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Purple Phoenix Games (2266 KP) rated Pirate's Mark in Tabletop Games
Mar 29, 2021
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
Justin Patchett (42 KP) rated Roma (2018) in Movies
Mar 3, 2019
Caught in a bad Roma
Contains spoilers, click to show
It’s been a long while since I watched a film deserving of a truly, harshly negative review. I have gotten so close so many times, and I’ll be damned if Netflix hadn’t gotten close to earning that with the fridge-logic that ruined Bird Box. Even Bird Box, though, feels enjoyable in retrospect compared to another Netflix exclusive: Alfonso Cuarón’s Roma.
Since I’m in a clear minority on this film, I feel obligated to preemptively address some common criticisms. If Roma had been produced in English, presented in color and with any score, it couldn’t fix the fact that I simply dislike Roma’s genre. Sure, I’ve liked slice-of-life drama films, and modern period pieces do fine by me. Pretentious Oscar-farming arthouse flicks like this, though, never win my praise.
Roma follows Cleo, a housemaid in Mexico City. Cleo has gotten pregnant and the presumed father, Fermín, leaves her to buy cigarettes before the baby’s even born. Her employer, Sofía, is dealing with a cheating spouse. What follows is two hours of both of these women marginally helping each other with their respective situations. As slice-of-life films do.
Since it's a slice-of-life film, much of the story just basically happens. You'll remember a scene here or there that happened, even if it was ultimately insignificant. In one scene for instance, Cleo goes to confront the baby daddy, who’s at a huge martial arts class. She spectates and proves to be the only one able to perform a certain yoga pose. Which is important because it helped add another few minutes to the film.
Cleo goes into labor not long after this confrontation, but her daughter ends up being stillborn. This all happens in the midst of the Corpus Christi Massacre. What the heck was the Corpus Christi Massacre, you may ask? According to this film, it was a brutal inconvenience on Cleo’s way to the hospital after her water breaks. This actual historical event simply happens and is never addressed for one second more. You know, just like in Titanic where the shipwreck just makes things inconvenient for Rose and Jack.
The last major scene in the film comes when Sofía invites Cleo to come with her family on a trip to the beach, not as staff but to help Cleo cope with the tragedy of losing her child. While they’re there, Sofía leaves the children in Cleo’s care for two freaking minutes, and two of the kids nearly drown. Cleo, though, can’t swim, and so she stands out in the water as the kids rescue each other. And that's about as close as Roma gets to a cohesive plot. Cleo only came with them to help her grieving, which meant she could be there to be powerless while her employer’s kids save each other’s lives. Bad things happen to us, the film teaches, so that good things can coincidentally happen in our proximity.
In fact, coincidence seems to be the running theme, here. Remember the Corpus Christi Massacre? No? What if I call it “the scene where Cleo goes into labor”? Maybe that helps? Fermín briefly held Cleo at gunpoint in the middle of it. Again, mere coincidence. Just like it’s a mere coincidence that she goes into labor the same day as a massacre that killed 120 people. As coincidences do.
Roma isn’t an aggressively bad film. There are a rare few moments within Roma’s 2-hour runtime where you think, “I can see that clip showing up during a Facebook video binge,” but again: These are moments more rare than our current president ordering a rare steak. That rarity has everything to do with the fact that the movie has so few moments, at all. The rest is shots that linger too long from angles that repeat themselves all too often. It’s like Cuarón asked someone, “What does a movie like Juno need to be better?” They responded, “Nothing.” So Cuarón packed Roma with nothing.
Which brings up one of my biggest criticisms of Roma: The cinematography is bland. Cuarón shot practically the entire film on one camera, set a specific distance from the subject, and kept takes running as longer than they should have, padding out a short-film’s worth of content to feature length. It’s bland cinematography that somehow earned an Oscar for Best Cinematography.
