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Gremlins 2: The New Batch (1990)
Gremlins 2: The New Batch (1990)
1990 | Comedy, Horror, Sci-Fi
Christopher Lee (0 more)
Gremlins Take Over The Big Apple
Gremlins 2: The New Batch- is a good sequel. Its still has its dark humor, comedy, horror and of course many gremlins. And you cant not forgot about Hulk Hogan, yes you read that right Hulk Hogan is in this. And the horror legend and icon Christopher Lee is also in this.

The plot: The magical collectibles store that Gizmo calls home has just been destroyed, and the tiny monster finds his way into a newly erected skyscraper. Billy Peltzer (Zach Galligan) and his bride-to-be, Kate (Phoebe Cates), who have previously dealt with Gremlins run amok, discover that Gizmo and an impish legion of reptilian pals are inhabiting the downtown building. The couple tries to stop the creatures from escaping into New York City, but this new batch of beasts might be uncontrollable.

Like the first film, Gremlins 2: The New Batch is a live-action horror comedy film; however, Dante put effort into taking the sequel in new anarchistic directions. The film is meant to be more cartoon-like and less dark than the original, with slapstick violence, so the film received a PG-13 rating by the Motion Picture Association of America (MPAA). There are also a number of parodies of other films and stories, including Gremlins itself, the Rambo films, The Wizard of Oz, Marathon Man and The Phantom of the Opera.

Along with the main plot, there is animation by Chuck Jones in the film featuring the Looney Tunes characters Bugs Bunny, Daffy Duck and Porky Pig. Jones had actually quit animation before returning to work on Gremlins 2: The New Batch.Dante explained the animation at the beginning of the film was meant to "set the anarchic tone."

The first scene appears at the very beginning of the movie, and features the classic Looney Tunes opening card, causing people to assume it is the short cartoon that usually plays before a movie begins; however, when Bugs appears through the rings on top of the Warner Bros. shield, Daffy interrupts the intro, and steals the shield from Bugs. Daffy attempts to recreate the opening with himself in Bugs' place, but the shield overshoots, causing the entire title card to fall apart. Daffy surrenders the stardom, claiming that since he will not star in the cartoon, they might as well just skip straight to the movie. Bugs is willing to do so, and spins Daffy off screen like a spinning top for the movie title to appear.

The DVD and Blu-ray include a longer version of the cartoon short. In it, Daffy is informed by Bugs that he has been promoted to executive and is subsequently put in charge writing the title of the movie. When Daffy mistakenly writes the title Gremlins 2 as "Gremlin Stew", Bugs corrects the error. Daffy then attempts to rename the film The Return of Super-Daffy Meets Gremlins 2 Part 6: The Movie, but Bugs rejects this for being too long, changing it back to Gremlins 2 (rendered in the font of the official logo). Daffy then quits his new job and Bugs decides to add in the subtitle, saying it looks "a little skimpy". This material was removed from the film because early audiences expected a live-action film and were bewildered by the lengthy animated sequence.

Throughout the film's closing credits, Daffy pops into frame sporadically and spouts off sarcastic comments. The last scene appears after the credits, and again features the Looney Tunes rings. This time, Porky comes out of the rings and tries to say his usual "Th-th-th-that's all, folks!" However, Daffy interrupts again and takes over. After Daffy says the slogan, the back of the Warner Bros. shield, with the words, "Title Animation Written & Directed by Chuck Jones (with Chuck Jones' signature)", smashes him. He peeks his head out to the left side and says, "Fade out," and the segment ends.

Its a good film.
  
