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MyFLO Period Tracker by FLO Living LLC
Health & Fitness and Lifestyle
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MyFLO is the first-ever period tracker and fertility app that tells you what to do to be...
Daniel Boyd (1066 KP) rated Mass Effect: Andromeda in Video Games
Jul 25, 2017
An Example Of Why There Is No Longer A Place For Mediocrity In The Video Game Industry
For those of you that are Mass Effect fans and are worried after reading the title of the essay that I am going to spend the rest of the essay bashing the game, you can rest easy put your pitchfork down. The only reason that Mass Effect is on the receiving end of my criticism today, is because it is simply the most recent example of a major game being released that doesn’t meet the high standard that we have come to expect from videogames in 2017. Don’t get me wrong though, I think that we should expect a high level of production standard in our games and frankly I think the fact that Bioware have released this game in this abysmal state is nothing less than unacceptable.
If you have been generous enough to read any of my other stuff, you may have seen a piece I wrote around a year ago, where I loosely reviewed the Amazing Spiderman 2 on PS4, but really I just used the review as an excuse to talk about the place for mediocrity in the modern gaming landscape. This essay will essentially be an updated version of that piece, because every now and again something comes along and reminds me that mediocrity is still a present factor in modern gaming. I am aware that not every game released can be a 10/10 masterpiece at the level of The Last Of Us, but gaming has came such a long way in the last few decades that in my eyes there is a standard that must be met at this point and there is no room for mediocrity anymore.
As a quick disclaimer, let me say that I love and miss the mid tier section of the video game market. I love so many Codemasters, Midway and THQ games and the mid tier is the main reason that the PS2 is my favourite console. With that out of the way; in theory, mediocrity in gaming should have went away altogether when the mid tier crumbled in the dying days of the PS2. What we should have been left with is incredible AAA experiences and smaller, innovative indie experiences.
Excuses can be made for some examples of recent mediocre games. Liquid Entertainment and Beenox games are mostly movie tie ins, developed quickly and released to make a fast buck off of the back of another property. Hello Games were a small studio that bit off more than they could chew. Sega is a big studio, but they have been slowly going downhill and losing respect at a steady rate for a while now. Bioware aren’t a mid tier developer, they are one of the biggest game developers on the planet. Mass Effect Andromeda had a budget of 40 million dollars and a five year development cycle, that is where most of the shock regarding the state of this game comes from.
Nonetheless, Andromeda will still go on to sell millions of copies, EA will make their money back and more games will be developed in the series. This is because the majority of fans of the previous Mass Effect games will have already pre ordered the newest entry and hype alone with carry this game through any turmoil it faces. Frankly I don’t specifically care about the future of Mass Effect as I have never really been a fan of that series, but if you are a Mass Effect fan this should concern you greatly. If you are unhappy with the state that this game has been released in, don’t buy it and if you really can’t resist playing it at some point, wait a while and buy it used from a Mom and Grop Shop. That way you aren’t giving EA your money and you aren’t allowing them to continue to rely on reaching their profit goals via a lackluster game. That is how you change the future of your favourite franchise; never underestimate the power that you possess as a consumer.
Like I said though, Mass Effect has never been my thing, my concern lies more on the overall gaming market and the worry that this will bleed out and affect the mindset of other developers. Using a big franchise name alone to sell your game and forfeiting any attempt at creating a well made experience for your audience.
This is an issue that we have to stamp out now, it may sound petty or harsh, but this is how we make gaming better for all of us. There is no longer a place in the industry for mediocrity and it is up to us, the consumers to prove that to developers.
The message that I keep reiterating is backed up again by this topic, stop being an apologist, stop settling for less, don’t be afraid to demand a higher standard. Spreading negativity isn’t necessarily a bad thing if it has a legitimate basis. This is how we push mediocrity out of gaming. Playstation’s best slogan is still, ‘Expect Greatness,’ because we should expect greatness from developers; don’t be afraid to call a spade a spade. The most powerful voice of all lives in your back pocket; your hard earned cash and that is what gives you the right to call for better experiences.
If you have been generous enough to read any of my other stuff, you may have seen a piece I wrote around a year ago, where I loosely reviewed the Amazing Spiderman 2 on PS4, but really I just used the review as an excuse to talk about the place for mediocrity in the modern gaming landscape. This essay will essentially be an updated version of that piece, because every now and again something comes along and reminds me that mediocrity is still a present factor in modern gaming. I am aware that not every game released can be a 10/10 masterpiece at the level of The Last Of Us, but gaming has came such a long way in the last few decades that in my eyes there is a standard that must be met at this point and there is no room for mediocrity anymore.