Gravity showed us what Cuarón was capable of. Beyond bringing a seemingly authentic view of space to the big screen, Gravity offered variety. Yes, the huge collision scene in Gravity takes on the feel of a one-take scene, but even then, the camera moves with the action. And if your attention moves away from the foreground the shot, you’re able to see other important things going on. With Roma, though, your foreground is your film. Period. And to be sure, you'll be kept at arm's length from that foreground at all times, both metaphorically and cinematically.
There's a number of reasons why Roma wasn't the Best Picture, this year. Gravity proved that Roma is not Cuarón’s best film. Bo Burnham–yes, that Bo Burnham–wrote and directed a better slice-of-life film with Eighth Grade. And Roma might not even be the past year’s best black-and-white film; I dare suggest that Cold War may have been better.
To give it the credit it’s due, Roma’s cast rightly earned nominations for their performances. Yalitza Aparicio and Marina de Tavira earned Best Actress nominations for their roles, and for their part, their performances were authentic as can be. It's the least the Academy could do for having them endure Cuarón's lengthy takes.
But now that I've given it credit, I demand my time back for the scene of Fermín going Star Wars Kid meets Full Monty.
Since I’m in a clear minority on this film, I feel obligated to preemptively address some common criticisms. If Roma had been produced in English, presented in color and with any score, it couldn’t fix the fact that I simply dislike Roma’s genre. Sure, I’ve liked slice-of-life drama films, and modern period pieces do fine by me. Pretentious Oscar-farming arthouse flicks like this, though, never win my praise.
Roma follows Cleo, a housemaid in Mexico City. Cleo has gotten pregnant and the presumed father, Fermín, leaves her to buy cigarettes before the baby’s even born. Her employer, Sofía, is dealing with a cheating spouse. What follows is two hours of both of these women marginally helping each other with their respective situations. As slice-of-life films do.
Since it's a slice-of-life film, much of the story just basically happens. You'll remember a scene here or there that happened, even if it was ultimately insignificant. In one scene for instance, Cleo goes to confront the baby daddy, who’s at a huge martial arts class. She spectates and proves to be the only one able to perform a certain yoga pose. Which is important because it helped add another few minutes to the film.
Cleo goes into labor not long after this confrontation, but her daughter ends up being stillborn. This all happens in the midst of the Corpus Christi Massacre. What the heck was the Corpus Christi Massacre, you may ask? According to this film, it was a brutal inconvenience on Cleo’s way to the hospital after her water breaks. This actual historical event simply happens and is never addressed for one second more. You know, just like in Titanic where the shipwreck just makes things inconvenient for Rose and Jack.
The last major scene in the film comes when Sofía invites Cleo to come with her family on a trip to the beach, not as staff but to help Cleo cope with the tragedy of losing her child. While they’re there, Sofía leaves the children in Cleo’s care for two freaking minutes, and two of the kids nearly drown. Cleo, though, can’t swim, and so she stands out in the water as the kids rescue each other. And that's about as close as Roma gets to a cohesive plot. Cleo only came with them to help her grieving, which meant she could be there to be powerless while her employer’s kids save each other’s lives. Bad things happen to us, the film teaches, so that good things can coincidentally happen in our proximity.
In fact, coincidence seems to be the running theme, here. Remember the Corpus Christi Massacre? No? What if I call it “the scene where Cleo goes into labor”? Maybe that helps? Fermín briefly held Cleo at gunpoint in the middle of it. Again, mere coincidence. Just like it’s a mere coincidence that she goes into labor the same day as a massacre that killed 120 people. As coincidences do.
Roma isn’t an aggressively bad film. There are a rare few moments within Roma’s 2-hour runtime where you think, “I can see that clip showing up during a Facebook video binge,” but again: These are moments more rare than our current president ordering a rare steak. That rarity has everything to do with the fact that the movie has so few moments, at all. The rest is shots that linger too long from angles that repeat themselves all too often. It’s like Cuarón asked someone, “What does a movie like Juno need to be better?” They responded, “Nothing.” So Cuarón packed Roma with nothing.