Blue Moon City
Blue Moon City
2006 | City Building, Fantasy
Ahh Blue Moon. Delicious on a hot Summer day night. Hefeweizen is my favorite type of beer, but most places do not serve my all-time fave Hefe: Paulaner Hefe-Weizen. If you haven’t yet tried it, you must. I’m no snob or anything, so I’ll take the Blue Moon when I can’t have the Paulaner, but I wanted you all to know my tastes. So when I heard about a game that was all about a city named after a beer I enjoy (but only with an orange slice) I had to try it. Did it live up to my expectations or did it- wait, this game isn’t about beer? Why the heck did I-


Blue Moon City is a fantasy-set, hand management, set collection, city rebuilding game for two to four players. In it players are attempting to help reconstruct the war-ravaged Blue Moon City to its former glory by utilizing its citizens at crucial construction sites in order to earn crystals. It sounds weird, and it is, but read further to understand why. Oh and there are dragons that act like supervisors or teachers when they come stand by you to watch you take a test and judge you from behind the whole time.
To setup, place the Courtyard tile in the middle of the table and build the city in a 5×5 grid minus the corner tiles. Each player chooses their color and takes the mini and discs of that color. Place the dragons nearby, along with the Obelisk token, draw deck of cards, crystal chits, and dragon scale chits. Deal each player a hand of eight cards and the game may begin!

Blue Moon City is played over a series of turns, and each turn is divided into four phases: Movement, Contribution, Reset, Pass Turn. During the optional Movement phase, a player may move their pawn one to two orthagonal spaces (N/E/S/W) or use cards from their hand for their special movement powers for player pawn AND/OR dragon movement.

Next, a player may discard cards from their hand to contribute to the reconstruction of a building during this optional Contribution phase. By discarding a number of cards whose values equal or exceed the printed value on the matching-colored building tile a player will be able to place a disc upon the tile. Once the tile’s contribution spaces have been filled with discs it can be scored. To score a building tile, determine majority presence on the tile and award the Majority Bonus to that player. Any disc presence in minority will receive the Construction Bonus, including the majority winner. If a player had contributed on a tile that also was hosting a dragon mini, that player would earn a dragon scale from said dragon supervisor. Players may also make their way back to the Courtyard tile in order to donate crystals to the Obelisk. Doing so will allow the player to place one of their discs on the Obelisk itself, and the game ends when a player has placed the proper number of discs upon the Obelisk per the number of players.

When the pile of dragon scale tokens has been exhausted, players will check who currently holds the majority of scales. They will be awarded with six crystals, and any player holding three or more will receive three crystals. Turn all the dragon scales back into the supply to be earned again.

During the Reset phase a player may discard any number of cards from their hand and draw back as many cards plus two. So if a player discards zero cards from hand they would still draw two from the deck. Discarded four cards? Well redraw six.

Finally the active player will Pass Turn to the player on their left, who will complete their turn of the same four phases.


Play continues in this fashion until one player has placed the target number of discs on the Obelisk token to claim victory and dragon approval!
Components. Okay, this is a tough one because overall I love the components in the game. The dragons and player pawns are cool minis (from CMON that just makes sense). The Obelisk token is huge and I love how it looks. The art overall is really creepy, but well done, and enjoyable to behold. The player discs, though poo-pooed by other more-renowned reviewers, I find to be just fine. They are a smooth plastic in the player color and I have no problems with their quality. But speaking of colors… I agree with others that have stated the colors of some cards (or suits, if you prefer) should have been made a different color. What I mean is that the game is very greige-heavy throughout. The card suits (except the red, yellow, and blue) are a variation of the same greige that makes eyes strain to determine exactly which color they are holding. I understand that a certain aesthetic was targeted, and they certainly achieved that, but these colors do make it more difficult to play, especially for us that are starting to over-ripen with age.

Those component gripes aside, this is an incredible game. The color choices aside, I love everything about it! The movement from tile to tile, and trying to align movement with the cards in hand and keeping some back so that you can use them to move the dragon to your spot as well is just fun mental exercise. Each value 1 and 2 card has a special ability, be it movement bonuses, changing other cards’ colors, or just being straight up wild cards, and having to choose to use the cards as either the special power or for contribution values creates tons of crunchy gamer choices. Not super-crunchy. Turns won’t be mentally debated for 10 minutes, but deciding how best to use the hand of cards you hold is great.

