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The Expendables 3 (2014)
The Expendables 3 (2014)
2014 | Action
Many times when a film series reaches it”s third installment, it is out of ideas and running on fumes. The idea that if a film has spawned a successful sequel it must have a trilogy is nothing new in Hollywood, but far too many times the third films loses momentum and goes through the motions for one last payday for the cast and studio.

In “The Expendables 3” Sylvester Stallone, Arnold Schwarzenegger, and company lead the all star cast with a mix of old and new in order to provide a more diverse yet not entirely satisfying third act of the retro action series.

Barney (Sylvester Stallone), leads the remains of his crew on a daring raid as the film opens to free one of his former members played by Wesley Snipes. The action is as intense as ever, but thanks to a PG-13 rating, is much more subdued than we have come to expect from the series.

As Barney and crew contend with age and injuries, it is leaned that a person long thought dead has become one of the biggest arms dealers in the world and has his own private army. What makes matters worse is that said dealer (Mel Gibson), has a very complicated history with Barney and The Expendables and as such this mission is very personal when he is hired to bring him to justice.

With a new crew in place, Barney sets out to settle the score, but soon finds out that complications arise, forcing the old and new crew to unite in a battle against overwhelming odds.

If this seems to be a fairly simplistic overview your right, as this is about as complex as this film gets. There is some effort to show chemistry between the players but backstories and character development are for the most part left out. Gibson on the other hand brings a great new dimension to the film as the backstory to his character as well as his motivations were very interesting and kept my attention in what otherwise could come off as a cartoony villain role.

Harrison Ford replaces Bruce Willis as their C.I.A. contact and brings gruff charm to the role of Drummer and seems to delight in being in on the action as do the new and returning cast.

The biggest issue was that it seemed more retrained than what we expect from the series. Part 2 had the epic airport battle and a great fistacuff finale. Part 3 lacks the intensity and urgency of previous films and the cast appears to be going through the motions, just happy for one more ride.

Stallone reportedly mentioned he had ideas for a 4th film which would be fine with me, but they need to get away from this PG 13 lite version and bring the swaggering, over the top action of the previous films back and fast as with an aging cast, this film seemed very out of date and lacking the retro nostalgia.

That being said, if you want some no-brainer fun, it is worthy of checking out.

http://sknr.net/2014/08/15/expendables-3/
  
    Fruited 2

    Fruited 2

    Games and Entertainment

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    Awesome puzzle game with addictive gameplay and online game scores. Fruited2 has several new...

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Purple Phoenix Games (2266 KP) rated Hues and Cues in Tabletop Games

Jul 7, 2020 (Updated Jul 7, 2020)  
Hues and Cues
Hues and Cues
2020 | Party Game
When chatting with the team at Purple Phoenix Games about Hues and Cues, what ended up happening was listing our favorite Hughs in order (obviously Hugh Jackman being the best Hugh). However, Hues and Cues has nothing to do with any of those Hughs, but rather color hues, or shades. Did this one make us blue like Eeyore? Are the other PPG team members green with envy that I possess this game now? Or has this one sparked a joyous shout to the orange-colored sky?

Hues and Cues is a party game of describing colors using one- and two-word cues (a la the hit game show Password from back in the day). As each player is attempting to guess the correct color, and populate the areas immediately adjacent to it, chances for big-time points are plentiful, but I’ll tell you what – coming up with cues proves to be a bit more challenging than one might assume.

DISCLAIMER: We were provided a retail copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T


To setup a game of Hues and Cues, shuffle the large deck of cue cards to be drawn from, lay out the giant board, set aside the scoring frame for now, and give each player the three cones of their selected color. Place one of these cones on the board to be used as a scoring token, and the game is ready to be played!
A game of Hues and Cues will be played over several rounds where each player will act as the cue giver for at least one round, depending on number of players (unless you play with my wife, in which case games can last many many more rounds than suggested). The cue giver will draw a card from the deck, choose a color hue from it, and think of a one-word cue to offer the group. Once the cue is given, in clockwise fashion, each other player will place one of their cones on a color box on the main board. Once complete, the cue giver will then offer a two-word cue to the group, if they so choose… Again the players will place their other cone in a box (either near their original choice or somewhere completely different). When all players have placed their second cone, the cue giver will place upon the board the scoring frame with the chosen hue’s coordinates directly in the center of the frame.

If a player has placed a cone directly on the correct coordinate box, they score 3 points. If a cone resides within the scoring frame (the other 8 boxes surrounding the correct box), they receive 2 points. For every cone just outside the scoring frame surrounding it, the player will receive 1 point. For each cone within the scoring frame the cue giver will score 1 point.


The game ends after each player has had one or two turns to be cue giver, depending on player count and house rules for game end rounds. The player with the most points will be deemed the winner and will have quality bragging rights for the night.
Components. Guys and gals, these components are great. The board is HUGE, but also necessary because there are tons of color hues printed on it. The cards are nice, and the game comes with a giant stack of them. The cones are colored cones. There’s orange and purple and some others colors I think too (I really only care about orange and purple usually). The scoring frame takes a bit to get used to, but is necessary to visualize which cones receive the correct amount of points. The Op comes through again with some choice components here.

