Star Wars: Rebellion

A long time ago in a galaxy far, far away…

There was an endless appetite for games based on our favorite heroes and villains. Star Wars Rebellion, I am happy to report, is one of the very best of the bunch. Made by Fantasy Flight Games, it has their usual high quality minis, a beautiful board with numerous planets and systems, and lots of cards and markers and characters. It’s for 2-4 players, though I have only played the two player version. One side plays the rebels, the other is the dark side.

Rebellion is varied enough and features enough twists and turns that I think it has a high level of replayability. My 10 year old and I have played it 6 or seven times since we got it, and it’s always been fun and surprising. Essentially, the rebel player has a hidden base that the empire is trying to find. If the rebels can stave off the superior firepower of the empire and hang on for enough turns, while increasing their sympathy throughout the galaxy, they’ll win. But the moment the empire finds the rebel base, it’s over for the rebels. Each time we’ve played, both of us had a chance to win by the final round, making for an exciting and unexpected end with each game.

Each player has special attributes and cards to help them win; the rebels, for example, are aided by cards that allow them to change the location of the base, should the empire draw near. Other cards will allow sabotage, and to increase your reach through the galaxy. The rebels will gain victory points through a series of objective cards that award points when completed. The empire, meanwhile, has far superior numbers and brutal planet destroying weapons like the Death Star, making them hard to beat.

The character cards are also well designed. Each of the rebel characters have special skills and powers that allow them to succeed at basic missions, like gaining loyalty in systems, establishing weapons production, or conducting raids on the empire. The empire characters have similar skills, and are able to corrupt the rebels, destroy them with the death star, or otherwise ruin their chances to win. For example, in one very funny moment in our game, Obi Wan was turned to the dark side, which is rather hard to envision if you’re a fan of the old films, like me.

There are plenty of opportunities for battles, and that’s a lot of the fun of this game. You can move into systems and attack with your fleet of finely constructed X-Wings, Tie-Fighters, Star Destroyers and ground forces. You’re aided in battle by the leaders you’ve chosen and special cards that you draw through each round of combat. Nothing hurts so badly as building up a legion of rebel troops only to have them wiped out by Stormtroopers and AT-ATs (take it from me.)

This game is not cheap–the price runs around $90, but if you’re a fan of strategic war games, and of Star Wars, and you think you’ll have time to play this one, I’d say go ahead and buy it. It’s a lengthy game, often taking a few sessions of an hour or two each (or most of a day, if you’re able) to complete. I have found it a great way to spend time with my son, who has delighted in beating me a number of times.

Rebellion is pretty true to the spirit of the films. I love it, and recommend it highly, rating it five out of five stars. Maybe six out of five if you’re a star wars fans into miniatures and epic boardgames.

Axis & Allies & Zombies

As if World War II needed some extra violence and mayhem, Avalon Hill added zombies to their classic game. It’s for two to five players, controlling one of the same powers as the original game, with the wild card of zombies for good measure.

I’ve been playing the original version of this game for many years; I find it a fun, lengthy wargame and my 10 year old son enjoys it very much. He could see after a few games, and after playing some more recent kinds of wargames, that the combat mechanics, while involved, are fairly standard, and when he saw this version with monsters in it he wanted it badly.

We’ve played it a number of times now, and it is always fun. The story is that some sort of noxious smoke, unleashed by a Nazi archaeological dig, circulates around the globe creating zombies. The zombies can end up overtaking you before your opponent, which can be funny. You draw a zombie card before your turn, and add a zombie to a territory. You also have a chance to drive them out of your territories, but beware! If you lose, your soldiers end up zombified, which can be disastrous for your chances to win, even while being quite hilarious. You also have a chance to roll for tech advances that will help you fight the zombies, similar to your ability to advance your technology in the original game. Who doesn’t want a chainsaw tank or zombie mind control ray in their arsenal? No one, that’s who.

The pieces are high quality, and in line with what you would expect from an Axis & Allies game. It’s a worthy addition to this series. I have been thinking of picking up one of the other versions of the game, as there are now editions focused on WWI, the Pacific theater, and so on. But two games of this sort are enough for now. One of the fun things about these enormous wargames is the epic feel of them. It can sometimes take numerous sessions over several days to finish. We have a number of these types of big games in our collection, and adding to that seems unwise. The most disastrous thing that has happened while playing one of these occurred when our cat, in her nocturnal roamings, destroyed a game of War of the Ring after two solid days of play. We tried to soldier on, but the feline monster won the day.

