to the big screen of the greatest Sci Fi series ever made.
  
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Paul Kellett (118 KP) created a post in Solo Gamers

May 9, 2019  
"Wait, you can play boardgames on your own? How does that work? Isn't it dull? and wouldn't you just rather play a video game?"

These are the most common questions I see asked whenever someone says they play solo boardgames and, if you have never experienced modern boardgames with solo rules, then you are quite right to wonder what, why and how. Let me shed some light on this side of our wonderful hobby.

You can never play enough games

Whilst we have a great group to play games on a Tuesday, 3-4 hours a week is not always enough to scratch that itch, especially if you want to play something bigger and more involved.

There are a lot of great games that need a good few hours to really get into and are not really suitable for playing in the pub on a Tuesday. If you can't meet up with anyone on other nights, then being able to play a game solo is a valid option.

Some benefits include:

*Being able to really get into the theme of a game

*Not having to worry about being slow and annoying anyone else

* Being able to play without distraction.

*Getting away from computer screens/technology.

So why play solo?

There are many reasons why people play solo games, from not having the time to get to game nights, needing something to do when the kids are asleep to just wanting to relax.

For me, I work on computers and my eyes are suffering from looking at screens all day so being able to sit down and play a boardgame is a great way to unwind and rest my eyes whilst still keeping my brain active. I can come home from work and play a short game (like Friday, Onirim or Deep Apace D6) for half an hour or more to unwind - much better than just vegging out in front of the TV.

I love deep, thematic games which tell stories. If I get a few hours free on a weekend, I can spend a Sunday afternoon lost in another world, no distractions, no stress, just me enjoying an interesting story. It's like reading a book but you are actually involved in the adventure.

So how does it work? Do you just play both sides against yourself?

No. Well, yes, you could and people do, but there is much more.

The solo gaming community has grown massively over the last few years with the 1 Player Guild on the Boardgame Geek website boasting well over 15,000 members worldwide and games designers are taking note (many of them being actively involved in the solo community themselves).

As such, many games released nowadays will have either variant rules for solo play or whole expansions or sets of cards designed purely for solo play. There are even games designed purely for solo players.

The easiest games to play solo are co-operative games. This type of game has players working together to reach a common goal in order to win the game. With a few exceptions (games with hidden traitor mechanics), all co-op games can be played solo either playing one character or taking control of two or more characters. This can get a bit heavy and confusing having to keep track of multiple characters' cards, skills, and what not, but if you know the rules fairly well, it gets easier. A lot of people do this to learn a game before bringing it to the club to teach to the rest of us.

Some good solo co-op games include:
* Robinson Crusoe
* Gloom of Kilforth
* Space Cadets: Away Missions
* Legends Untold

Then there are the games that have specific components purely for solo play. These will sometimes change the basic rules or add "Automa" or "dummy" players which function as close to a human player as possible. Usually this is a separate deck of cards that give instructions on what the dummy player will do each turn.

Games with Automa cards include:
* Scythe
* Viticulture
* Xia: Legends of a Drift System (The Automa is included in the Embers of a Forsaken Star expansion)

Finally there are the solitaire games, the ones designed from the start to be 1 player only games, these include:
* Friday
* Hostage Negotiator
* Deep Space D6
* Unbroken

A lot of these tend to be smaller, shorter games that are ideal for sticking in your bag and taking with you to play wherever you are. I often play a quick game of Deep Space D6 at lunchtime at work and when I am out working as drum tech for bands, it's cool to be able to fill in the downtime with a game of something.
  
The Kingdom Beyond the Waves
The Kingdom Beyond the Waves
Stephen Hunt | 2008 | Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
Professor Amelia Harsh is a discredited academic, shunned by any university she could work for because of her obsession for the lost city of Camlantis which is dismissed by most as a myth. When all her other avenues dry up she grabs a lifeline from a rich industrialist to lead an expedition to find the last evidence of the city.

