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Connor Sheffield (293 KP) rated Blackbeard in TV
May 28, 2017
Good cast (1 more)
Decent for a TV miniseries/movie
Not entirely accurate (2 more)
The characters and boats are far too clean
TV effects (or lack of) might spoil some scenes
Somewhat entertaining
So I was on the search for some more Pirate movies at my local DVD stores, in hopes of finding something with the effects of Pirates of the Caribbean, but a more serious plot like that of the Black Sails series. Something that feels more like how the golden age of piracy would seem, not quite as quirky and humorous as the Disney films, although I cannot fault them for they are some of my favourite movies. It was on my search, that I came across this, and my initial thoughts were that whilst it looked cheap, it could be an entertaining film. As it turns out, I discovered this was a TV miniseries, merged into roughly a 162 minute film.
It has some charm, I can say that much for it. The cast are decent with very few famous names, and the acting itself isn't dreadful. However, there seems to be some lacking in the actual filming and editing of the episodes/feature. It has a decent plot which involves a hunt for treasure, a hunt for justice and slight revenge, which makes the viewing, feel like a pirate experience should be, but there still seems to lack the proper visuals to complete the experience.
If you take a look at Pirates of the Caribbean, one aspect that makes those films so darn good is the visuals. The pirates are dirty, rotting teeth, golden teeth, dirty fingernails, and their ships are battle worn with scars in the woodwork and again, the dirt from barnicles, and land. The ships in this feature on the other hand, are the cleanest ships you'll see in a pirate themed show or movie, and they look as if they were freshly made straight from the ship builder themselves. There doesn't appear to be any barnicles clung onto them, nor are there any battle scars, even after you witness a battle in the beginning of the film. The pirates themselves are also clean, all with white teeth as though they visited a dentist and brushed their teeth with colgate or the next best brand. There's not a single sign of scurvy which was popular among pirates during the golden age, and I didn't really spot any scars from battles apart from the obvious ones where you witness a member of Blackbeards crew have part of his leg removed due to injury (you don't see the gruesome imagery, as it's 12 rated series). Other than that though, there no facial scars, no sign to tell us that Blackbeard has fought enough battles and lived through them to become reknowned as a devil instead of a man. We only see what appears to be a couple of weeks of him as a Captain, and yet he claims to already be known as the scurge of the seas, which is highly unlikely given that we only see him battle one ship and spend the rest of his time hunting treasure, never running across another opposing ship until the finale, which sees Blackbeard battle against a crew of Royal Navy soldiers led by Lieutenant Robert Maynard.
Whilst the plot had me intrigued for the most part, I can't say that this is a film I would 'Highly' recommend, but if you fancy watching a pirate movie, this could be somewhat sufficient until you find something else, despite some of the deaths in battle seeming very staged, as sometimes I would notice a sword being shoved theatrically into someones armpit, only for the victim of the blade to fall lifeless to the floor, some holding onto the blade as though left in their body, others being retrieved from the 'corpse' with no visible blood on the blade.
With very historical accuracy's, mostly about the legend of Captain Kidd, hiding treasure, and the title's that Blackbeard earned, before his life was taken by that of Robert Maynard, the location of his death, and some other less important factors, were dramatized for the series alone and should not be taken as historically accurate.
It's a decent film, but it's just not quite what I was hoping for, and certainly not as great as it could have been.
It has some charm, I can say that much for it. The cast are decent with very few famous names, and the acting itself isn't dreadful. However, there seems to be some lacking in the actual filming and editing of the episodes/feature. It has a decent plot which involves a hunt for treasure, a hunt for justice and slight revenge, which makes the viewing, feel like a pirate experience should be, but there still seems to lack the proper visuals to complete the experience.