Which brings up one of my biggest criticisms of Roma: The cinematography is bland. Cuarón shot practically the entire film on one camera, set a specific distance from the subject, and kept takes running as longer than they should have, padding out a short-film’s worth of content to feature length. It’s bland cinematography that somehow earned an Oscar for Best Cinematography.
Gravity showed us what Cuarón was capable of. Beyond bringing a seemingly authentic view of space to the big screen, Gravity offered variety. Yes, the huge collision scene in Gravity takes on the feel of a one-take scene, but even then, the camera moves with the action. And if your attention moves away from the foreground the shot, you’re able to see other important things going on. With Roma, though, your foreground is your film. Period. And to be sure, you'll be kept at arm's length from that foreground at all times, both metaphorically and cinematically.
There's a number of reasons why Roma wasn't the Best Picture, this year. Gravity proved that Roma is not Cuarón’s best film. Bo Burnham–yes, that Bo Burnham–wrote and directed a better slice-of-life film with Eighth Grade. And Roma might not even be the past year’s best black-and-white film; I dare suggest that Cold War may have been better.
To give it the credit it’s due, Roma’s cast rightly earned nominations for their performances. Yalitza Aparicio and Marina de Tavira earned Best Actress nominations for their roles, and for their part, their performances were authentic as can be. It's the least the Academy could do for having them endure Cuarón's lengthy takes.
But now that I've given it credit, I demand my time back for the scene of Fermín going Star Wars Kid meets Full Monty.
Purple Phoenix Games (2266 KP) rated Mass Transit in Tabletop Games
May 13, 2021
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?
Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.
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, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).
The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.
If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.
All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.
Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.
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, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).
The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.
If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.
All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.
Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
Paul Kellett (118 KP) rated Descent: Journeys in the Dark (Second Edition) in Tabletop Games
May 4, 2019
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
Merissa (12058 KP) rated A Songbird Novel Box Set #3 (Geronimo, Hole Hearted, Rather Be) in Books
May 21, 2017
A Songbird Novel Box Set #3 (Geronimo, Hole Hearted, Rather Be)
I have bought these books as individual stories, but I will leave my review for all three on the boxset.
Geronimo
Geronimo is Jane's story. We got a small insight when we had Sarah and Justin's story in Rough Waters, but this one goes into detail about how the tragic events of that day affected Jane's life. I loved how Jane and Harry got together, no angst, no drama, just two people out to enjoy as much as they could. Of course, knowing how the previous Songbird novels have gone, I was waiting for the other shoe to fall. And it did! Fate plays a bit part in this story, whether you believe in it or not, but pushing any doubts to one side, I loved how this story panned out.
With a smooth pace, well-written characters, and slow-building angst, this is a story with an abundance of emotion so be prepared! With no editing or grammatical errors to disrupt the reading flow, this is a book to lose yourself in. With a nice hook into the next book, the Songbird series continues to delight, and Geronimo is most definitely recommended by me.
Hole-Hearted
Hole Hearted is the latest fantastic addition to the Songbird series, and features Felix, Troy, and Cassie. Felix and Cassie are nephew and aunt who didn't know each other existed until it became obvious that Felix's mum wasn't going to survive her battle with cancer. Troy is a counsellor who wants to help this pair professionally, but also on a personal note.
I won't go into the story itself, except to say that it is exceptionally written, will have you crying if you're anything like me, and will tug at your heartstrings throughout. With a smooth, flowing story, there were no editing or grammatical errors that disrupted my reading flow. In fact, the only thing that disrupted me was either my tears, or when I had to listen to the music that was mentioned! This playlist was right up my alley, and I loved every song!!
An absolutely amazing addition to the Songbird series, and I really can't recommend this book or the series highly enough.