Meanwhile, why is someone graverobbing obsolete steamman corpses from cemetaries? And why has Furnace-breath Nick - scourge of Quatershift - been asked to break a prisoner free?

For those unfamiliar with Hunt's incredibly imaginative world - revealed in this book to likely be a far future version of our own which somehow mirrors certain aspects such as Victorian England and the French Revolution - would soon be at home in this book, particularly as half of the book involves a trip up a native-infested jungle river worthy of Conrad. Meanwhile the trail is being followed from the other end and the smoggy streets of Middlesteel in the country of Jackals by Furnace-breath Nick's not so mild mannered alter ego, Cornelius Fortune.

The way the story unfolds is very reminiscent of Saturday morning serials that used to be popular when not everyone had a television. There are a series of episodes where our heroes are put into peril and yet somehow (mostly) break free. The difference is in the mostly. Hunt is not afraid of killing off a character and that keeps the reader on the edge of their seat and turning the pages to see if that really was the end or there is a miraculous escape on the cards.

The inventiveness Hunt showed in The Court of the Air is very much still evident with a fiendish plot and fantastic ideas zinging off the page together with very clever dialog. Once again this is a book to read carefully and not to skim, it will be so much more rewarding.

All in all this is a stronger book than the first and the characters in it are terrific, heroes and villains alike. There are still Deus Ex Machina escapes here and there but they are on the whole consistent with the world of Jackals.

I would very much recommend this to anyone who likes their science fiction broad and heading to steam punk rather than space opera (although it's not really steam punk) and their adventure old-school swashbuckling. Terrific work.
  
Valerian and the City of a Thousand Planets (2017)
Valerian and the City of a Thousand Planets (2017)
2017 | Sci-Fi
Alpha, the inter-universal coalition of a thousand planets that has evolved to support millions of life forms, is under attack. Valerian and his partner, Laureline are assigned to find the culprits and destroy them. Based on the main characters in the 1967 French comic book series Valerian and Laureline. Luc Besson sends us out into the vastness of the universe and shows us how wondrous it can be.

The director of The Fifth Element has been working on this film for about ten years. Besson has mentioned he had wanted to work on this project for years and it would not have been made before the technology used in James Cameron’s Avatar. The film is a eye-gasming smorgasbord of star systems, planets and five hundred different alien species. The story itself does not hold many surprises. Heroes looking for villains, lasers pew-pewing across time and space. Goal to save the world as they know.

Valerian (Dane DeHann) and Laureline (Cara Delevingne) have a cool/electric repartee of partners who know each other well and are working to combat the underlying…tensions. We learn that Valerian, quite confident in his abilities does not work as well without Laureline by him. Not as the sidekick, but equal. Throughout the film, we see the humor in their relationship with the push and push of their personalities trying to gain the upper hand. The film has some visual and physical comedic moments that tip the hat to screwball, buddy comedies.

The movie is such an incredible visually dazzling event throughout, there’s so much going on that at times I wondered what I could have been missing . The characters are striking: Rhianna’s performance as Bubble was an ocular delight. The costuming and makeup were fanciful, artistic and offbeat. All the CG work in this movie truly makes me wonder what it is like to live in Luc Besson’s mind. I can see the inspiration taken from the comic books which give us the characters and storyline, but the imagination that illustrates Valerian and Laureline’s universe on the big screen is absolutely mind-blowing.

If you are a fan of the Fifth Element, you will enjoy this film. However, you don’t need to be a fan to enjoy this adventure. I highly recommend that you view this in 3D, it enhances the vision created by Besson.
  
WY
Wish You Weren't
8
8.0 (1 Ratings)
Book Rating
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).


The blurb of this book really caught my eye. I don't usually read middle grade books, but this one sounded very interesting.

The title of this book is fantastic! It's really conveys what the book is about. Once you read the book, you'll know what I'm talking about.

