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Shaun Quarterman (24 KP) rated The Transformers - The Movie (1986) in Movies
Mar 9, 2020
Robots in disguise
Contains spoilers, click to show
TRANSFORMERS THE MOVIE
This movie is what I like to call a cult classic the first big screen appearance of the Autobots and Decepticons, its appeared after the first two seasons and it shook everything up Transformers as we knew it was over. It starts with a massacre on an Autobot shuttle and many characters died at the hands of Decepticon leader Megatron it shocked me when I first saw this because we had seen two seasons and it was all a bit tame. But the worst was yet to come so let me explain the whole idea of killing off these characters was to make way for future characters and new toy lines we had grown up and loved Ironhide ,and Ratchet, Prowl it definitely threw me the brutality of it shot point blank in the back of the head.
The war continues on Earth and we meet the future of the franchise Ultra Magnus and Hotrod as well as others all made to look futuristic their vehicle modes were Cybertronian which was new and I loved the more space age look about it we meet Daniel Witwicky the son of Spike but there is no sign of sparkplug or an explanation of his whereabouts Carly is Daniels mother. Now comes the part that shocked the world the death of Optimus Prime now let me explain in all versions of Transformers Optimus Prime always dies and the devastating planet Unicron always appears its Transformers lore but this movie defined it I wanted Optimus to destroy Unicron but it wasn’t to be.
Megatron also makes his last appearance with several other Decepticons which evened out the earlier Autobot deaths except they didn’t die they were reanimated by Unicron a new leader was born Galvatron and Cyclonus and Scourge and his dreaded Sweeps then came the death of Starscream it showed the brutality of the new leader, in the first two seasons Starscream would try to overthrow Megatron but he would always get away with it. Galvatron showed no mercy and blasted him straight away.
We are introduced to several new races of Transformers Junkions, Sharkticons and Quintessons all of which have would future appearances in season three and four, we see the friendship blossom between the young Autobot Hotrod and the old warrior Kup and the Dinobots get there action in as well I have always been a big fan of the Dinobots and they save the day again,
The most brilliant thing I had ever seen at the time was the transformation of Unicron a planet to robot I loved the sheer size of it and this final battle brought forth a new leader of the Autobots Rodimus Prime and a new era in Transformers entertainment despite the violence and death it did all make sense plus there are some cameo voices as well Galvatron was voiced by Doctor Spock himself Leonard Nimoy and rodimus prime voiced by Judd Nelson and Unicron was Voiced by orson Wells war of the worlds.
So I must admit this film is a guilty pleasure of mine and I highly recommend it I would advise to watch seasons one and two first just so you can feel how much the movie changed the franchise and the deaths of the characters actually mean more to you so give it a try and see what you think and there is a massive spoiler alert at the end of the movie which is narrated and got the public excited about the next season so enjoy it savour it and soak up this cult classic
This movie is what I like to call a cult classic the first big screen appearance of the Autobots and Decepticons, its appeared after the first two seasons and it shook everything up Transformers as we knew it was over. It starts with a massacre on an Autobot shuttle and many characters died at the hands of Decepticon leader Megatron it shocked me when I first saw this because we had seen two seasons and it was all a bit tame. But the worst was yet to come so let me explain the whole idea of killing off these characters was to make way for future characters and new toy lines we had grown up and loved Ironhide ,and Ratchet, Prowl it definitely threw me the brutality of it shot point blank in the back of the head.
The war continues on Earth and we meet the future of the franchise Ultra Magnus and Hotrod as well as others all made to look futuristic their vehicle modes were Cybertronian which was new and I loved the more space age look about it we meet Daniel Witwicky the son of Spike but there is no sign of sparkplug or an explanation of his whereabouts Carly is Daniels mother. Now comes the part that shocked the world the death of Optimus Prime now let me explain in all versions of Transformers Optimus Prime always dies and the devastating planet Unicron always appears its Transformers lore but this movie defined it I wanted Optimus to destroy Unicron but it wasn’t to be.
Megatron also makes his last appearance with several other Decepticons which evened out the earlier Autobot deaths except they didn’t die they were reanimated by Unicron a new leader was born Galvatron and Cyclonus and Scourge and his dreaded Sweeps then came the death of Starscream it showed the brutality of the new leader, in the first two seasons Starscream would try to overthrow Megatron but he would always get away with it. Galvatron showed no mercy and blasted him straight away.
We are introduced to several new races of Transformers Junkions, Sharkticons and Quintessons all of which have would future appearances in season three and four, we see the friendship blossom between the young Autobot Hotrod and the old warrior Kup and the Dinobots get there action in as well I have always been a big fan of the Dinobots and they save the day again,
The most brilliant thing I had ever seen at the time was the transformation of Unicron a planet to robot I loved the sheer size of it and this final battle brought forth a new leader of the Autobots Rodimus Prime and a new era in Transformers entertainment despite the violence and death it did all make sense plus there are some cameo voices as well Galvatron was voiced by Doctor Spock himself Leonard Nimoy and rodimus prime voiced by Judd Nelson and Unicron was Voiced by orson Wells war of the worlds.