Rather Be
Rather Be is the tenth and final book in the Songbird series, and gives you the same emotional impact as every book that I have read by this author. Charlie and Nixon were best friends throughout school, and became more during one short break in Yosemite. However, life (and Nixon's father) had different plans than them getting together. So for four years, these two go their separate ways until a chance snowstorm strands them both at JFK airport. Charlie seizes the opportunity of spending time with the man she has always loved but can never have. Nixon can't believe that Charlie is here with him once more, and all his old feelings resurface.
The pacing in this book is superb, it never flags in any area. The writing is smooth and there are no editing or grammatical errors that disrupted my reading flow. The soundtrack that accompanies this story is absolutely spot on, and like with all the books in this series, I love how it tells a story too. There was an added extra in this book though, and I LOVED IT!!! Every couple from the previous books in the Songbird series feature cameo appearances in the Chix storyline! Sheer perfection. We get a small snapshot of their lives and that left me with the warm fuzzies. Definitely and absolutely recommended by me.
Geronimo
Geronimo is Jane's story. We got a small insight when we had Sarah and Justin's story in Rough Waters, but this one goes into detail about how the tragic events of that day affected Jane's life. I loved how Jane and Harry got together, no angst, no drama, just two people out to enjoy as much as they could. Of course, knowing how the previous Songbird novels have gone, I was waiting for the other shoe to fall. And it did! Fate plays a bit part in this story, whether you believe in it or not, but pushing any doubts to one side, I loved how this story panned out.
With a smooth pace, well-written characters, and slow-building angst, this is a story with an abundance of emotion so be prepared! With no editing or grammatical errors to disrupt the reading flow, this is a book to lose yourself in. With a nice hook into the next book, the Songbird series continues to delight, and Geronimo is most definitely recommended by me.
Hole-Hearted
Hole Hearted is the latest fantastic addition to the Songbird series, and features Felix, Troy, and Cassie. Felix and Cassie are nephew and aunt who didn't know each other existed until it became obvious that Felix's mum wasn't going to survive her battle with cancer. Troy is a counsellor who wants to help this pair professionally, but also on a personal note.
I won't go into the story itself, except to say that it is exceptionally written, will have you crying if you're anything like me, and will tug at your heartstrings throughout. With a smooth, flowing story, there were no editing or grammatical errors that disrupted my reading flow. In fact, the only thing that disrupted me was either my tears, or when I had to listen to the music that was mentioned! This playlist was right up my alley, and I loved every song!!
An absolutely amazing addition to the Songbird series, and I really can't recommend this book or the series highly enough.
Rather Be
Rather Be is the tenth and final book in the Songbird series, and gives you the same emotional impact as every book that I have read by this author. Charlie and Nixon were best friends throughout school, and became more during one short break in Yosemite. However, life (and Nixon's father) had different plans than them getting together. So for four years, these two go their separate ways until a chance snowstorm strands them both at JFK airport. Charlie seizes the opportunity of spending time with the man she has always loved but can never have. Nixon can't believe that Charlie is here with him once more, and all his old feelings resurface.
The pacing in this book is superb, it never flags in any area. The writing is smooth and there are no editing or grammatical errors that disrupted my reading flow. The soundtrack that accompanies this story is absolutely spot on, and like with all the books in this series, I love how it tells a story too. There was an added extra in this book though, and I LOVED IT!!! Every couple from the previous books in the Songbird series feature cameo appearances in the Chix storyline! Sheer perfection. We get a small snapshot of their lives and that left me with the warm fuzzies. Definitely and absolutely recommended by me.