As a quick disclaimer, let me say that I love and miss the mid tier section of the video game market. I love so many Codemasters, Midway and THQ games and the mid tier is the main reason that the PS2 is my favourite console. With that out of the way; in theory, mediocrity in gaming should have went away altogether when the mid tier crumbled in the dying days of the PS2. What we should have been left with is incredible AAA experiences and smaller, innovative indie experiences.
Excuses can be made for some examples of recent mediocre games. Liquid Entertainment and Beenox games are mostly movie tie ins, developed quickly and released to make a fast buck off of the back of another property. Hello Games were a small studio that bit off more than they could chew. Sega is a big studio, but they have been slowly going downhill and losing respect at a steady rate for a while now. Bioware aren’t a mid tier developer, they are one of the biggest game developers on the planet. Mass Effect Andromeda had a budget of 40 million dollars and a five year development cycle, that is where most of the shock regarding the state of this game comes from.
Nonetheless, Andromeda will still go on to sell millions of copies, EA will make their money back and more games will be developed in the series. This is because the majority of fans of the previous Mass Effect games will have already pre ordered the newest entry and hype alone with carry this game through any turmoil it faces. Frankly I don’t specifically care about the future of Mass Effect as I have never really been a fan of that series, but if you are a Mass Effect fan this should concern you greatly. If you are unhappy with the state that this game has been released in, don’t buy it and if you really can’t resist playing it at some point, wait a while and buy it used from a Mom and Grop Shop. That way you aren’t giving EA your money and you aren’t allowing them to continue to rely on reaching their profit goals via a lackluster game. That is how you change the future of your favourite franchise; never underestimate the power that you possess as a consumer.
Like I said though, Mass Effect has never been my thing, my concern lies more on the overall gaming market and the worry that this will bleed out and affect the mindset of other developers. Using a big franchise name alone to sell your game and forfeiting any attempt at creating a well made experience for your audience.
This is an issue that we have to stamp out now, it may sound petty or harsh, but this is how we make gaming better for all of us. There is no longer a place in the industry for mediocrity and it is up to us, the consumers to prove that to developers.
The message that I keep reiterating is backed up again by this topic, stop being an apologist, stop settling for less, don’t be afraid to demand a higher standard. Spreading negativity isn’t necessarily a bad thing if it has a legitimate basis. This is how we push mediocrity out of gaming. Playstation’s best slogan is still, ‘Expect Greatness,’ because we should expect greatness from developers; don’t be afraid to call a spade a spade. The most powerful voice of all lives in your back pocket; your hard earned cash and that is what gives you the right to call for better experiences.
Chris Sawin (602 KP) rated John Carpenter's Vampires (1998) in Movies
Jun 22, 2019
A group of eccentric vampire hunters lead by the rugged and cold-hearted Jack Crow (James Woods) never really stop working. Taking great pride in the fruits of their labor, they work hard and play even harder as their celebrations after a job well done consist of alcohol flowing freely and plenty of women to take their minds off of work. But this particular job didn't go exactly as planned and it's weighing heavily on the mind of Jack Crow. Even after killing what's referred to as a "nest" of nine vampires, the master was no where to be found. Hardly a reason to celebrate in Jack's eyes. Unfortunately, his gut instinct was right as things get a hell of a lot worse for Jack's team when the master shows up to their little shindig. But this master is different from the others; stronger, more powerful, and why does he know Jack's name? There's something more elaborate going on and Jack Crow is going to find out exactly what it is while eradicating as many vampires as he possibly can along the way.
Judging by the ratings this film has (34% fresh on Rotten Tomatoes, 5.8/10 on IMDb), I guess it's safe to say that this could be a guilty pleasure of mine. I love most of John Carpenter's work and I really enjoyed his take on vampires. Jack Crow is certainly reason alone to sit through this and although the character originated in John Steakley's novel, I feel Crow is just as strong of a character in Carpenter's world as Snake Plissken from Escape From New York. Even though he's basically a mean spirited SOB, you can't help but sympathize with the character as the film moves on. Considering all that's happened to him in his lifetime, he seems to be a decent guy deep down underneath that extremely thick and rough exterior. His dialogue was also a lot of fun. Gems such as him asking Father Adam Guiteau if he had wood after the fight they just had or when he's explaining the true mythos behind vampires and to "forget whatever you've seen in the movies" was just classic.
