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Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
  
The Island (2005)
The Island (2005)
2005 | Action, Adventure, Sci-Fi
In a clean, white, and antiseptic society, a man has begun to question his existence and the very nature of his world. The man is Lincoln Six Echo (Ewan Mc Gregor), who lives day to day with the notion that he is one of the few survivors of a world wide contamination that has decimated much of the population of the world and forces the few remaining survivors to live underground in a high tech community.

In a world where schedule, diet, and activities are closely monitored, Lincoln begins to wonder if there is something more to life. He, like all of the other residents are told that the only remaining location that is habitable is a place called The Island and that their turn to win access via a lottery is coming.

The one bright spot in Lincoln’s life is his friendship with Jordan Two Delta (Scarlett Johannsson), who has grown close to him, even though physical contact is forbidden in their society.

Lincoln confesses his confusion over his life to Dr. Merrick (Sean Bean), one of the staff members who watch over Lincoln and the other members of the community. His dreams are of interest to the doctor as well as his belief that there is more to life.

Merrick attempts to address his concerns by letting Lincoln know that he is lucky to be alive as there were so few survivors and that in the mid 21st Century, their community and The Island are the only habitable areas left.

When a few chance discoveries lead Lincoln to ask even more questions about his existence, he begins to search in secret for the answers that he knows are out there. During the course of his exploration, Lincoln makes a shocking discovery that makes him realize that everything he has ever been told has been a lie and that he and his follow community members are in great danger. Further complicating the matter is the news that Jordan has one of the lottery as is about to leave for the Island.

Before long, Jordan and Lincoln are fleeing the community in fear for their lives and in a desperate race to find the truth. Along the way they are aided by a sympathetic worker from the community, Mc Cord (Steve Buscemi), who tells them the true nature of their community and their place in life.

Hot on the trail of Jordan and Lincoln is a team of operatives, lead by Albert Laurent (Djimon Honsou), who are ordered to return the pair at any price as they represent a threat of enormous cost and potential should their secrets get out to the world.

It is at this point that the films shifts direction form a captivating thriller and becomes a typical summer action film complete with over the top chase sequences, gapes in logic, one liners, and explosions. One such chase had a truck continuing on despite an unbelievable amount of carnage erupting around it. I had thought that the truck might have been automated, but this fact is left out as the audience is apparently not supposed to think and ask questions.

The two leads work well with one another, though Johannsson is not given much to do aside from running around and looking pretty. The biggest issue is that Director Michael Bay seems unable to stay with what works so well in this film and that is the story and the two leads. There is not a need for the constant barrage of explosions and action in the film as much of it seems tacked on and unnecessary.

The film is supposed to be a thriller and when it is sticking to those aspects, as it does for the first half of the film, it works very well. There are a few moments towards the conclusion where the thriller aspect is attempted, but as soon as a foundation is laid, it is destroyed in another explosion.

In many ways, The Island” is two films. One film is a solid thriller which uses elements of the best parts of “Logan’s Run”, “THX 1138”, and parts “Clonus”, and features a nice Twilight Zone-esque twist.

The second part of the film is a mindless chase and action film that conflicts with the tone and nature of the story which had been well established. For that reason, the solid start of the film is sadly wasted by the constant barrage of action.

As it stands, The Island” is simply a sum of its two parts, one positive, one negative, which results in a neutrally okay film.