I also very much enjoy the theme of the game, even though I was hoodwinked by the title (not really, just trying to tie it all back). I love fantasy worlds and having a unique theme is a definite plus for me. I haven’t yet thrown in the expansion tiles, but I will the next time I play. If you need a relatively quick-playing jaunt through a ravaged city, I recommend you check out Blue Moon City. Purple Phoenix Games give it a 10 / 12. It has nothing to do with beer, which would be another great theme idea – drunken dragons – but I will be holding onto this one for quite a while.
  
Stranger Things: Darkness on the Edge of Town
Stranger Things: Darkness on the Edge of Town
Adam Christopher | 2019 | Horror, Mystery, Thriller
8
8.0 (4 Ratings)
Book Rating
Jim Hopper (1 more)
Serial killers and cults, oh my!
Too much attention to detail (1 more)
Using the same body language for every character
In 1977, New York City was a disaster; men were trying to return to a normal life after Vietnam ended, gangs were on every street corner, and a serial killer, by the name 'Son of Sam,' was on the loose. But for Detective Jim Hopper, New York was housing another serial killer just for him- - - a killer who is killing Vietnam war veterans, and leaving behind a psychic calling card, known as the Zener cards.

Adam Christopher is the chosen author to tell Stranger Things' fans about the most important homicide case that Jim Hopper ever worked on in the novel 'Darkness on the Edge of Town.' Fans may recall from season 2, when Eleven found a secret hatch in Hopper's cabin, it revealed boxes under the floor - one which was labeled 'New York.' This is that story.

The entire book is Hopper telling Eleven about his greatest homicide story from New York City. Readers get to meet new characters from Hopper's past, but the most memorable may be his partner in the Homicide Unit, Rosario Delgado (1977 was a time where Homicide Units didn't allow female detectives, and Delgado is one of the first of few that is allowed into the unit). Delgado, who is Cuban, but was raised in Queens, New York, has all the right attitude that wins over her partner, Hopper. The reader will realize that they are two-peas-in-a-pod.

Quickly, the story gets into the first case the two have together: the Zener card serial killer; here, we learn that there were two previous victims, both murdered the same way: stabbed five times with the wounds joining together to form a five-pointed star. Throughout the book, the story goes back and forth between 1977 and the present, where Eleven asks questions about the story, and also, Hopper questioning himself as to whether he should continue to tell Eleven the story.

But soon, we meet a very important man named Leroy Washington - a gang member who wants protection in exchange for the information that he holds- this leads Hopper to our villain: a cult leader who goes by the name Saint John. This villain believes that Satan is going to rise and destroy New York City.

Backtracking a little before, Hopper and Delgado are taken off the case of the Zener card murders, introducing readers to Special Agent Gallup. Gallup states that the third victim, Jacob Hoeler, was also a Special Agent, so the case is turned over to Federal Agents. "What you don't know, Detective, is that Jacob Hoeler is one of ours- - - Special Agent Jacob Hoeler. He was working on assignment, and the fact that he was killed in the course of his duties is of primary concern to my department. Therefore, we need to be sure that a most thorough investigation is carried out. In order to ensure that happens, we will be taking the case in-house. " Hopper, along with Delgado, refuse to let the case go, and secretly continue to work on it. But, as they dig deeper into the evidence and crime scenes, the two realize the murder case is a part of something much bigger - - - a cult that is armed with vehicles and weapons, ready to take over New York City for their leader, Saint John.

Readers get to see the story from both Hopper's and Delgado's point of view, which readers may question how Hopper knows Delgado's side of the story, but quickly to react, Eleven asks this very question for us: " 'Fair point,' said Hopper. 'But we - - - I mean, Delgado and me- - - we pieced it all together afterward. We had to interview everyone we could, and we put it all into a big official report. Actually, it took way longer to write that thing up than we spent on the investigation itself. We were even flown down to D.C. to present it to a bunch of anonymous suits in some federal building. They grilled us pretty well, too, although I ever found out who they all were. ' He grinned. ' Kinda sums the whole thing up, really.' " Even so, without Delgado's point of view, the story wouldn't have turned out as well as it did.