Other than Jack Crow, I actually really enjoyed the storyline which seemed to be a breaking point for a lot of people. A vampire seeking a black cross to finish a reverse exorcism, so he can walk in daylight without turning to dust. Only Carpenter could pull something like that off. Their methods of killing vampires were also a bit more original and unorthodox compared to other vampire films of the past. Jack Crow would shoot an arrow from a crossbow, which would be attached to a wire on the bottom of a jeep that would be reeled in by Daniel Baldwin's Anthony Montoya that would drag the vampire into the sunlight where their body would burst into flames. Maybe it's considered cheesy to some, but it was refreshing to see something different for a change. As big of a horror fan that I am, I don't really think of myself as a fan of vampires. I'm not sure if it's because I'm picky or because it seems like everything is being recycled when it comes to storylines in horror films these days, but I like to think when a vampire film does make an impact on me that it says more than the average horror film containing vampires.
John Carpenter, the master of horror, delivers a refreshing and interesting take on vampires with the aptly named Vampires. It also dawns another strong lead character in a Carpenter film in the form of Jack Crow and contains some of the most witty and enjoyable dialogue of any horror film from the late '90s. The storyline is also magnificently peculiar, which is a definite plus in my book. This would definitely make my list of favorite vampire films, if I ever decided to make one. If you're a fan of John Carpenter and haven't seen this gem, I highly recommend doing so. Or if you have, maybe it's time to dust it off and give it another watch.
Judging by the ratings this film has (34% fresh on Rotten Tomatoes, 5.8/10 on IMDb), I guess it's safe to say that this could be a guilty pleasure of mine. I love most of John Carpenter's work and I really enjoyed his take on vampires. Jack Crow is certainly reason alone to sit through this and although the character originated in John Steakley's novel, I feel Crow is just as strong of a character in Carpenter's world as Snake Plissken from Escape From New York. Even though he's basically a mean spirited SOB, you can't help but sympathize with the character as the film moves on. Considering all that's happened to him in his lifetime, he seems to be a decent guy deep down underneath that extremely thick and rough exterior. His dialogue was also a lot of fun. Gems such as him asking Father Adam Guiteau if he had wood after the fight they just had or when he's explaining the true mythos behind vampires and to "forget whatever you've seen in the movies" was just classic.
Other than Jack Crow, I actually really enjoyed the storyline which seemed to be a breaking point for a lot of people. A vampire seeking a black cross to finish a reverse exorcism, so he can walk in daylight without turning to dust. Only Carpenter could pull something like that off. Their methods of killing vampires were also a bit more original and unorthodox compared to other vampire films of the past. Jack Crow would shoot an arrow from a crossbow, which would be attached to a wire on the bottom of a jeep that would be reeled in by Daniel Baldwin's Anthony Montoya that would drag the vampire into the sunlight where their body would burst into flames. Maybe it's considered cheesy to some, but it was refreshing to see something different for a change. As big of a horror fan that I am, I don't really think of myself as a fan of vampires. I'm not sure if it's because I'm picky or because it seems like everything is being recycled when it comes to storylines in horror films these days, but I like to think when a vampire film does make an impact on me that it says more than the average horror film containing vampires.
John Carpenter, the master of horror, delivers a refreshing and interesting take on vampires with the aptly named Vampires. It also dawns another strong lead character in a Carpenter film in the form of Jack Crow and contains some of the most witty and enjoyable dialogue of any horror film from the late '90s. The storyline is also magnificently peculiar, which is a definite plus in my book. This would definitely make my list of favorite vampire films, if I ever decided to make one. If you're a fan of John Carpenter and haven't seen this gem, I highly recommend doing so. Or if you have, maybe it's time to dust it off and give it another watch.
Purple Phoenix Games (2266 KP) rated Drop It in Tabletop Games
Oct 22, 2019
Oh Dexterity games – how I love thee. Strategy means nothing if you don’t have the physical coordination/reflexes to back it up! Gone are the days of being outsmarted by my opponents, because a little physical luck at juuuuust the right time can change the entire game.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Thirty Year Itch by The Wildhearts
Album
'Ginger gave me two instructions: 'Loud guitars and loud crowd' .I didn't have a choice in either as...