If you take a look at Pirates of the Caribbean, one aspect that makes those films so darn good is the visuals. The pirates are dirty, rotting teeth, golden teeth, dirty fingernails, and their ships are battle worn with scars in the woodwork and again, the dirt from barnicles, and land. The ships in this feature on the other hand, are the cleanest ships you'll see in a pirate themed show or movie, and they look as if they were freshly made straight from the ship builder themselves. There doesn't appear to be any barnicles clung onto them, nor are there any battle scars, even after you witness a battle in the beginning of the film. The pirates themselves are also clean, all with white teeth as though they visited a dentist and brushed their teeth with colgate or the next best brand. There's not a single sign of scurvy which was popular among pirates during the golden age, and I didn't really spot any scars from battles apart from the obvious ones where you witness a member of Blackbeards crew have part of his leg removed due to injury (you don't see the gruesome imagery, as it's 12 rated series). Other than that though, there no facial scars, no sign to tell us that Blackbeard has fought enough battles and lived through them to become reknowned as a devil instead of a man. We only see what appears to be a couple of weeks of him as a Captain, and yet he claims to already be known as the scurge of the seas, which is highly unlikely given that we only see him battle one ship and spend the rest of his time hunting treasure, never running across another opposing ship until the finale, which sees Blackbeard battle against a crew of Royal Navy soldiers led by Lieutenant Robert Maynard.
Whilst the plot had me intrigued for the most part, I can't say that this is a film I would 'Highly' recommend, but if you fancy watching a pirate movie, this could be somewhat sufficient until you find something else, despite some of the deaths in battle seeming very staged, as sometimes I would notice a sword being shoved theatrically into someones armpit, only for the victim of the blade to fall lifeless to the floor, some holding onto the blade as though left in their body, others being retrieved from the 'corpse' with no visible blood on the blade.
With very historical accuracy's, mostly about the legend of Captain Kidd, hiding treasure, and the title's that Blackbeard earned, before his life was taken by that of Robert Maynard, the location of his death, and some other less important factors, were dramatized for the series alone and should not be taken as historically accurate.
It's a decent film, but it's just not quite what I was hoping for, and certainly not as great as it could have been.
Chris Sawin (602 KP) rated The Legend of Hell House (1973) in Movies
Jun 19, 2019
Mr. Rudolph Deutsch has hired Lionel Barrett to investigate a haunted house. This isn't any normal haunted house though. It seems as though anyone who enters the house either leaves the house insane or winds up dead. In addition to Mr Barrett, his wife, Ann Barrett, a mental medium named Florence Tanner, and a physical medium who is also the only survivor of the last team of investigators to visit the house named Benjamin Fischer are all visiting Hell House to try and solve this phenomenon. $100,000 is theirs for the taking if they can do it within a week, but will they be able to survive what's caged inside Hell House? Emeric Belasco, a self-proclaimed genius ahead of his time, may have other plans.
The Legend of Hell House isn't your average horror film about paranormal activity. I'll be up front with you right now, I'm not a big fan of movies about ghosts. I'm just not. I've come across a few that were decent, but I didn't think they were anything special or I just wound up not liking them at all. I actually liked this a lot more than I thought I would. The film isn't heavy on blood, gore, or cheap scares. In fact, more often than not, the scares come from what you don't see rather than what you actually do.
The acting is definitely a strong point in the film. The entire cast has their moments of brilliance during the insanity Hell House is putting them through, but Roddy McDowall is the actor who stands out amonst the rest. His performance just seems to outshine everyone else and he steals just about every scene he's in. There's a scene in the film where he starts screaming and falls to the floor in a seizure like maneuver that reminded me a lot of some of the scenes with Bruce Campbell in Evil Dead. The explanation was that he was blocking himself off from the house since he had been there before. As a physical medium, he was basically putting up walls to defend himself from the house this time around. And in this scene, I guess he tried lowering his guard for a bit and...this happened. The speeches he gives though, his facial expressions and body language, and cold tone. It's weird, but a guy that you look at at the beginning of the film and say to yourself that you're going to hate him because he looks smarmy and only really cares about himself winds up being the highlight of the film.
Another aspect of the film I really enjoyed were the special effects of the film. There's no CGI or anything, but the effects in the film are done very well. There's a scene where Ms. Tanner looks into her bedroom and sees someone lying under the covers in her bed and when she lifts up the covers, you can't see anyone but the door opens and slams like someone was getting up and leaving. It was just done very well. The effects like that were done very well. There are a few that look cheesy(cat in the shower scene, anyone?), but overall they look very good given how old the film is.
The plot was surprising, as well. I wasn't expecting anything really original or anything, but the fact that science is involved so heavily in trying rid the house of its supernatural presence was not only interesting, but a breath of fresh air compared to other methods I would've expected based on other films.
I think it's safe to say that The Legend of Hell House is one of the best haunted house films ever made and the best one I've seen as of this review. It probably isn't the type of horror film for gorehounds or if you're looking for a bloodfest. It's more of a paranormal film with a slight psychological twist. The acting is top notch and the story is a bit more clever than you may give it credit for at first glance.