If you like Axis and Allies, I’d rate this one 4.5 out of 5 stars. Highly recommended!

One Roll Quest!

In our family travels this summer, I brought along some quick, portable games to play with my eight and ten year old. A couple of them were real hits with the kids that we will continue to play.

One Roll Quest plays just like it sounds. There’s a big clear die with 5 tiny colored die inside. You roll it, and that roll immediately determines whether you live or die, gain fame and fortune or experience points. The inner, colored dice determine some more specific consequences for your character–i.e. Everyone gains fame and fortune, except you–you die! It’s a very fast paced and funny game that my kids and I played numerous times. We also played One Roll Chronicles, which is a book with a brief story, in which you start out drinking in a tavern (like all good adventurers) and wind up, of course, looking for fame and glory. I’d rate this one 10 out of five stars for the number of laughs we had over it. It even includes some one off jokes like ‘One roll pizza,’ in which the die roll determines what pie you’ll order and which toppings. (we ended up with pepperoni and cheese, but my daughter cheated). 🙂

“Gelatinous” is another humorous dice game from Steve Jackson, in which each player gets 7 dice and tries to roll enough threes to create a gelatinous cube to win. Everyone can also lose and get eaten by a cube, which is a very amusing way to end this game. My kids found this one fun, as well.

We also played Catan dice, a shortened version of the game, in which all the dice have different resources on them, and you roll to create towns, cities, and roads. This was another fun and fast paced game, though it was less funny that the first two.

Finally, on a rainy day during our vacation, we played ‘Undead,’ a pocket box from Steve Jackson Games. This is a fun one, a bit more complicated than the others that will take an hour or two to complete. One player controls vampire hunters, the other is Dracula, and there is an option for a GM. It takes place in London in 1890, and is a hidden movement game that we found fun and thematically pleasing.

You can’t go wrong with any of these games. Steve Jackson Games has always done a great job with affordable, light games like these, and they keep creating great new ones all the time. I highly recommend supporting their kickstarters, or just checking out one of their many pocket or travel games if you’re looking for something to take with you on your vacation. They also make great diversions on game night with your friends.

Our trip was fun, as well. But games make everything better.

Kindred, by Octavia Butler

I found Kindred to be such an amazing achievement; wonderfully written, creating such a believable, harrowing world. I plan to read the rest of Butler’s novels in due course, but had to let my thoughts on this one simmer for awhile. This isn’t light beach reading or something you pick up to be distracted. It’s considered one of the monumental works of 20th century science fiction, deservedly so.

Dana, an African American writer, is transported back to the antebellum south, and this is where the horror begins. It is hard to do this book justice, but the day to day life of a slave in the American south is described in great and horrifying detail. Dana becomes the protector of young Rufus Weylin, the heir to a plantation, and she later learns that he is one of her ancestors. Dana travels back and forth between the 1820s and 1976, finding that while she has been in the past for several hours, days, or months, she has usually only been gone for comparatively short periods of time in the present.

Slaves on the Weylin plantation are brutalized, raped, and tortured, and yet Weylin’s father, Tom, their master, is considered by the slaves to be mild in comparison to other slave owners. Families are casually torn apart to pay debts, or in some cases just to prove a point. Dana’s account of these atrocities gives the reader an idea of what slave life was like, and the unimaginable horror of just surviving and enduring.

The book is set during the bicentennial, which is when it was written, and this setting is significant, given how much America was celebrating at that time. But this book is a clear reminder of our brutal, racist, genocidal past. It’s something we must reckon with, if we want to make this country more just and fair.

Kindred is a book everyone should read. It’s a landmark of American literature, a brilliantly written and researched novel and a powerful work of literature. The characters are very nuanced and have so much depth to them. The depiction of the slave community, and the brutality they were subjected to, are so moving and heartbreaking. They are faced with unthinkable choices for their survival, and Dana’s struggle to help them and eventually be liberated has echoes of historical slave narratives, as many critics have pointed out. Butler has said in interviews that she wanted “to make people feel history, and she succeeded brilliantly.