Hopper's obsession with cracking this case lands him in the center of it- - - he is recruited, not by choice, to the task force that is trying to top Saint John's big plan to destroy New York City. Leroy Washington, the informant from before, is Hopper's wing man for the mission, because Washington turns out to be a recruiting officer for the cult. Hopper is to pretend that he is a new recruit, and that he is an ex-cop, who just happened to 'murder' two people the night before. Hopper infiltrating the cult is one of the most exciting parts of the book, but the sequence of these scenes are much too short, leaving this reader disappointed.

Unfortunately, by this time, Delgado has become somewhat of a secondary character. She still works the case, being in the-know of Hopper going undercover, but we see little else of Delgado's character being developed. This is a missed opportunity indeed.

Although I enjoyed Christopher bringing Hopper's backstory to light, the writer is so detail oriented in his writing, that it bogged down much of the flow in the story. The reader is told things in almost every scene that come to nothing, and just seem to waste the reader's time. You may also find that the author uses the same words or physical actions to describe emotions for every single character (such as neck rolling to show stress), which gets old very quickly.

With that said, and only a few inconsistencies here and there, the book was very good. The story takes off pretty quickly and doesn't seem to slow down. The scenery descriptions put the reader right there with our favorite Hawkins Police Chief, Jim Hopper, but the best part about this book is that you don't have to be a Stranger Things' fan to enjoy it; anyone who enjoys Crime Fiction would love this story. Highly recommend!
  
Arctic Scavengers
Arctic Scavengers
2009 | Bluff, Card Game, Fighting
Hot Heads in the Ice
It was a thursday night and I was round my mate's house ready for my first ever 'gaming session'. Overwhelmed by all the colourful cardboard I realised my expectations of Monopoly and Cluedo were embarrassingly ill-informed.

Arctic Scavengers, the first and last game of the evening, couldn't have been further from my previous gaming experience. A fantastically thematic and competitive deck-building game, it was love at first fight. Deep into a post-apocalyptic winter wasteland, I was soon digging for medicine I would later use to attract hunters and was recruiting brawlers with my charismatic team leaders. After winning the fourth contested resource (a dog sled to add to my grenade) I was hooked and by the time we had thrashed out our final fight I had completed my online checkout.

Pros:
- Simple card drafting game perfect for new players.
- The theme is excellent and match the components brilliantly.
- The length of the game can be controlled by limiting the number of contested resources, allowing for faster play if required (although not recommended).
- The idea of digging for medicine seems hilarious but deciding whether to keep the shovel or take the net can be game-changing and keeps every decision interesting.


Cons:
- The expansions seem to take away from the core game too much for me adding in too many components which alter the base mechanics too much.

The Game

The game is won by the player who has the most people in their clan by the end of the game - after the last contested resource is won.
Playing best with four players, you are required to develop your initial deck in order to fight other players for contested resources and be the strongest clan among the post apocalyptic wasteland.

During each round a player draws 5 cards and is given the opportunity to perform any of the available actions before deciding whether they want to fight for the available 'contested resource'. Able to complete actions such as digging for junk, recruiting new members to their clan or drawing other cards from their hand, Arctic Scavengers is a game where you have to balance the potential to draw a useles refuge, who offers nothing in a fight but increases the size of your clan, with the need to draw brawlers for the fight. Do you choose the versatile scavengers who can do everything, providing you with a variety of options, or go big and recruit thugs for the next fight.

A brilliantly varied game Arctic Scavengers can be played differently every time the lid comes off and no matter who you play against you see something new. I can honestly say that everyone I have played this with have loved it and it is off the shalf at every games night.

I realise that this game will often be compared to other self contained deck-builders such as Dominion and Clank but this is by far my favourite of these and has permanent residence on my shelf for the foreseeable future.
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.
  
King of the Castle
King of the Castle
2020 | Medieval
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!

Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L

King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!

On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).


In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.

Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.

All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
Weathering with You (2019)
Weathering with You (2019)
2019 | Animation, Drama, Fantasy
Weathering With You is another beautifully creative romantic fantasy from director Makoto Shinkai, who was responsible for 2016 hit, Your Name. I only recently watched Your Name, and to say that it blew me away would be an understatement - it's a movie I still think about to this day. So, I headed into Weathering With You, perhaps a little unfairly, with some pretty high expectations. Consequently, I came away a little disappointed. But that's not to say that this isn't a great movie.