Hazel (1853 KP) rated A Robot in the Garden in Books
May 25, 2017
So Sweet
This ebook was provided by the publisher via NetGalley in exchange for an honest review
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
A Robot in the Garden is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film Short Circuit (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of A Robot in the Garden in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; A Robot in the Garden is no War of the Worlds or Doctor Who type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
A Robot in the Garden is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film Short Circuit (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of A Robot in the Garden in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; A Robot in the Garden is no War of the Worlds or Doctor Who type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
Gareth von Kallenbach (980 KP) rated Dumb and Dumber To (2014) in Movies
Jun 19, 2019
It is hard to believe that it is been 20 years since Jim Carrey and Jeff Daniels brought the moronic Harry and Lloyd to the big screen. The comedic adventures of the well-meaning but idiotic best friends became a box office smash and has maintained a loyal worker fans despite the highly disappointing prequel that was made in an attempt to extend series. With the Farrelly brothers back in place to write and direct the long-awaited follow-up it should come as no surprise as to what viewers are in store for with “Dumb and Dumber To”.
Lloyd (Jim Carrey) has been an institution for the past two decades while Harry (Jeff Daniels), visits him lawyerly once a week. When the reason behind Lloyd’s institutionalization becomes clear Harry informs his old friend that is in desperate need of a kidney transplant. With his options limited, Harry visits his family whom he has not seen in quite some time and goes through some mail that had been delivered over the years.
Harry learns that an old acquaintance was pregnant and in an effort to see if the child he never knew he had could be a donor, the bumbling duo sets out to find child Harry never knew he had. This is easier said than done as the mother (Kathleen Turner), give the child up for adoption and her only effort to communicate resulted in a letter being returned to her with a note asking her not to write again.
Undaunted Harry and Lloyd set out from their Rhode Island home and venture down to Maryland before learning that the object of their quest is already left for New Mexico to attend a very important conference. The duo decided to head on to New Mexico with a third person in tow not knowing that he secretly is aiming to do away with them in a con limited inheritance scheme.
As anyone who’s seen the previous film will remember, traveling with Harry and Lloyd can be extremely dangerous to one’s physical and mental sanity and the ensuing years have done nothing to change this. In short time duo arrives at their goal but finds their natural tendencies to get in and cause trouble has followed them resulting in a series of chaotic misadventures.
While many of the jokes and situations were recycled from previous films including Lloyd’s daydreaming about a perfect date and various car pranks, one thing that is undeniable is the great chemistry and timing between the two leads. The material certainly strains its PG-13 rating in terms of suggestiveness but even though some of the jokes do not quite succeed and the plot is at best paper thin, it was sure good to see these two back in action.
The film is at best a guilty pleasure because it will be easy to say it was kind of dumb and meandering at points and that the two characters were not given much to do other than an act that was funny 20 years earlier but may seem a bit strange to date considering both Daniels and Carrey have shown they are capable of doing so much more.
For me I looked at it is a bit of a nostalgic guilty pleasure that despite the shortcomings and faults offered some enjoyable although mostly forgettable distractions in between some good laughs. For those willing to take more the same and can temper their expectations accordingly you will likely find this trip one worth taking if nothing else than for the nostalgia.
I for one am hoping that we haven’t seen the last these two in action but I certainly would like to see them come back with a better script and certainly do not want have to wait 20 years for this to happen.
http://sknr.net/2014/11/14/dumb-dumber/
Lloyd (Jim Carrey) has been an institution for the past two decades while Harry (Jeff Daniels), visits him lawyerly once a week. When the reason behind Lloyd’s institutionalization becomes clear Harry informs his old friend that is in desperate need of a kidney transplant. With his options limited, Harry visits his family whom he has not seen in quite some time and goes through some mail that had been delivered over the years.
Harry learns that an old acquaintance was pregnant and in an effort to see if the child he never knew he had could be a donor, the bumbling duo sets out to find child Harry never knew he had. This is easier said than done as the mother (Kathleen Turner), give the child up for adoption and her only effort to communicate resulted in a letter being returned to her with a note asking her not to write again.
Undaunted Harry and Lloyd set out from their Rhode Island home and venture down to Maryland before learning that the object of their quest is already left for New Mexico to attend a very important conference. The duo decided to head on to New Mexico with a third person in tow not knowing that he secretly is aiming to do away with them in a con limited inheritance scheme.