A Plague of Demons, by Keith Laumer

I’ve been reading authors who are new to me lately, in an effort to try to fill in some gaps in my knowledge. For my birthday, a good friend of mine with impeccable taste sent me a copy of a science fiction collection by Keith Laumer, A Plague of Demons. Laumer reached the height of his career before I was born, so I hadn’t known about him, but I knew it had to be great if my friend recommended it.

I was not disappointed. A Plague of Demons, the novel that leads off the collection, leaps off the page at you from the first sentences. A military thriller/action adventure/science fiction novel, it has a breakneck pace that never lets up, and is filled with surprises and wonders that will reward any reader. I had so much fun reading this and I can’t wait to read more Laumer. In fact, I was at a book sale today and picked up a couple more of his books.

In the near future, the hero, John Bravais, is sent on a secret mission to North Africa, where armies are fighting in a gentlemanly fashion, under the supervision of UN inspectors. Bravais soon learns, however, that demonic aliens are entering the fray, hiding themselves until they can clandestinely kill soldiers and–get this–steal their brains. Why are they doing this? Bravais decides to find out, and spends the rest of the book alternately chasing these demons down and being hunted by them. There is a secret society of humans who try to help him in his quest to thwart the aliens, but the task is almost impossible, since the aliens have far superior technology and are hiding everywhere on earth. They disguise themselves as soldiers and can strike whenever they wish.

I don’t want to reveal too much of the plot, but it turns out the aliens have been abducting soldiers from battles for their brains since at least as far back as the ancient Romans. They take the brains back to their homeworld, place them in giant robots, and use them to fight their wars.

Does this sound bonkers? Yes, but in the best sense of the word. The writing is so lively and the dialogue so sharp that I was laughing out loud. Laumer does a great job with setting up expectations and traps for the reader, and it all reaches a very fun and exciting conclusion. There is one hilarious and action packed scene in which dozens of human soldiers, trapped in their enormous, tank like roboskeletons, attack their oppressors. They are a ragtag bunch from every era of human warfare, yelling Old English and Viking and World War One and Napoleonic battle cries as they take up humanity’s fight against the aliens.

I’d rate this one five stars out of five. It has a bit of everything, and is so fun to read. I love this era of fantasy and science fiction, you never know what kind of story you’re about to get when you start. I’m adding Keith Laumer to my list and want to read more, as will every reader who encounters his work.

Time Bandits

One of the fun things about being a parent is showing your children things you enjoyed as a child. We read lots of different books and comics and watch movies together; most of the movies and TV my children watch is contemporary, but a good chunk of it consists of gems I enjoyed growing up. They mostly choose their own books but we read some of the cream of the crop together, as well.

Last night, we watched the 1981 classic, Time Bandits, Terry Gilliam’s family adventure film. I hadn’t seen this in decades, and wow, I was surprised how well it holds up. What a wonderful film. I recall watching the movie as a child, and the memories I have of it include John Cleese hilariously playing Robin Hood, Michael Palin as a lovelorn wimp, some great adventure scenes, witty, sharp dialogue, and a whole lot of fun. It’s a wonderful story of time traveling thieves, equipped with a magical map stolen from the Supreme Being. But seeing it as an adult made me view it differently–though all these wonderful comic elements are there, it’s a tale of a lonely child, the kind who is often seen in Roald Dahl novels.

The hero of this story is a young boy named Kevin, who is sympathetic from the opening scenes of the film. His parents are more interested in watching television and buying new gadgets than they are in their poor, lonely son, who escapes to his room to read and play with toy soldiers, only to be screamed at by his dad for making too much noise.

What dad doesn’t know is that the racket up in Kevin’s room was made by a knight on horseback who crashes through a wall, leaping over Kevin. But Kevin wonders if it were a dream, since the room quickly goes back to normal.