As with Your Name, one of the core themes behind Weathering With You is the pursuit of true love and it begins by introducing our teen protagonists before they've had a chance to meet. In rain-soaked Tokyo, Hina is attracted to a beam of sunlight that is cutting through the clouds across town, and she rushes off to try and get a closer look. Running up flights of stairs to a building rooftop, she comes across a simple shrine at the spot where the sunlight hits the Earth. Praying hard, she steps slowly through the shrine gate and the rain stops. We then see Hina falling through the sky, observing beautiful, magical weather all around her.

Hodaka is a 16 year old runaway, traveling by ferry boat to Tokyo. While standing out on deck during a powerful storm, flooding almost sends him overboard, but he is rescued by Mr Suga, a magazine publisher who ends up giving him his business card. After arriving in Tokyo and struggling to find work, Hodaka eventually calls upon Mr Suga, who gives him a job. The heavy rain that almost cost Hodaka his life has been persisting for some time now, despite being the middle of summer, and long range forecasts are predicting no real change for the foreseeable future. Storms are also leaving behind fish-like objects and a strange jelly substance, which is leaving experts baffled.

Hodaka first encounters Hina in the McDonalds where she is working, then later on Hodaka rescues Hina from what he believes to be a dangerous situation and the pair find themselves becoming friends. Through his reporting work at the magazine run by Mr Suga, Hodaka had been investigating the mythical "Weather Maidens", and he discovers that Hina is one of them, with the ability to bring about sunshine through prayer. With Hina and Hodaka both in desperate need of money, they go into business together, taking requests online from people wanting rain-free occasions, such as family picnics or weddings and earning Hina the name "Sunshine Girl". The power of a weather maiden comes at a cost though, as they eventually become a human sacrifice to the skies, with each use of their power bringing that moment one step closer.

The larger premise of Weathering With You is obviously climate change - how messing with nature always comes at a cost and how children have real power to influence change. Visually, the movie is simply stunning, and animated rainfall has never looked so beautiful. It's also peppered with a rather distracting and cheesy J-Pop score, made all the worse if you try and follow the on-screen lyrics, which obviously do not have the same impact when translated literally. Sadly, there are far too many plot threads presented throughout without any clarity or resolution and overall the whole thing just felt too long. Admittedly, it was a pretty high bar set by Your Name, but unfortunately Weathering With You doesn't have the emotional weight to meet that, with a narrative that isn't as complex or as engaging.
  
The House Guest
The House Guest
Mark Edwards | 2020 | Thriller
6
6.0 (1 Ratings)
Book Rating
After reading and enjoying The Retreat by Mark Edwards, I came across The House Guest by the same author. The synopsis sounded intriguing, so I decided to give it a read. While it wasn't a bad read, it was lacking a certain something.

Ruth and Adam are house-sitting for Mona and Jack, a rich couple they met on a cruise. When a woman named Eden shows up claiming to be an old friend of Mona's and Jack's, they decide to let her stay. After all, Eden seems to know a lot about the rich couple, and she seems nice enough. However, when Ruth and Eden disappear after a night of drinking, Adam begins to worry if he made a mistake by inviting Eden into the house. Is Eden actually an old friend or was she actually a complete stranger?

The plot for The House Guest really caught my attention. Mark Edwards does a fantastic job of making the story seem original. While many of the plot twists were easily predictable, it was still interesting enough to hold my attention. I did find that the pacing starts off a bit slow and doesn't really pick up until about halfway through the book. All of my questions were answered by the ending of the book and although there's not a cliffhanger, the ending does leave room for a sequel. I must admit that I liked the way Edwards kind of teased that there could be a sequel. One thing I wasn't a fan of was how the narrative would switch from a third person point of view for everyone to a first person point of view when it came to Adam. I would have much rather read the whole book in third person, but perhaps that's just a personal preference. Edwards did great at setting up the world building throughout the book, and when the pacing finally caught up to the action, I was immersed in the story line to find out if my predictions were correct.