The Legend of Hell House isn't your average horror film about paranormal activity. I'll be up front with you right now, I'm not a big fan of movies about ghosts. I'm just not. I've come across a few that were decent, but I didn't think they were anything special or I just wound up not liking them at all. I actually liked this a lot more than I thought I would. The film isn't heavy on blood, gore, or cheap scares. In fact, more often than not, the scares come from what you don't see rather than what you actually do.
The acting is definitely a strong point in the film. The entire cast has their moments of brilliance during the insanity Hell House is putting them through, but Roddy McDowall is the actor who stands out amonst the rest. His performance just seems to outshine everyone else and he steals just about every scene he's in. There's a scene in the film where he starts screaming and falls to the floor in a seizure like maneuver that reminded me a lot of some of the scenes with Bruce Campbell in Evil Dead. The explanation was that he was blocking himself off from the house since he had been there before. As a physical medium, he was basically putting up walls to defend himself from the house this time around. And in this scene, I guess he tried lowering his guard for a bit and...this happened. The speeches he gives though, his facial expressions and body language, and cold tone. It's weird, but a guy that you look at at the beginning of the film and say to yourself that you're going to hate him because he looks smarmy and only really cares about himself winds up being the highlight of the film.
Another aspect of the film I really enjoyed were the special effects of the film. There's no CGI or anything, but the effects in the film are done very well. There's a scene where Ms. Tanner looks into her bedroom and sees someone lying under the covers in her bed and when she lifts up the covers, you can't see anyone but the door opens and slams like someone was getting up and leaving. It was just done very well. The effects like that were done very well. There are a few that look cheesy(cat in the shower scene, anyone?), but overall they look very good given how old the film is.
The plot was surprising, as well. I wasn't expecting anything really original or anything, but the fact that science is involved so heavily in trying rid the house of its supernatural presence was not only interesting, but a breath of fresh air compared to other methods I would've expected based on other films.
I think it's safe to say that The Legend of Hell House is one of the best haunted house films ever made and the best one I've seen as of this review. It probably isn't the type of horror film for gorehounds or if you're looking for a bloodfest. It's more of a paranormal film with a slight psychological twist. The acting is top notch and the story is a bit more clever than you may give it credit for at first glance.
Joe Goodhart (27 KP) rated DC Universe: Rebirth #1 in Books
Nov 30, 2020
When I still had my physical comic colletion, this had been one of the last ones purchased before making the change over to digital only, selling off the physical copies. That was then, this is now. Long story short, this review is based off of a re-read as part of my "Marvel's Making Some Dumb AF Decisions of Late, Let's Go With DC Instead" Tour!
Let me just say I remember much of it, but it still hit me hard at the end of it! Just lots and lots of SUPER-feels (is that even a word/thing? Oh well, if not, it is now! lol)! Having the story told from Wally West's POV really helped to drive the overall feeling home.
Unfortunately (and this did not necessarily wreck my enjoyment), this re-reading helped to fuel my desire for DOOMSDAY CLOCK to just finish up already! Still not sure on how you can solicit something without it even being close to completely finished! Or better still how Windows 10 can be ready for release, yet every other week there's a new patch or update for it! :S
There was a lot of set-up for what was to come in the DCU, as well as some nods to things past (including WATCHMAN and CRISIS ON INFINITE EARTHS) and the New 52 (which, for the longest time, I hated with a passion)! You don't have to be a pro at "Where's Waldo?" or even Sherlock Holmes, you just need to be alert and taking in everything with a careful eye.
Speaking of attention to detail... Let me give a shout to all the artists involved in this undertaking: Gary Frank (I love the man's art, but his slowness as far as DOOMSDAY CLOCK is frustrating. Clearly, as this book indicates, he is better at illustrating shorter vignettes, rather than epic 12-issue maxi-series!), Ethan Van Sciver (love or hate, you gotta appreciate his art! Bee-yoo-ti-ful!), Phil Jimenez (always love me some Jimenez pencilling!), and Ivan Reis (never a disappointment). And as important as the artists were, it would be unfair of me not to also acknowledge the inkers and colorists on this: Brad Anderson, Jason Wright, and Joe Prado. So, a big ol' panda-rific round of applause and adulation for the art teams for all their hard work! You guys are all aces!