I like the cover, but I don't feel like a child in junior high school or elementary would be drawn to the cover. For me, the cover encompasses what this book is about.

The world building, for a children's book, was believable. I feel like children will instantly be immersed in Marten's world.

The pacing starts off decent enough, but I felt like it becomes a little too fast paced. There were times I was left so confused as to what had just happened. I felt like the transitions between one scene to the next weren't very smooth. I feel that maybe if this book was a little bit longer, the pacing could have been better as things could've been explained a bit better.

I think children in middle school and older elementary children will definitely enjoy the plot. I'm sure many children with younger siblings have been so annoyed with them, that they've wished they would disappear. That's exactly what happens to Marten, but after his wish comes true, he begins to regret it and does anything and everything he can in order to make his little brother come back. Wish You Weren't conveys such a fantastic message about being a family.

I think most children will be able to easily relate to Marten. He's an 11 year old boy who is sick of his younger brother always messing with his stuff and always getting him in trouble. Marten is definitely a brave boy, and throughout the book, it's easy to see how much he really does love his brother as well as the rest of the family. I don't really have an opinion about Paul. On one hand, he just felt like a really pointless character, but I could see why the author chose to put him in the book. Paul is Marten's best friend, and I felt like he contributed to making Marten feel a bit braver. I would've like to know more about Aldrin, Marten's younger brother, so I would feel a bit more emotional towards him.

The dialogue flows really well and fits in with a middle grade level book. I think children who are interested in astronomy will really love this book as there's some scientific information regarding stars and space in this book. There's not any violence or sexual references and no swearing unless you consider "hell" a swear word which was only mentioned once.

Overall, Wish You Weren't by Sherrie Petersen is a great read for older elementary children as well as those in junior high. It touches on a topic that most children can relate to and has a sense of adventure to it. The only downside was the pacing which goes a little too fast although that doesn't take away from the book that much. However, the message this book conveys is a very good one!

I'd recommend this book to those aged 8+ who have ever wished a sibling away or for those that like a book that has a great sense of adventure within its pages.


(I received a free ebook of this title from the tour host in exchange for a fair and honest review).
  
Star Wars: Episode IX - The Rise of Skywalker (2019)
Star Wars: Episode IX - The Rise of Skywalker (2019)
2019 | Action, Adventure, Fantasy
A journeys end
Star Wars The Rise Of Skywalker never quite manages at any point to achieve anything I would consider epic or even memorable making it ultimately fall flat when it comes to thrill, excitement and unique moments that you would expect the last film in a trilogy to be full of. That being said while its not exactly a very engaging film its definitely a very entertaining scifi adventure its just lacking in a personality of its own instead serving us more of the same again. My biggest problem is mainly with the first 2 acts, the first felt extremely rushed with no time at all spent with any one character or location instead zipping from scene to scene like a quick montage making me ultimately care very little for anyone or whats going on. The second act fairs much better but becomes very slow with the film focusing more on fixing the last jedis problems rather than progressing its story. Luckily the third act is top notch and contains enough space battles, lightsabre fights and warm messages that you can almost forgive all the problems the first two acts bring and leave the cinema feeling if anything entertained at the very least. Its a story about how our actions no matter how big or small have an effect on other peoples lives be it in the form of motivation, inspiration or by our actions. It all matters and if we all stand together, keep each other positive with hope in our hearts we can fight even the strongest of evils united as one. I found there to be a lot about being appreciated too and towards the end characters felt like they had actually progressed as people which was nice. Current political refrences are also quite strong too and theres a surprising amount about the struggles of being an orphan also which I found intresting. Action wise its fine but I found the film really lacking in thirlls and excitment a lot of the time (this could be down to characters feeling invincible which significantly decreased the feeling of threat). While not a bad movie its definitely the worst for me out of the new trilogy and im in no hurry to see it again. Not quite the epic ending we all expected more of a correction piece for past mistakes made but without a doubt an enjoyable film that finally means we can move on and hopefully explore some more intresting parts of the star wars universe now.
  
