
Kris Karcher (10 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Jan 5, 2018
Semantics aside, Jumanji: Welcome to the Jungle is also a serviceable blockbuster flick. It’s a fun film that moves at a decent pace and avoids a lot of the typical dull spots most popcorn flicks fall victim to. The adult cast is a fun mixture of comedic talent and have some great chemistry together. The teenage cast less so but they have a more limited role in the film. I enjoyed watching the adult cast attempt to convey the teenagers “inside” them. Dwayne Johnson does this particularly well, playing a timid nerdy teenager trapped in the body of a jacked, smoldering, elite fighting machine. The film purposefully miscast each role. Kevin Hart play’s the avatar of a 6ft football star, Jack black stands in for a Mean Chick-esc selfie obsessed teenage girl, and the bad ass Karen Gillan plays the avatar of an insecure self-conscious teenage girl. The dichotomy of the characters real-life personalities always being at odds with their avatars new physical and mental attributes provides much of the comedy. Not all of it lands, but enough does and they don’t overdo it.
Once we enter the world of Jumanji the characters attempt to figure out how the “game” works. This leads to some humorous video game style exposition. I found this method of exposition to be unique and interesting. Incorporating NPC’s (Non-playable characters) whose sole purpose is to help players figure out what is going on and how to play the game was a fun and meta way to advance the story. It sort of reminds me of some of the things I enjoyed about 2012’s Wreck-It Ralph.
Then the gang runs into the other player in the game and another star of the film, Nick Jonas. Jonas plays Jefferson "Seaplane" McDonough who is the avatar of Zack a teenage boy sucked into the game in 1997 (Jonas uses 1997 lingo frequently. Radical.) and has lived in the jungle for what he claims to be “a few months”. This leads to the biggest missed opportunity of the film. Time apparently moves differently in Jumanji. A few months in Jumanji translates to 20 years in real life. When Zack is told he has been missing 20 years this should have been a major B plot. They do try and add some weight to the situation by showing how deeply affected Zack is by this news, but I feel they could have explored this dynamic a bit further. Especially when it comes to the ending. Which is a bit anticlimactic. Once they all end up working together to escape Jumanji they all are all transported back to their respective timelines and it would appear as though no time has passed. So it sort of ditches the whole being stuck in the game for 20 years angle and instead chooses to allow Zack to live a full and complete life starting from 1997. Also, the main cast seems to be unaffected timeline wise. All of this film took place while they were down in the basement serving their detentions. It would have made for a much more interesting ending if they return to their bodies and find out that in the real world they were gone for a longer period of time. Even just a week or so would have added an interesting dynamic to the pretty flat and standard ending. They do end up meeting up with grown-up Zack (Played by Colin Hanks) and there is a nice little payoff to the quasi-romance Nick Jonas and Jack Black had throughout the film. (Yes you read that correctly.) Alex named his daughter after Bethany who saved his life in the jungle.
The four teenagers all learn valuable life lessons inside the jungle. Fridge leans to appreciate his friend Spencer. Spencer learns to man up and take risks. Bethany learns to care about something other than herself and her popularity, and Martha learns to come out of her shell a bit and open up. While I often find these types of stories to be heavy-handed and snooze-worthy Jumanji manages to keep the gushy feel good stuff to a minimum. It’s there, and it’s obvious but it’s not in your face enough to bring down the movie.
Ultimately I will go ahead and recommend Jumanji: Welcome to the Jungle if your into Action comedy that doesn't ever take itself too seriously. I repeat this is not a serious movie. But it is a mildly funny, family-friendly romp that I fully expect anyone who paid for a ticket to at least get their monies worth. Provided they came in with the right expectations.

Purple Phoenix Games (2266 KP) rated Arcane Arena in Tabletop Games
Jan 23, 2021
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!

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