Purple Phoenix Games (2266 KP) rated Dodekka in Tabletop Games
Mar 3, 2021
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Purple Phoenix Games (2266 KP) rated Talisman: Kingdom Hearts in Tabletop Games
Dec 10, 2020
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
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, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
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, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
Hara05 (11 KP) rated The Haunting of Hill House in TV
Jun 30, 2019
The Haunting Of Hill House has brought horror back.
In an era of horrors which use chewed up, over used clichés - ridiculous, poorly times jump scares, unrealistic gore and mundane character profiles, to name a few - this Netflix series was both nostalgic and fresh at the same time.
From the moment the series started, I was on the edge of my seat. It does such a good job of building tension and fear that it's impossible to take everything in, indeed, on second viewing I noticed things I had completely missed during my first viewing. This series doesn't rely on simple jump scares and musical scores to make the view scared - it's so much more polished and intricate than that. It isn't just a series of blood and gore, of murderers chasing pretty girls with a kitchen knife or teenagers playing with ouija boards. Yes, there are ghosts. Yes, it's based in a haunted house but there is so much more to it!
The depths this series goes to draws you in from minute one. The well fleshed out characters, the great acting, the clever dialogue all mingles together to create an atmosphere the viewer gets lost in and a family the viewer grows to love. The family which this series is centred around is relatable, charasmatic and mysterious all at the same time. The horror is sometimes simple, sometimes obvious but always believable.
It's not very often that a series can have you crying from fear and heartbreak at the same time. The Haunting of Hill House not only manages this but does it splendidly. It's beautiful, harrowing and haunting all at the same time.
This series should be welcomed by anybody who loves the horror genre. It echoes some of the classics and is capable of redefining modern horrors at the same time. It's so refreshing to see the genre stripped back and cleverly delivered. So much of the genre is so repetitive now that my expectations for this series were low. Needless to say, it smashes those expectations.
In an era of horrors which use chewed up, over used clichés - ridiculous, poorly times jump scares, unrealistic gore and mundane character profiles, to name a few - this Netflix series was both nostalgic and fresh at the same time.
From the moment the series started, I was on the edge of my seat. It does such a good job of building tension and fear that it's impossible to take everything in, indeed, on second viewing I noticed things I had completely missed during my first viewing. This series doesn't rely on simple jump scares and musical scores to make the view scared - it's so much more polished and intricate than that. It isn't just a series of blood and gore, of murderers chasing pretty girls with a kitchen knife or teenagers playing with ouija boards. Yes, there are ghosts. Yes, it's based in a haunted house but there is so much more to it!
The depths this series goes to draws you in from minute one. The well fleshed out characters, the great acting, the clever dialogue all mingles together to create an atmosphere the viewer gets lost in and a family the viewer grows to love. The family which this series is centred around is relatable, charasmatic and mysterious all at the same time. The horror is sometimes simple, sometimes obvious but always believable.
It's not very often that a series can have you crying from fear and heartbreak at the same time. The Haunting of Hill House not only manages this but does it splendidly. It's beautiful, harrowing and haunting all at the same time.
This series should be welcomed by anybody who loves the horror genre. It echoes some of the classics and is capable of redefining modern horrors at the same time. It's so refreshing to see the genre stripped back and cleverly delivered. So much of the genre is so repetitive now that my expectations for this series were low. Needless to say, it smashes those expectations.
Night Reader Reviews (683 KP) rated The Dream Pony in Books
Jan 9, 2020
The Dream Pony by Shanon Picciolo is a great bedtime story. It does not have too much action in it and has a nice, calming feel to it.
A young girl by the name of Emilie is outside daydreaming when she thinks she hears hoofbeats. She sits very quietly and soon a pony approaches her. Once she gains the ponys trust she climbs on its back and they go for a ride together.
The pony takes her to a beautiful stream, a faraway valley, and even way up on top of a mountain. Together they play with deer and run with timberwolves. Finally, when it gets dark the pony takes Emilie back home so she can go to bed and dream about a pony in the woods.
What I liked best is that the book takes readers through multiple different areas of the forest and mountains on horseback. Many children dream of having or at least riding a horse one day and Dream Pony takes them on that wonderful journey. What I did not like was that there is one page that is twice as long as the others. Some children with shorter attention spans may have issues with this page as it changes the pace of the story. Parents should be aware of this and ready to help if a child is trying to read it on their own.