Horrified: Universal Monsters Strategy Board Game
Horrified: Universal Monsters Strategy Board Game
2019 | Horror, Murder & Mystery
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.


Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!

Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.


Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.

The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.

Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.

The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
  
The Quest Kids: Matching Adventure
The Quest Kids: Matching Adventure
2021 | Fantasy, Kids Game
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!

The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.

When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.

Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.


Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.

In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!

So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
  
Relic Runners
Relic Runners
2013 | Exploration
YES! More adventuring games! I do love adventure games. Relic Runners has players, well, running all over the board searching for, well, relics to add to their collections to bring back to their homelands and become renowned elite adventuristas! One of my wife’s favorite games, a Days of Wonder title, and one for which I have lukewarm feelings. But why?


Relic Runners is a route-building, pick-up-and-deliver, set collection game that puts players in a central camp and has them exploring outward and around the jungle building familiar pathways and exploiting riches from temples and ruins searching for those sweet sweet relics. The winner is the player who collects the most amount of VP from coins, temple pieces, and relics. So let’s get exploring!
To setup, populate the board with toolboxes, shrines, and ruins per the rulebook. Give each player a playmat and all components of matching color. The explorer bust will begin the game in the camp in the middle of the board along with two rations per player. On each playmat place the pathways and rations in their spots, and the toolbox tokens in their spot with one (or more depending on player special power) at the bottom of the Progression Table. The game can now begin!

The game ends when, depending on player count, a specific number of relics have been claimed by the players. Relics are claimed by completing Relic Expeditions, though we always call them Relic Runs, because that’s kinda the title of the game. In order to make a Relic Run players will need to have explored ruins and removed layers of shrines in order to reveal the relics. Movement is unique in Relic Runners because players may move from one location to the next for free if it is a “familiar” path marked with a pathway token in their color plus one space either before or after the familiar pathways. So a player can effectively run through five or six spots on the board if they had previously been able to place pathway tokens on the paths between the spots. This is how effective Relic Runs are accomplished.

When players pass along water trails they may encounter toolboxes. When these toolboxes are flipped to their inactive side the player will be able to move one of their toolbox tokens up the Progression Table to add effectiveness to their player. These tech tree increments could include increased ability to explore and find additional supplies, improve movement, or even give players more actions and bonuses.


Players will be running all around the board trying to uncover shrine tiles for points and abilities, upgrading their characters for efficiency, and attempting multiple Relic Runs as often as possible to bring the game’s end. The player with the most coin, combinations of relics, and temple layers is the winner!
Components. I mentioned in my opener that this is a Days of Wonder game. So? Well, Days of Wonder only produce ONE new title every year, and they seem to put all their eggs into that one big game (not including expansions for other titles throughout the year). Relic Runners is no different. The components are truly wonderful. The board and cardboard bits are great. The temples are unique and interesting. The plastic bits that begin on playmats and the base camp are quite fine. The relics, however, are simply spectacular. There are four types of relics in the game and 20 relics are included in the box. It’s all very impressive and I have had no issues with the components here nor with any Days of Wonder game. They really know what they’re doing.

The gameplay, to me, is just not my thing. Like I mentioned earlier, my wife absolutely adores this game. I can see why she does, but I feel there are other adventure style games that I would prefer to play. Now, Relic Runners is a good game. Josh rated it a six, so he loves it too. For me some of the movement mechanics are weird in that you have to move every turn so that you can’t just travel to a shrine and dismantle it over three turns. I get it. I do, but I just don’t like it. It doesn’t make thematic sense that an explorer would run to a shrine, begin work, then leave it unattended for other explorers to finish the job. So there’s a disconnect for me.

Also, I would have loved to have seen more variation in the player Progression Table. Make each character truly unique to appeal to replayability and different players’ play styles. Obviously I’m no designer, but that would have made a difference for me.