Over the years, DC has published a more than fair amount of solid events and single issues. Is this the best book they've ever published? I wouldn't go that far, but it a damned good one! And at the end of the day, that's what it really comes down to: whether it's a good or a bad one, hence the name of this pretty cool less-FB-ish social media site! :)
Let me just say I remember much of it, but it still hit me hard at the end of it! Just lots and lots of SUPER-feels (is that even a word/thing? Oh well, if not, it is now! lol)! Having the story told from Wally West's POV really helped to drive the overall feeling home.
Unfortunately (and this did not necessarily wreck my enjoyment), this re-reading helped to fuel my desire for DOOMSDAY CLOCK to just finish up already! Still not sure on how you can solicit something without it even being close to completely finished! Or better still how Windows 10 can be ready for release, yet every other week there's a new patch or update for it! :S
There was a lot of set-up for what was to come in the DCU, as well as some nods to things past (including WATCHMAN and CRISIS ON INFINITE EARTHS) and the New 52 (which, for the longest time, I hated with a passion)! You don't have to be a pro at "Where's Waldo?" or even Sherlock Holmes, you just need to be alert and taking in everything with a careful eye.
Speaking of attention to detail... Let me give a shout to all the artists involved in this undertaking: Gary Frank (I love the man's art, but his slowness as far as DOOMSDAY CLOCK is frustrating. Clearly, as this book indicates, he is better at illustrating shorter vignettes, rather than epic 12-issue maxi-series!), Ethan Van Sciver (love or hate, you gotta appreciate his art! Bee-yoo-ti-ful!), Phil Jimenez (always love me some Jimenez pencilling!), and Ivan Reis (never a disappointment). And as important as the artists were, it would be unfair of me not to also acknowledge the inkers and colorists on this: Brad Anderson, Jason Wright, and Joe Prado. So, a big ol' panda-rific round of applause and adulation for the art teams for all their hard work! You guys are all aces!
Over the years, DC has published a more than fair amount of solid events and single issues. Is this the best book they've ever published? I wouldn't go that far, but it a damned good one! And at the end of the day, that's what it really comes down to: whether it's a good or a bad one, hence the name of this pretty cool less-FB-ish social media site! :)
Purple Phoenix Games (2266 KP) rated The Quest Kids: Matching Adventure in Tabletop Games
Mar 25, 2021
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
Purple Phoenix Games (2266 KP) rated Top Pop in Tabletop Games
Jul 22, 2021
THANK YOU, TALON STRIKES STUDIOS! I recently moved from Illinois to Tennessee (where things are mostly “Coke”) and I have always grown up calling soft drinks “pop,” so when I saw a group was creating a game using the proper terminology, I jumped at the chance. Stackable bottlecaps AND a bidding mechanic? I’m so in. This may not be everyone’s jam, but it’s working for me!
Top Pop is a 2-5 player (well, I would say 3-5) card game of market penetration and territory influence. In it, players are representatives of rival pop manufacturers bent on skyrocketing their company’s popularity in various major cities across the country. The winning rep is they who can diversify their influence and hit influential cities hard and often.
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 a game of Top Pop, refer to the rulebook to determine the starting resources per number of players. Each game is setup differently depending on how many players are involved. Shuffle the deck of city cards, and if using the optional City Power or Scenario variants, place these cards on the table for all to access as well. Each player chooses a color, receives the appropriate starting resources and the game is ready to begin!
On the active player’s turn, they will complete the following steps: Collect City Cards, Play a City Card, Take Caps, Place Stacks, and then Draw a Card. The first turn of the game Collect City Cards is skipped, but after that, each card the active player owns the largest stack of tops on they will collect. Caps that were stacked on the card are redistributed depending on where the card was placed (in front of the active player or a rival player). Next, the player will Play a City Card from their hand either in front of themselves or in front of a rival player. This is an important step to consider because once a card has been claimed then caps are distributed according to card placement, as referenced in the first step. Also noteworthy here is that if a card is placed in front of a rival, the active player takes one of said rival’s caps (Take Caps) from the bank of caps in the middle of table as well as a cap of the active player’s choice.
Now that the active player presumably has some caps with which to play, they Place Stacks on any City Card(s) they wish. The stacks of caps need to be the tallest stack on the card, must include a cap of the same color of the player who currently owns the highest stack, and must also be topped with a cap of the active player’s color. Any amount of caps may be added to a City Card in order to achieve these requirements, and the active player may place stacks on any number of City Cards in play. Once the active player has placed all caps they wish, they must then Draw a Card and prepare for their next turn.