But Kevin does escape his mundane world when the Time Bandits break through the next night. By turns hilarious, greedy, selfish, and kind, Kevin’s diminutive companions are completely inept at what they do. They’re using the map to travel through space and time, only to steal valuables from guys like Napoleon and Agamemnon. Each time they make a leap through time, they fall from the sky and crash in a heap atop one another, sometimes smashing into innocent bystanders. It’s a hilarious and painful entrance every time. Yet all they do with this incredible ability to time travel is petty thieving. At one point, Kevin, having been taken from Agamemnon’s court, where he was to be the king’s heir, is despondent at this state of affairs, telling the leader of the Bandits, Randall, that the bandits have this amazing artifact, with which they can do anything, yet they choose to just go around stealing things. Kevin says, wistfully, of Agamemnon, “Money wasn’t important to him,” to which Randall replies, “He didn’t have anything to spend it on, did he?”

It’s a telling moment in the film; the young boy has perceived that even his new swashbuckling friends are barely better than his parents. They have the key to the universe, and what they want to use it for is to become rich.

Kevin does influence his group of pals, so that at the end they rescue him from Evil, who wants the map for himself. They risk themselves to save him, and it’s heartwarming to see Kevin’s kindness rub off on them.

But then God shows up, and everyone must leave, once Evil is destroyed. Kevin is in despair at this. He points out that God let dozens of people die, just to prove a point with his map and the Time Bandits. “Why does there have to be evil?” Kevin asks. “I think it’s something to do with free will,” the Supreme Being replies.

And Kevin is sent home. He awakens to his house burning down, and is saved by a fireman. His parents could not care less about his brush with death, and bicker on the lawn about their lost toaster, ignoring their son totally. They touch pieces of evil that Kevin has returned with, and immediately explode. Agamemnon, now a fireman, smiles at Kevin as he drives away in the fire truck. The movie ends with Kevin alone.

My son was on the verge of tears at this. I thought maybe he was upset at the dead parents, but that didn’t make sense, since Kevin’s parents were cruel and mean and shallow. No, my son explained that Kevin had had so much fun with his bandit pals, and now they were gone and the boy was alone.

Not exactly a comforting ending, but I guess Terry Gilliam’s movies are not there to comfort you.

This film is told with such good humor and wit and rapid fire jokes that it’s hard to take this too seriously as an adult, but my son was right. Maybe the best adults can do is save you and protect you, then wink and nod and send you on your way. The best strangers you meet will do that. And a lot of them, including God, are worth very little unless a kind-hearted child tells them they ought to behave.

The Guns of Avalon

I had said that I’d take a break from Amber after reading the first book in this series, but I couldn’t resist and read The Guns of Avalon next. In this second installment, Corwin’s story gets stranger and his road into the shadow realm more circuitous. There’s plenty of action and intrigue and plot twists to keep readers engaged and guessing until the end.

The way Zelazny imbues the princes of Amber with both godlike and very petty, human characteristics is particularly interesting and satisfying for me. I’ve read plenty of epic fantasy where the heroes are noble and their cause righteous, so it’s fun to read an antihero whose motives are less pure. In this way, Corwin reminds me a bit of that other antihero, Elric. I guess by the 70s there was enough going on in science fiction and fantasy that we got some revolutionary kinds of stories like this that turned the heroic story on its head. Though, it should also be said that the selfish and sometimes cruel behavior of Corwin and his family is very much in line with plenty of Greek, Norse and other mythologies, where gods behave at their own whims, to the detriment of almost everyone around them.

You want Corwin to succeed in his return to Amber–mostly, anyway. Zelazny sets him up in circumstances so dire that it’s hard not to wish him success in his attempted revenge against his brother. But the cost of this revenge is disastrous indeed; the curse he utters threatens to destroy the world he claims to love above everything, so Corwin’s account of his exploits is more than a bit self-serving, in my view. But his story is engaging and worth the journey.

Of course, there are plenty of neat creatures in this book, monsters and concealed demons, treacherous family members and a land itself that is intent on destroying everyone. Zelazny’s use of trump cards that enable the royal family to communicate and teleport, as well as the idea of the pattern itself, that road on which those with royal blood may enhance their power and enter myriad worlds–are what really make this series unique, I think. These concepts, combined with Zelazny’s use of mythology, make the whole story feel like it has some psychic weight to it. I also continue to find his mix of the mythological and the everyday and modern a lot of fun.