Young children will enjoy having this book read to them. Also, children who are starting to read on their own may find this book enjoyable, though they may need help with some of the words. I give this book a rating of 4 out of 4. Other than the one page being longer than necessary there is nothing negative to say about this book. With the book even ending with the words Good Night this book gives children something great to imagine right before bed and encourages good dreams.
https://nightreaderreviews.blogspot.com
A young girl by the name of Emilie is outside daydreaming when she thinks she hears hoofbeats. She sits very quietly and soon a pony approaches her. Once she gains the ponys trust she climbs on its back and they go for a ride together.
The pony takes her to a beautiful stream, a faraway valley, and even way up on top of a mountain. Together they play with deer and run with timberwolves. Finally, when it gets dark the pony takes Emilie back home so she can go to bed and dream about a pony in the woods.
What I liked best is that the book takes readers through multiple different areas of the forest and mountains on horseback. Many children dream of having or at least riding a horse one day and Dream Pony takes them on that wonderful journey. What I did not like was that there is one page that is twice as long as the others. Some children with shorter attention spans may have issues with this page as it changes the pace of the story. Parents should be aware of this and ready to help if a child is trying to read it on their own.
Young children will enjoy having this book read to them. Also, children who are starting to read on their own may find this book enjoyable, though they may need help with some of the words. I give this book a rating of 4 out of 4. Other than the one page being longer than necessary there is nothing negative to say about this book. With the book even ending with the words Good Night this book gives children something great to imagine right before bed and encourages good dreams.
https://nightreaderreviews.blogspot.com
LeftSideCut (3778 KP) rated Villains (2019) in Movies
Mar 10, 2021
This one struck a chord with me, and hit all the right notes along the way.
Villains is a witty, often funny, often dark thriller, with a sprinkling of horror for good measure. It's beautifully shot from start to finish and has fantastic performances all round from its small cast. Bill Skarsgård and Maika Monroe are extremely likeable "protagonists", as two amateur crooks on the run after robbing a gas station hoping to gather enough cash to start a new life together. The chemistry between the two of them is wonderful. When they run out of fuel during their getaway, they break into a nearby house in an attempt to either siphon some gas, or straight up steal a car but are quickly embroiled in a life or death situation when the homeowners return, two people who aren't quite as they seem. Jeffrey Donovan and Kyra Sedgwick are just as great as the two homeowners, both playing up their parts with villanous glee. Donovan's character may just be one of the most likable "bad guys" in recent history.
What follows is an incredibly entertaining and suspenseful film, with a few shocks and the odd splash of violence. The screenplay is brilliant, the pacing is perfect, and the music score is beautiful.
Underneath all of the craziness though, is a story I found to be incredibly sad. None of these people are perfect, some worse than others, but even the worst of the bunch aren't completely awful. These characters are well fleshed out, and are easy to sympathise with. This ensures some well earned emotional moments that really land and the cast are just fantastic sharing the screen together.
I wasn't quite sure what to expect from Villains but it really got me. I can safely say it's one of my favourites of 2019, which is something considering how many excellent movies there were that year.
Villains is a witty, often funny, often dark thriller, with a sprinkling of horror for good measure. It's beautifully shot from start to finish and has fantastic performances all round from its small cast. Bill Skarsgård and Maika Monroe are extremely likeable "protagonists", as two amateur crooks on the run after robbing a gas station hoping to gather enough cash to start a new life together. The chemistry between the two of them is wonderful. When they run out of fuel during their getaway, they break into a nearby house in an attempt to either siphon some gas, or straight up steal a car but are quickly embroiled in a life or death situation when the homeowners return, two people who aren't quite as they seem. Jeffrey Donovan and Kyra Sedgwick are just as great as the two homeowners, both playing up their parts with villanous glee. Donovan's character may just be one of the most likable "bad guys" in recent history.
What follows is an incredibly entertaining and suspenseful film, with a few shocks and the odd splash of violence. The screenplay is brilliant, the pacing is perfect, and the music score is beautiful.
Underneath all of the craziness though, is a story I found to be incredibly sad. None of these people are perfect, some worse than others, but even the worst of the bunch aren't completely awful. These characters are well fleshed out, and are easy to sympathise with. This ensures some well earned emotional moments that really land and the cast are just fantastic sharing the screen together.
I wasn't quite sure what to expect from Villains but it really got me. I can safely say it's one of my favourites of 2019, which is something considering how many excellent movies there were that year.