I very much enjoyed the characters in The House Guest. Ruth and Adam were a likable couple, and it was easy to understand their relationship and what each one was feeling thanks to Edwards' great description of how each character felt about the relationship. I sympathized with Adam feeling like a loser compared to Ruth and her success. However, I could also relate to Ruth and her feelings of not being good enough and other insecurities. Eden was an awesome character, and I enjoyed whenever she had a scene. Her backstory was definitely an interesting one. I never knew if she was telling the truth until towards the end. Callum was a wild card in the story, and I was surprised when his true backstory was revealed. Though all the other characters felt fleshed out, I would have liked to have read more on Gabriel. I believe that he really could have flourished a bit more had he had a bigger part in the story. Saying that, Gabriel still is a fantastic character.

Trigger warnings for The House Guest include violence, gun violence, murder, attempted murder, attempted rape (not graphic), mentions of sex (not graphic), getting drunk, mentions of drugs, brainwashing, and abuse.

All in all, The House Guest does have some faults, but it's still an interesting read. The story unfolds perfectly, and the characters really draw you into their world. I would recommend The House Guest by Mark Edwards to those aged 17+ who are after a decent psychological thriller.
  
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Bob Mann (459 KP) rated Fences (2016) in Movies

Sep 29, 2021  
Fences (2016)
Fences (2016)
2016 | Drama
The Last Post.
In “Fences” Denzel Washington plays Troy – a bitter, self-centred and selfish man in his mid-fifties who loves the sound of his own voice. They say “empty vessels make the most noise” and here is a case in point. Set in the early fifties, race plays a strong card in every aspect of life, and Troy feels betrayed by a failed baseball career that – in his eyes at least – looked over his skills to the colour of his skin. But Troy is also a stubborn cuss, and refuses to acknowledge that even in the 50’s “The times they are a changing’”. His cussedness puts him on a collision course with his teenage son Cory (Jovan Adepo), given his aspirations for a college football scholarship, and his mother (Viola Davis, “The Help”) tries to keep the peace between the two of them.

This is a film primarily about resistance to change. All those changes in the outside world are on the ‘other side of the fence’ that Troy habitually tries to finish but never seems to put his mind to. Fences keep things out; but they also keep things in, and Troy is in a cocoon of his own making. He justifies his actions as a ‘family provider’ with lengthy speeches but ultimately they deliver hollow words and assertions that don’t stand up to scrutiny.
This is a pressure cooker of family life that is primed to blow, and a revelation (which I didn’t see coming) sets that fuse alight.

This is a film worth watching for the acting performances of Denzel Washington and (particularly) Viola Davis, winner of the Best Supporting Actress BAFTA and a strong contender for the Oscar. Both give assured performances, although Troy is such an instantly dis-likable and pitiable character that I could feel my emotions influencing my judgement about his performance.
But this is also a strong ensemble cast, with Mykelti Williamson (famously appearing as Bubba of the ‘Bubba Gump Shrimp Factory’ fame) being effective as Troy’s disabled brother and English-born Jovan Adepo being particularly impressive in an extremely assured feature debut.

However, the Broadway roots of the piece are highly visible with 98% of the film set either in the back yard, in the house, or on the front steps (the set could clearly rotate!). For such a claustrophobic topic, this is perhaps apt. But as a feature film I longed for the action to go elsewhere. The film version of the story – with a few tweaks to the screenplay – has lots of opportunities for this, but these are never taken. This makes the whole piece feel ‘worthy but dull’. In particular, anyone looking for a useful tutorial on fence building needs to look elsewhere!

As for the recent “Moonlight” there is also excessive use of the “N” word and other outdated racial references that have the potential to offend.

Good luck to Viola Davis and Denzel Washington (who also directed this) for their Best Supporting Actress and Best Actor Oscars nominations. But “Best Film” Oscar? No, I don’t think so. In truth this is a film that I will struggle to remember or get excited about in a month’s time and it will not be on my re-watch list.