This time I think I really may take a break before continuing the saga. There are so many great things to read, and so little time.

The Amazing Maurice and His Educated Rodents

My eight and ten year olds read this wonderful and hilarious Terry Pratchett novel with me, and yesterday we went and saw the new film based on it. They loved both the book and the movie. The incomparable Hugh Laurie voices Maurice, and did a fine job bringing the self-regarding feline to life.

The movie hit mostly all the right notes in bringing this book to the big screen. There are some things I truly love about the book. First off, it’s an irresistibly funny and mischievous idea to update the story of the Pied Piper of Hamelin, and of course Pratchett tweaks the tale so that the intelligent rats, in league with Maurice and a boy piper named Keith, scam town after town, infesting them and then pretending to be charmed by the piper, with whom they march away, before collecting their payday, splitting the cash, and moving on to the next victims.

I also love the idea that the rats at the center of the story became brilliant and self aware after eating magic potions from a dump filled with refuse from Unseen University. This is such an amusing idea that it seems like it could be the seeds of plenty of other books in Discworld. There is a lot of talk in both the book and the film about what it means to be intelligent, how the rats should best use their newfound intellect, and in what way they should live with humans. I daresay most people do not think philosophically like this about themselves and the purpose of their lives as much as these rats do; of course that’s part of the fun.

The rats’ names are a real hoot, too. When they became intelligent, they simply named themselves after things that they thought sounded cool in the dump, and the kitchens from which they pilfer food and widdle in the cheese. Hence they have names like Dangerous Beans, Hamnpork, Peaches, Big Savings, Darktan, Sardines, and so on. Great stuff that also never failed to make my kids chuckle.

Maurice, Keith, and the rats find themselves at odds with rival scheming ratcatchers, and then a Rat King who wants to control them and wage war on humans. The film diverges a bit from the book, but did an admirable job of bringing Pratchett’s wit and comedy to a new audience. My daughter had a great time at the movie and particularly enjoyed Death and his sidekick, a rat sized reaper.

Pratchett deftly handles some serious issues for kids in this book–death, for one, as well as bullying and tyranny and the need to defend oneself from such abuse. For a comic novel about magic rats, he covers a lot of ground and makes it seem effortless.

I highly recommend both the book and film to a wide audience. I think my kids and I will next read The Wee Free Men, another of Pratchett’s Discworld novels written for a young audience. Given how prolific Pratchett was, I don’t think we’ll be running out of Discworld books anytime soon.

Nine Princes in Amber

This isn’t exactly a review of Nine Prince in Amber. On my blog I talk about books I am reading, and that I love, and my personal experiences with these works. So what follows are my brief impressions of a weekend encounter with a book that I think is going to stay with me for a very long time.

Many years ago, when I was a college Freshman, a good friend told me of Roger Zelazny, and I dutifully picked up Nine Prince in Amber. At the time, I was looking for fantasy in the Tolkienian vein and somehow I couldn’t get into Corwin’s saga. It felt too strange for me, out of time and place, antiheroic, weird, and at that time, when I was still a teenager, I didn’t know what to make of it. I set it aside for more traditional heroic exploits like Robert Jordan’s Wheel of Time series, the kind of fantasy I understood better.

Thirty years later, I saw George RR Martin speaking reverently of his good friend and mentor, Roger Zelazny, and giving high praise to his work. If George loved his stuff so much, I figured I’d better listen.

So I picked up Nine Princes in Amber again a couple of days ago. Weird? Yes. Anti heroic? You bet. But I guess in the intervening decades I’d changed just a tad, read widely, and could appreciate this aesthetic. I still had a difficult time envisioning shadow earth, as well as the incredible longevity of prince Corwin, and the great city of cities, Amber, of which all other realities are mere reflections or shadows. This central theme of the ideal city, and its shadow realities, seems to me now the amazing charm of this book, part of its greatness. The idea of a kind of a Platonic ideal of a realm, nearly unattainable, but to which the hero is questing back to try and win for himself, really resonated with me on some subconscious level. The archetypal folks helping Corwin and hindering him along the way, his mythological, mischievous and murderous family, all of it was mixed together so expertly, in such a convincing way, that I felt it and enjoyed it very deeply. My criticisms of it aren’t criticisms, really, more matters of taste. As a person who loves mammoth fantasies and intricate detail in battles, I was a little chagrined by the very brief descriptions Zelazny used to describe massive, epic combat, or raising an army of a quarter million men and an armada of enormous size. But it works for this book, and if you want that kind of detail, plenty of other writers will provide it. Besides, there are nine more books in this story, so there is plenty more of Amber to explore.