As City Cards are played, caps placed out in stacks, and players winning bids on cards, players are jockeying for endgame points. The game ends after a player collects their sixth City Card and every other player has a chance to spend their remaining caps to claim cards. At the end of the game, points are awarded for having simple majority in each city as well as points for collecting a more diversified set of City Cards. The player with the most points scored at the end of the game wins!
Components. Again, this is a prototype copy of the game, so components are in no way final. Most notably, the final copies of Top Pop will include nice plastic stackable bottlecaps that look way better than the painted wooden discs (which for a prototype, are actually quite nice). The City Cards look and feel complete to me, and are pretty impressive. I like the art quite a bit and the game’s style is spot on. I am very excited to see how this one ends up, and I think gamers will love handling the finished bottlecaps.
There is a lot going on here that is hard to put into words. I played this solely three-player and included the City Powers with a few Scenarios (Kickstarter exclusives, I understand). I found the base game to be very good, but adding in those optional rules really makes it pop for me (I know you saw what I did there). Every player is constantly engaged throughout, and the tactical play always has me considering tons of options. I would not necessarily want to play this with extremely AP-prone players, but it is quick enough to include them as well from time to time.
What I like most about Top Pop, in addition to the overall aesthetic (even in the prototype), is the tactics in watching what other players are collecting, where the cards are placed, and cross-referencing all that with your personal bottlecap economy. There are just so many things to consider on each turn that makes me hungry for more and more plays. I say this a lot, but when I think about a game and ways I would attack it differently outside of the game session, that is a mark of a great game to me. And this one is a great game to me.
If you are looking for a uniquely-themed bidding card game with (promised) excellent components, I urge you to check out the Kickstarter campaign, which ends August 7, 2021. And on a personal note, I’m so excited to have both Chicago and New Orleans in this game. Two of my favorite cities in the world!
Top Pop is a 2-5 player (well, I would say 3-5) card game of market penetration and territory influence. In it, players are representatives of rival pop manufacturers bent on skyrocketing their company’s popularity in various major cities across the country. The winning rep is they who can diversify their influence and hit influential cities hard and often.
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 a game of Top Pop, refer to the rulebook to determine the starting resources per number of players. Each game is setup differently depending on how many players are involved. Shuffle the deck of city cards, and if using the optional City Power or Scenario variants, place these cards on the table for all to access as well. Each player chooses a color, receives the appropriate starting resources and the game is ready to begin!
On the active player’s turn, they will complete the following steps: Collect City Cards, Play a City Card, Take Caps, Place Stacks, and then Draw a Card. The first turn of the game Collect City Cards is skipped, but after that, each card the active player owns the largest stack of tops on they will collect. Caps that were stacked on the card are redistributed depending on where the card was placed (in front of the active player or a rival player). Next, the player will Play a City Card from their hand either in front of themselves or in front of a rival player. This is an important step to consider because once a card has been claimed then caps are distributed according to card placement, as referenced in the first step. Also noteworthy here is that if a card is placed in front of a rival, the active player takes one of said rival’s caps (Take Caps) from the bank of caps in the middle of table as well as a cap of the active player’s choice.
Now that the active player presumably has some caps with which to play, they Place Stacks on any City Card(s) they wish. The stacks of caps need to be the tallest stack on the card, must include a cap of the same color of the player who currently owns the highest stack, and must also be topped with a cap of the active player’s color. Any amount of caps may be added to a City Card in order to achieve these requirements, and the active player may place stacks on any number of City Cards in play. Once the active player has placed all caps they wish, they must then Draw a Card and prepare for their next turn.
As City Cards are played, caps placed out in stacks, and players winning bids on cards, players are jockeying for endgame points. The game ends after a player collects their sixth City Card and every other player has a chance to spend their remaining caps to claim cards. At the end of the game, points are awarded for having simple majority in each city as well as points for collecting a more diversified set of City Cards. The player with the most points scored at the end of the game wins!
Components. Again, this is a prototype copy of the game, so components are in no way final. Most notably, the final copies of Top Pop will include nice plastic stackable bottlecaps that look way better than the painted wooden discs (which for a prototype, are actually quite nice). The City Cards look and feel complete to me, and are pretty impressive. I like the art quite a bit and the game’s style is spot on. I am very excited to see how this one ends up, and I think gamers will love handling the finished bottlecaps.