So again, I personally know the designer and want to offer that disclaimer. That said, whether I know him or not, this is another great game. I reviewed Gekitai some months ago and was enamored with it as a wonderful abstract, and Hues and Cues gets me again. I love the components, the game play is simple and fast, and I haven’t really played a game too similar. I guess the closest games I can compare it to would be Concept and Codenames. You have to be very exact when giving cues to others (Concept) using one-word and two-word cues (Codenames). It seems super easy to be able to describe a color, but when you look at your chosen hue and can’t even think of a one-word cue and you’re just sitting there while the other players are anxiously awaiting your utterance, you can feel the confidence sweating out of your body.

For one example of actual gameplay, a cue was given, “Western.” My wife and I, alums of Western Illinois University, immediately started finding the correct purple hue because WIU’s colors are purple and gold. However, another player started searching the browns because they thought the cue was guiding the players to Western movies or the Wild West. So there may be conflicts, or different ideas and interpretations of the cues given that can make the whole group giggle incessantly, or times where the game is near the end and you know you need at least 3 points to be in the running and you reallllllly want to hit on the exact hue. So this one can make you feel like you are Bob Ross colormaster, or like you can’t even remember what red even is anymore.

That said, this is NOT a game for our colorblind friends, as it revolved heavily on being able to distinguish color differences, but for everyone else this is a hit. I love that I have to think of things and items and concepts in terms of color to describe instead of any other values, and that is very challenging for me. I love being able to look at the board and have 20 options when the cue given is, “Penny.” I love laughing at some of the amusing cues given or trying to figure out what the hey someone even means with their cues. It’s a wonderful stressful game (for me and the way my mind works) but it has gone over smashingly with everyone to whom I have introduced it. If you are looking for a uniquely-themed party (!) game that isn’t an Apples to Apples or Mafia clone, then you certainly owe it to yourself to check out Hues and Cues. Purple Phoenix Games gives this one a rainbowy 11 / 12. Hugh Jackman would certainly approve, and would probably like to come to your house to play your copy.
  
Voltage
Voltage
2006 | Card Game
One thing that I truly love about the board gaming hobby is the ability to discover new games at nearly every turn. Just when I think I’ve seen it all, I come across a post on BGG or a social media game group that blows my mind. Either with unique gameplay, or sweet components, I’m always in awe at how many games are new to me every day. Enter Voltage. I came across this game at The Table when I visited Travis in Tennessee this summer. This game has apparently been around since 2006, but I never came across it until 2021. The box was unassuming on the shelf, but the gameplay seemed interesting. Added bonus: it’s a 2-player game that doesn’t take forever to play, which was perfect for a quick game night out. So I guess I am very late to the Voltage party, but as you can tell from my rating above, I think it’s a pretty stellar game. Keep reading to find out why!

Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.

Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.

On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.


The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.


To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.

After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.
  
Ryker (Owatonna U Hockey #1)
Ryker (Owatonna U Hockey #1)
RJ Scott, V.L. Locey | 2018 | Contemporary, LGBTQ+, Romance
6
6.0 (1 Ratings)
Book Rating
Not sure I liked Ryker!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

**This review will be short, I really dislike writing the three star reviews!**

Ryker is hockey royalty, coming up as 4th generation championship winning players. Jacob works his family farm with his mum and dad. Both end up at hockey camp for the summer, and are polar opposites in most things. Sharing a room brings them closer, then camp is over and they are on opposite sides of the country. When Ryker switches college to be closer to Jacob, will Jacob let him?

I can't put my finger on why this one didn't work for me, and ya'll know how much that does my head in! So, here's what I DID like.

Both Jacob and Ryker have their say, so we get both sides of the coin. Both voices are clear and very different, and their voice is in the first person. Each change is clearly headed, and comes as the chapter changes.

I saw no spelling or editing errors to spoil my reading.

I tagged it as a short read, because it does NOT seem as long as the billed 196 pages! One sitting read, too.

There are some characters from the series this one spins off, and that makes me want to go back and read THEIR series, or at least, Jared and Ten (Ryker's dad and step dad) stories.

I just . . . .DON'T know what didn't work!

Or at least, that was what I thought when writing this review. Now I'm typing it up, I *think* it might be Ryker himself. I dunno, maybe. Possibly.

So, gonna leave it at that.

3 good solid but maybe not for me, stars

**same worded review will appear elsewhere**
  
Nocturne (Fourth Talisman #1)
Nocturne (Fourth Talisman #1)
Kat Ross | 2017 | Science Fiction/Fantasy
6
6.0 (1 Ratings)
Book Rating
should have been told about books before this one!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

When I started this book, I was thinking I'm missing something, something important, and that feeling stayed with me right the way through, and to be honest, I nearly dumped it a couple of times. I'm still not sure what kept me reading, but I did and that feeling led me to look at the author's other books.

And there is folks! What I've been missing is a whole THREE books set before this one, revolving around these main characters! Why was I not told this, when asked to read this one?? I don't know, but I'm annoyed, because whatever happened in those three books has a HUGE impact in this one, and my reading enjoyment suffered, greatly.

Oh, don't get me wrong, the book is well written, from all the major players points of view. It's neither graphic nor explicit, it moves at a fair and even pace. I saw no spelling or editing errors.

There is a much bigger picture that I'm not seeing going on. Whether that is because I didn't read the previous books, I don't know. It might just not have been laid out fully yet and all will become clear in the next books.

But for me, I can't get past not knowing about the other books that I SHOULD have read first. So if you come across this review, please PLEASE go back and read The Fourth Element trilogy before you read this one. You WILL need it.

Will I read future books in the series?? Probably not.

Because I DID finish it, and because everyone who needs to has a say...

3 stars

**same worded review will appear elsewhere**