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Zombeavers (2015)
Zombeavers (2015)
2015 | Action, Comedy, Horror
6
4.8 (8 Ratings)
Movie Rating
Contains spoilers, click to show
Zombeavers is more an attempted at an 80's slasher film than a Zombie movie, you have your house by the lake, your horny teens and your monsters. The narrative is almost 'by the book' and once you work out what the threat is you could pretty much wright the script yourself. And it doesn't take much to work out the threat, between the title and opening credits you know what's going on before the protagonists do.
The effects are ok, the actual beavers are obviously fake animatronics but this is probably deliberate to help with the cheesy feel of the film, there is blood but not too much guts although there is a scene with a beaver ripped in half which is quite good (I'm not going to mention the scene meant to make any male's eyes water).
As with most 80's slashers there's sex, boobs and pruds. There are a few secondary characters, most of whom have no character and are really only there to flesh out the number victims and, to be honest the main characters don't really have much, well character.
Some of the water scenes seem to be going for a 'Friday the Thirteenth' feel but, where most films would have the characters messing about and joking about the monster and thus adding to their development, Zombeavers just gets down to the action and, as it's run time is is only around 1 hour 17 there is plenty of time for expansion.
If you like slashers then you may like Zombeavers, most of the elements are there but it's predictable, slightly funny and has mostly been done before, just not with Beavers.
  
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My Way West: Real Kids Traveling the Oregon and California Trails
My Way West: Real Kids Traveling the Oregon and California Trails
Elizabeth Goss | 2021 | Children, History & Politics
9
9.0 (1 Ratings)
Book Rating
My Way West tells the story of real kids that traveled the trails across the west. The children told the stories and through their quotes and paragraphs about how folks decided to move west—the journey across the Oregon trails, California Trails, and Momon trails.

The kids told these journeys on the trails through the images and how life was on the trails. Children will be able to learn about the life and history of the US and the Oregon trails. This book shows tragedy and how everyone came together and helped each other along the way. Children can learn about this and American history by reading this book, not of it but a good glimpse of it.

I enjoy learning about the western expansion and the Oregon trails. I am one of those kinds of readers. I was learning about history through books and how life may have been back then—the dangers of it. When reading this book, I read the quotes first and then the information on the page. Tough, you can read it by doing the significant info about the journey or the topic that was talked about and then the quotes after. It doe not really make a difference in what way you read it. I enjoy that. There is no right way to read this book.

I like the focus was on the actual kids that traveled the Organ and California Trails. The author does a beautiful job of that. This book is suitable for middle-grade readers who want to learn about American history. This book would be an excellent book to have in classrooms as well.
  
Ticket to Ride
Ticket to Ride
2004 | Transportation, Travel
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.

Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.

What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.

But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.

DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T

Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.

So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.

Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
  
Harry Potter: Hogwarts Battle
Harry Potter: Hogwarts Battle
2016 | Card Game
I love that this game is cooperative (0 more)
A scenario can become unbeatable (0 more)
A friendly jaunt through the world of Harry Potter
This is a cooperative Harry Potter Board game for 1-4 players. A cooperative board game puts all players on the same team against the board with challenges that are randomly generated by a deck of cards in this case. This game is a deckbuilder/ card drafter and each play you build a new deck thoughout the gameplay. This game also has elements similar to a legacy game (a game that has more content that is unlocked after each playthough), however, this game does not require any destruction of parts and can be completely reset. There are 7 boxes, corresponding to the 7 books/ years of Harry Potter. You start at year 1 and after each play through and defeating the villains, the group can choose to move on to the next year, adding the secrets of the next box to your next play through. Each year does get more difficult. I love this game for the theme, the cooperative working together part and the thrill of getting a new experience with each playthough. The only bad aspect of this game I have experienced is that because the random generation of challenges by the board, a scenario can become unbeatable, the good news if that happens, ypu just reset where ypu are, shuffle everything and try again. I really love this game and after writing this review I even increased my rating from 7 to 9, as writing this made me happier about the game.
If you get through year 7, there is an expansion with more boxes to open and work through.