As anyone who’s seen the previous film will remember, traveling with Harry and Lloyd can be extremely dangerous to one’s physical and mental sanity and the ensuing years have done nothing to change this. In short time duo arrives at their goal but finds their natural tendencies to get in and cause trouble has followed them resulting in a series of chaotic misadventures.
While many of the jokes and situations were recycled from previous films including Lloyd’s daydreaming about a perfect date and various car pranks, one thing that is undeniable is the great chemistry and timing between the two leads. The material certainly strains its PG-13 rating in terms of suggestiveness but even though some of the jokes do not quite succeed and the plot is at best paper thin, it was sure good to see these two back in action.
The film is at best a guilty pleasure because it will be easy to say it was kind of dumb and meandering at points and that the two characters were not given much to do other than an act that was funny 20 years earlier but may seem a bit strange to date considering both Daniels and Carrey have shown they are capable of doing so much more.
For me I looked at it is a bit of a nostalgic guilty pleasure that despite the shortcomings and faults offered some enjoyable although mostly forgettable distractions in between some good laughs. For those willing to take more the same and can temper their expectations accordingly you will likely find this trip one worth taking if nothing else than for the nostalgia.
I for one am hoping that we haven’t seen the last these two in action but I certainly would like to see them come back with a better script and certainly do not want have to wait 20 years for this to happen.
http://sknr.net/2014/11/14/dumb-dumber/
Hazel (1853 KP) rated A Robot in the Garden in Books
Dec 14, 2018
<i>This ebook was provided by the publisher via NetGalley in exchange for an honest review </i>
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
<i>A Robot in the Garden</i> is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film <i>Short Circuit</i> (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of <i>A Robot in the Garden</i> in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; <i>A Robot in the Garden</i> is no <i>War of the Worlds</i> or <i>Doctor Who</i> type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
<i>A Robot in the Garden</i> is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film <i>Short Circuit</i> (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of <i>A Robot in the Garden</i> in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; <i>A Robot in the Garden</i> is no <i>War of the Worlds</i> or <i>Doctor Who</i> type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
Gareth von Kallenbach (980 KP) rated Bruno (2009) in Movies
Aug 9, 2019
Life is good for Austrian fashonista Bruno (Sacha Baron Cohen). As the star of the top Austrian fashion show, he is a fixture at all of the social events and is the flamboyant highpoint of any event he graces.
That is until things go awry and Bruno finds himself on the outside looking in and is blacklisted from the European fashion industry he lives for.
Undaunted, Bruno sets out to become a star and take America by storm in the shockingly outrageous and sure to be controversial “Bruno”. The film is a follow up to “Borat: Cultural Learnings of America for Make Benefit Glorious Nation of Kazakhstan” which took the box office by storm when it was released three years ago.
Upon arriving in America, Bruno sets out to be a star, but soon runs into trouble when his first day on a television set goes out of control. If this was not bad enough, Bruno’s pitch for a variety shows scores badly with a focus group who are dismayed at the very graphic depiction of the male form and other outrageous humor.
Undaunted even when his attempts at celebrity interviews crash and burn around him, Bruno sets out to get tabloid attention by adopting a baby from Africa. This leads to a daring and outrageous segment on a Texas talk show where Bruno is verbally chastised by the predominately African American audience.
Unable to catch a break, Bruno travels to locales as diverse as Israel, Alabama, and Los Angeles hoping to get a break, but only finds failure. Despite his horrible luck, Bruno has the adoration of his assistant Lutz (Gustaf Hammarsten), which sadly for Gustaf is unrequited.
Desperate for acceptance, Bruno decides to become straight and sets off to the South to learn what being a straight man is all about which sets up some outrageous encounters ranging from a swingers party to a hilarious macho man event hosted by Bruno as “Straight Dave”.
