Gareth von Kallenbach (980 KP) rated Journey 2: The Mysterious Island (2012) in Movies
Aug 7, 2019
The movie opens up with the return of Sean Anderson (Josh Hutcherson) getting caught by the police for climbing a satellite tower. To his chagrin, Josh is released into the custody of his stepfather Hank (Dwayne ‘The Rock’ Johnson), a former Navy man who wants nothing more than to be friends with his stepson. Sean’s reason for climbing the satellite tower was to get a hold of a satellite transmission code that he believes is the key to a message from his long-lost grandfather Alexander(Michael Caine).
Sean, with the help of Hank’s Navy expertise, attempts to decode the message which eventually leads them to the Mysterious Island. Along the way, the two hire a helicopter pilot Gabato (Luis Guzman), who provides the comedic relief and his daughter Kailani (Vanessa Hudgens) who, of course, is the eye candy and the romantic interest for Sean.
Upon arrival at the Mysterious Island, they locate Sean’s grandfather Alexander and they discover they must trek across the island, past a volcano that erupts gold leaves and run from dangerous creatures to find Captain Nemo’s ship. All before the island sinks!
You don’t have to be a “Vernian” to know what’s going on here. This movie was definitely geared toward a younger audience. The idea behind recreating Verne’s novels with a modern day twist was clever, however the execution was poor as the sequence of events didn’t flow from one scene to the next and the character relationships were not genuine at all. I must say, however the visual effects were stunning. as well as some of the action scenes which could have rivaled “Indiana Jones” or even “The Goonies” with just a bit more care and attention to detail.
Peter Shephard (2822 KP) rated Merchants Cove in Tabletop Games
Jun 4, 2021
The pieces (ships, meeples, and individual gaming boards) are fantastic (although a couple are a little fiddly/weak) and every single character has their own flavour and type of sub-game;
The Alchemist makes potions by drawing marbles, firstly from a bag, then from a "decanter" (echoes of Quacks of Quiddlingberg)
The Blacksmith makes weapons and armour from dice rolls and combos in furnaces (not quite Yahtzee)
The Captain sails her fleet of ships to go fishing and treasure hunting using a spinning compass mechanism (can't put my finger what this reminds me of)
The Chronomancer (a great Back to the Future nod) travels through time portals to get pieces of technology, using a slide-and-shift board (like a mini Labrynth)
The Dragon rancher (believe it or not) hatches, raises and sells dragons; a couple of mechanics which work well together (even if one is shovelling poop) but not really like a game I've played
The Innkeeper is a great sub-sub-game; he can only sell drinks at one point, but he can put people up in his Inn which gives a bonus. A little bit of prediction work, but not like a other game I can think of.
The Oracle uses a scatter/dish for her fetishes and dice, and this limits what she can do - but I'd say she has the most varied scope of games (dots, predictions, and a few others)
The aim of the game is to be the Merchant who makes the most money, without attracting too much Corruption. Each game is played over three days, and each day has a limited amount of time. Each task the characters do has a different amount of time-cost - it might take 1h to brew potions, but it takes 2h to get ingredients from the decanter and prepare the potions. At several points each day, random Adventurers are drawn from the bag, and put into the travelling ships, as chosen by the drawer. However, there are also rogues who take up space and don't buy anything!
My only real complaint with the game is the comparatively long set up (5-10 minutes seems to be our average) for a 30-45m play time for 2 players - but it is really worth it. If/when this goes to retail, I'd say every gaming group who enjoys a combination of resource management, meeple and worker placement, and beautiful set-piece games, should give this a try.
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David McK (3425 KP) rated National Treasure (2004) in Movies
Sep 10, 2021
As such, heavily aimed at the American audience rather than more international fare, coming across (to my UK eyes, at least) as very much an American attempt to set up a new Indiana Jones series. Oh, and the whole plot point of something being on the back of the Declaration? Remind you much of The Da Vinci code, and something on the back of the Mona Lisa ...?
Having said that, it's polished enough to not be the worst way of spending about 2 hours or so in front of the box.
Purple Phoenix Games (2266 KP) rated Extraordinary Adventures: Pirates in Tabletop Games
Jul 16, 2021
Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.
When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.
But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.
It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!