I love the components, am just okay with the art style, and am okay or less with the gameplay. But, Josh and Kristin both love it, and it will certainly appeal to many gamers. I won’t be getting rid of it, but I also won’t be suggesting we play it very often at all. However, if your collection needs a unique adventure style game featuring some interesting movement mechanics and superb components, pick up a copy of Relic Runners. Purple Phoenix Games gives it a 14 / 18. I was hoping for more Indiana Jones but I got cross-country Dora the Explorer.
  
Star Trek Into Darkness (2013)
Star Trek Into Darkness (2013)
2013 | Sci-Fi
The best movie of the summer has arrived, and it’s Star Trek Into Darkness!

There are so many cool things about J.J. Abrams second adventure in the beloved universe created all those years ago by Gene Roddenberry. But the best way to experience this movie is cold, devoid of any internet spoilers, if such a thing is possible in this day and age. That being said, here’s what I got for you.

The movie begins with Captain James Tiberius Kirk (Chris Pine) getting in to trouble with Starfleet for violating the Prime Directive. The Prime Directive is the United Federation of Plants number one rule against alerting primitive cultures to things that they are not nearly ready to grasp (i.e. space travel). But Kirk manages to avoid his punishment because Starfleet has a bigger problem on its hands: a rogue agent, named John Harrison (Benedict Cumberbatch) is attacking Federation facilities on Earth.

Admiral Markus (Peter Weller) gives Jim Kirk orders to kill Harrison, who has managed to escape Earth and hide on Kronos, the Klingon homeworld. So Kirk, along with his trusty crew including the ever-logical Mr. Spock (Zachary Quinto), James “Bones” McCoy (Karl Urban) and Uhura (Zoe Saldana), warp to the Neutral Zone that separates Federation space from the Klingon Empire. Only they discover that this mission – including the identity of the fugitive Harrison – is not what it seems.

That’s all I am giving you for plot details. Go see the movie!

And when you do, watch for the cleverness of the screenwriters. There are many classic Trek littered throughout the film including characters, place names and alien species that a Trekkie, excuse me… Trekker, will be hooting and hollering at. But this movie isn’t solely for the die hard Trekkers. There is enough action and excitement to keep even the most hard to please moviegoer entertained.

Abrams got a lot of flack for his 2009 reboot of the franchise, and most likely he will get it again for this film. But this time around, Abrams does stay closer to the virtues of the original universe including the bond of the Enterprise crew and the close friendships among Kirk, Spock and Bones. Abrams manages to draw nice moments of tension and comedy alike from the entire crew.

Our main characters do shine through though. Pine brings just the right amount of swagger to Kirk, Quinto gives both the humor and emotional intensity within Spock’s struggle to balance logic and emotion. But both of these actors have to work overtime to even be on the same level as Cumberbatch, who brings muscle and old-school, butt kicking style to the villain’s role.

The other thing that I really enjoyed, again without giving too much of the plot away, is the films willingness to acknowledge that we have strayed from the original story of Kirk and crew, and how the plot can draw on that to help strengthen the story. Once you see it, you will know what I am talking about.

I saw the movie in 3D, though I am of the impression that 3D is getting a little overrated these days. I am just not blown out of the water by the 3D effects that we are seeing in movies. The one thing that I was truly grateful for is that they didn’t throw it in your face, too much. There were moments where they had things fly at you, but for the most part it wasn’t the emphasis which allowed it to play out nicely.

What are you doing still reading? Get out there and see this movie. If you don’t, you will be sorry you hadn’t as everyone and their mom will be talking about this movie come Monday. I, myself, will be seeing it for a second time this Friday hoping to spot things I missed this first time around. The movie made people laugh, cry, and hang on to the edge of your seat. As a Star Wars fan, I loved this movie. And really can’t wait to see what Abrams does with the next installment (as well as Episode 7).