There is a lot going on here that is hard to put into words. I played this solely three-player and included the City Powers with a few Scenarios (Kickstarter exclusives, I understand). I found the base game to be very good, but adding in those optional rules really makes it pop for me (I know you saw what I did there). Every player is constantly engaged throughout, and the tactical play always has me considering tons of options. I would not necessarily want to play this with extremely AP-prone players, but it is quick enough to include them as well from time to time.
What I like most about Top Pop, in addition to the overall aesthetic (even in the prototype), is the tactics in watching what other players are collecting, where the cards are placed, and cross-referencing all that with your personal bottlecap economy. There are just so many things to consider on each turn that makes me hungry for more and more plays. I say this a lot, but when I think about a game and ways I would attack it differently outside of the game session, that is a mark of a great game to me. And this one is a great game to me.
If you are looking for a uniquely-themed bidding card game with (promised) excellent components, I urge you to check out the Kickstarter campaign, which ends August 7, 2021. And on a personal note, I’m so excited to have both Chicago and New Orleans in this game. Two of my favorite cities in the world!
Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
Suswatibasu (1701 KP) rated Mindhunter - Season 1 in TV
Oct 15, 2017 (Updated Oct 15, 2017)
A sum total of nothing
Totally disappointed with this series. It's slow and at times seems completely pointless. The premise sounds fantastic - two behavioural psychologists set up a team within the FBI to establish the first idea of serial killers, finding patterns in speech and action from notorious convicts such as Edmund Kemper and Richard Speck, in order to create a pioneering guide into forensic psychology. It is based on the true crime book Mind Hunter: Inside The FBI's Elite Serial Crime Unit written by Mark Olshaker and John E. Douglas.
The series is produced by David Fincher and Charlize Theron, so you would hope for something rather spectacular. Alas, it just completely falls short, each episode seems to just waste away into nothingness and the only thread there is, is the irritating behaviour of the main character who seems to be an arrogant narcissist himself and seems to completely unravel by the end of the series.
There's also a mysterious character throughout the series that doesn't come to fruition so you're left literally scratching your head wondering why the hell he was used in the first place. The acting is the only part where I can say, without a doubt, is extraordinary but that's it.
The series is produced by David Fincher and Charlize Theron, so you would hope for something rather spectacular. Alas, it just completely falls short, each episode seems to just waste away into nothingness and the only thread there is, is the irritating behaviour of the main character who seems to be an arrogant narcissist himself and seems to completely unravel by the end of the series.
There's also a mysterious character throughout the series that doesn't come to fruition so you're left literally scratching your head wondering why the hell he was used in the first place. The acting is the only part where I can say, without a doubt, is extraordinary but that's it.
Awix (3310 KP) rated Cats (2019) in Movies
Dec 24, 2019
Here's where I wrinkle my nose up at the Smashbomb scoring system - Cats isn't so much 'shoddy' as - well, it's such a particularly strange film that it's actually quite hard to tell whether it's any good or not. My instinct is to say not: a selection of character actors, comedians and musical theatre stars are CGI'd into human-animal hybrids like something out of The Island of Dr Moreau and hoof and yowl their way through a selection of TS Eliot's comic poems set to music. The plot does a good impression of being absolute gibberish, as the singing cat-people compete to get sent off to the bit of the sky that radio waves bounce off where they will receive a new life, while Idris Elba schemes to rig the contest. It's just weird.
Alternatively, this is a quasi-Lovecraftian surreal Arabesque which, fatally, fails to consider the difference between presentational and representational performance modes inherent in the transference of a narrative between theatrical and cinematic contexts. (i.e., people dressed as singing cats in a theatre can be beautiful and moving; people CGI'd into singing cats in a big-budget movie is more disturbing than anything else.) Jennifer Hudson's maximum-Streep, maximum-volume onslaught on 'Memory' made me want to hide under my seat.
Alternatively, this is a quasi-Lovecraftian surreal Arabesque which, fatally, fails to consider the difference between presentational and representational performance modes inherent in the transference of a narrative between theatrical and cinematic contexts. (i.e., people dressed as singing cats in a theatre can be beautiful and moving; people CGI'd into singing cats in a big-budget movie is more disturbing than anything else.) Jennifer Hudson's maximum-Streep, maximum-volume onslaught on 'Memory' made me want to hide under my seat.
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