While there are those who will see only the nudity and crude humor of the film and dismiss it, those who are more open minded will see the genius of Cohen who is a master of improvisational. It is fascinating to see how much he throws himself into a scene and literally becomes his characters. No matter how outrageous the scenario, Cohen is not afraid to push the boundaries and get people to expose their true selves.
While his scenarios shock, they also educate and enlighten as he gets his unsuspecting co-stars to show sides of themselves and human nature which people try to hide and ignore. Despite thinking we are an enlightened society, there are those that are shocked by a person who is so flamboyant and open, even swingers whose very lifestyle is considered by most to be out of the norm and for others to be unordinary.
Numerous celebrity appearances also grace the film, which I will refrain from spoiling but suffice it to say add to the enjoyment of the film.
The movie does not have much in the way of plot and character development, but that is not the intention of the film, as the plot is a framework to connect the segments which work well in my opinion.
Unlike a Saturday Night Live sketch turned into a movie, “Bruno” works well within the films run time without overstaying its welcome and losing momentum.
In the end, you will either love or hate the film, and much of this will depend on your tolerance for very mature, bawdy, and controversial humor. For my taste, this was one of the funniest films I have ever seen and I could not stop laughing.
That is until things go awry and Bruno finds himself on the outside looking in and is blacklisted from the European fashion industry he lives for.
Undaunted, Bruno sets out to become a star and take America by storm in the shockingly outrageous and sure to be controversial “Bruno”. The film is a follow up to “Borat: Cultural Learnings of America for Make Benefit Glorious Nation of Kazakhstan” which took the box office by storm when it was released three years ago.
Upon arriving in America, Bruno sets out to be a star, but soon runs into trouble when his first day on a television set goes out of control. If this was not bad enough, Bruno’s pitch for a variety shows scores badly with a focus group who are dismayed at the very graphic depiction of the male form and other outrageous humor.
Undaunted even when his attempts at celebrity interviews crash and burn around him, Bruno sets out to get tabloid attention by adopting a baby from Africa. This leads to a daring and outrageous segment on a Texas talk show where Bruno is verbally chastised by the predominately African American audience.
Unable to catch a break, Bruno travels to locales as diverse as Israel, Alabama, and Los Angeles hoping to get a break, but only finds failure. Despite his horrible luck, Bruno has the adoration of his assistant Lutz (Gustaf Hammarsten), which sadly for Gustaf is unrequited.
Desperate for acceptance, Bruno decides to become straight and sets off to the South to learn what being a straight man is all about which sets up some outrageous encounters ranging from a swingers party to a hilarious macho man event hosted by Bruno as “Straight Dave”.
While there are those who will see only the nudity and crude humor of the film and dismiss it, those who are more open minded will see the genius of Cohen who is a master of improvisational. It is fascinating to see how much he throws himself into a scene and literally becomes his characters. No matter how outrageous the scenario, Cohen is not afraid to push the boundaries and get people to expose their true selves.
While his scenarios shock, they also educate and enlighten as he gets his unsuspecting co-stars to show sides of themselves and human nature which people try to hide and ignore. Despite thinking we are an enlightened society, there are those that are shocked by a person who is so flamboyant and open, even swingers whose very lifestyle is considered by most to be out of the norm and for others to be unordinary.
Numerous celebrity appearances also grace the film, which I will refrain from spoiling but suffice it to say add to the enjoyment of the film.
The movie does not have much in the way of plot and character development, but that is not the intention of the film, as the plot is a framework to connect the segments which work well in my opinion.
Unlike a Saturday Night Live sketch turned into a movie, “Bruno” works well within the films run time without overstaying its welcome and losing momentum.
In the end, you will either love or hate the film, and much of this will depend on your tolerance for very mature, bawdy, and controversial humor. For my taste, this was one of the funniest films I have ever seen and I could not stop laughing.
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