I also loved the noirish feel to this, the mysterious story of this man who wakes from a coma not knowing who or what he is, but knowing he’s destined for something, that he better protect himself, he better get going and get some allies and start fighting before it’s too late. This guy is a godly prince, but he doesn’t know it yet. But this impetus to get on with it, to strive and fight for every inch, because nothing is guaranteed, this is the stuff of myth as well as noir. I loved the way Zelazny mixed high speech and low speech, high epic battles with lowly grimy hand to hand combat, old and new, mythological and familiar everyday things. What a perceptive, brilliant, erudite, gifted writer. Wonderful stuff, in my humble estimation. I guess I’d even say I loved this book.

I enjoyed it so much I read it in just a couple of sittings and was sad it was over, and I am eager to go back to Amber and walk the pattern again. I may need a break first though. This is heavy stuff, to me, not a typical fantasy realm of dragons and orcs, though I like those very much, as well.

So if my old pal out there is reading this, thanks good buddy for the recommendation. I’m also glad George RR Martin is out there promoting is friend’s work. It is so worth visiting, my friends. See you in Amber.

The Dying of the Light

I recently finished George RR Martin’s 1977 Science fiction novel, The Dying of the Light; I saw him speak last October and among other things, he was talking about his earlier career, so I was eager to track this one down. In the 70s, Martin wrote this novel and other stories in his “Thousand Worlds” science fiction setting. Since I’ve enjoyed so many of his other books, I wanted to give this one a try.

The novel is set on “Worlorn,” a dying planet that has recently hosted a worldwide festival. Dirk T’Larien, the hero of this tale, journeys to Worlorn after receiving a ‘whisperjewel,’ a token of love, from his former girlfriend Gwen, for whom he’s been lovesick. He arrives hoping to be reconciled, but instead is met with a strange set of circumstances and a love quadrangle that goes south very quickly.

Martin did a credible job in this novel of creating some alien cultures that are difficult to wrap one’s mind around. Gwen is now involved with a man named Jaan Vikary, who is from a brutal culture called Kavalar, in which women are treated as property. Another Kavalar man shares her in this revolting arrangement, and there is a lot of discussion of the harsh conditions that caused the Kavalar to become so regressive. They are descended from humans, but have taken human culture in a strange direction after centuries of living through plagues and nearly dying out. As a Star Trek fan, they reminded me a bit of Klingons, holding honor above all else and demanding combat when insulted.

Dirk is puzzled that Gwen, who seems surprised to see him, has no interest in rekindling their relationship; Dirk had figured that the whisperjewel was a cry for help from her desperate situation. Eventually, he learns that someone else sent it to him, to lure him to Worlorn. He is drawn into a conflict between Gwen’s lover and other Kavalar on the planet who want them dead. There are some fun action scenes throughout, and I think that fans of Martin’s other work will be pleased with this novel from earlier in his career.

For me, the setting of this book was really interesting. A dying world that hosts an armageddon-type festival and is then abandoned as it dies is a neat idea. Martin has a lot of interesting history of the Kavalar through the book, and at times it feels like this could be a sourcebook for a science fiction RPG. There are plenty of twists and turns in the plot, as in Martin’s more famous works. He would later masterfully develop these kinds of plot elements in A Song of Ice and Fire, and it’s really fascinating to see this early career effort from him. It’s got a lot of DNA that would turn up in Game of Thrones and is an enjoyable science fiction adventure, provided you don’t mind some grimness. If you’re a Martin fan, that is probably not an issue for you.

This was a fun book. I really enjoyed Martin’s other early works too. Armageddon Rag is a great read about a cursed rock band, and his vampire book, Fevre Dream, is another one that any Martin fan will enjoy. I’m working my way through his collection of short stories, and also have his novel with Lisa Tuttle, Windhaven, in my to be read pile.