So I must admit this film is a guilty pleasure of mine and I highly recommend it I would advise to watch seasons one and two first just so you can feel how much the movie changed the franchise and the deaths of the characters actually mean more to you so give it a try and see what you think and there is a massive spoiler alert at the end of the movie which is narrated and got the public excited about the next season so enjoy it savour it and soak up this cult classic
Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops II - Vengeance in Video Games
Jun 19, 2019
Fans of Call of Duty: Black Ops 2 who are waiting patiently for the November release of Call of Duty: Ghosts, can put their skills to the test with the latest map pack DLC. The collection is named Vengeance and it offers four new multiplayer maps as well as a new Zombie campaigns for players aching for more of the wildly popular series.
The set is the third of a planned four map packs and for fans of frantic, run and gun action, this is the collection for you. This is not to say there is not a place for players who wish to snipe or use stealth, but the developers have clearly put the focus on smaller maps which bring the action front and center and force players to get into the action fast.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode, the option to select Vengeance is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
The first map I played was called Uplink which is an updated version of the Summit map from Black Ops. This time out the snowy eastern Europe locale has been changed to a rainy Asian locale. It took me a few times around and a few deaths before I realized there was something familiar about it. This helped me get adjusted to likely areas for attacks and defense much faster than usual and I soon found myself dishing out the damage instead of being a walking target.
The next map is called “Detour” and this takes places on a bombed out suspension bridge that has cars and trucks as well as blast holes littering the roads. Players can take the side paths and lower areas but can also engage the other team in the clutter up top. Be prepared for plenty of flying grenades as well as mines and other traps in this one. I usually need around five rounds in a map before I am comfy enough to really let loose and this one after some initial frustrations paid off big,
A recent kill streak earned me a sentry gun, which when deployed racked up an impressive number of kills for me thanks to the choke points and strategic placement near an enemy objective.
Up next is “Cove” and while it took me a little bit to differentiate the enemy attire from that of my team, I soon found this to be an early favorite for me. The setting is a tropical island complete with a crashed plane. The plane became a great shield to toss grenades over and I loved walking around the beach in my efforts to flank the other players. For a person who loves a run and gun, devil may care style of play, coming around a rock and finding two or three enemy players facing away from me was a great thrill as was having a cluster of them camped out on a ledge above or in a rocky cave..
There are plenty of cliffs as well as snipers love to setup on the ridges and let loose as do players who have earned a sentry gun or other reward. This became tough when most of the objectives involved either planting or defusing a bomb. Fighting to an objective only to be cut down as you were seconds away from completing a task is a frustration indeed but also part of the fun.
The final map is entitled “Rush” and the title not only describes the fun of playing it but also the best way to play it as it is set in a paint ball venue. There are tons of paint-soaked vehicles, wooden buildings, and venues that anyone who has ever played paintball will be all to familiar with. The real joy comes when you head into the shop and have to battle in the pro shop, indoor arena, and other locales. The colors are vivid and the attacks can come from all angles at any time.
As much as I liked “Cove” “Rush” quickly became my favorite of the maps as I was able to record my best scores of the new maps the first time I played it, and was able to maintain my lucky runs with each subsequent match.
Zombie fans will love “Buried” which like previous Zombie modes allows four players to work with one another as they fight off legions of undead. Like previous modes, players must heal fallen players and purchase weapons and ammo. This can be a challenge as starting off with just a pistol, grenade, and knife, you have to take down more than a few bad guys to earn needed funs for the big guns.
Cash can also be used for health, to restore barricades, as well as unlock new areas of the map.
Set in an underground western town, and I have to admit to really enjoying mowing down legions of undead as I came out of the saloon and enjoying the detail level of the map.
Skilled players can earn the Ray Gun Mark II and really fry the undead to a crisp.
Picky fans will say that Vengeance does not offer as much as some map packs as more than one person I played with lamented the fact that they did not get any new weapons like they did with the first map pack, and how one of the four maps was an older map that was remade.
To me it all comes down to a matter of choice as the maps are available in a set for $14.99 or players can purchase a season pass which will allow them to obtain all four map packs at a discounted price.
If you are a fan of the game and play online on a regular basis then you will want the maps as they do offer something new and are enjoyable to look at and play for gamers but be prepared to take your lumps early as most of the players have already mastered the previous maps and showed no mercy for players who were trying to get their bearings in the new offerings.
In the end, if you’re a hardcore player or simply love the series, then you will enjoy the maps as they offer something new while players wait for the final collection and the November release of Call of Duty: Ghosts:
http://sknr.net/2013/08/06/call-of-duty-black-ops-2-vengeance/
The set is the third of a planned four map packs and for fans of frantic, run and gun action, this is the collection for you. This is not to say there is not a place for players who wish to snipe or use stealth, but the developers have clearly put the focus on smaller maps which bring the action front and center and force players to get into the action fast.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode, the option to select Vengeance is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
The first map I played was called Uplink which is an updated version of the Summit map from Black Ops. This time out the snowy eastern Europe locale has been changed to a rainy Asian locale. It took me a few times around and a few deaths before I realized there was something familiar about it. This helped me get adjusted to likely areas for attacks and defense much faster than usual and I soon found myself dishing out the damage instead of being a walking target.
The next map is called “Detour” and this takes places on a bombed out suspension bridge that has cars and trucks as well as blast holes littering the roads. Players can take the side paths and lower areas but can also engage the other team in the clutter up top. Be prepared for plenty of flying grenades as well as mines and other traps in this one. I usually need around five rounds in a map before I am comfy enough to really let loose and this one after some initial frustrations paid off big,
A recent kill streak earned me a sentry gun, which when deployed racked up an impressive number of kills for me thanks to the choke points and strategic placement near an enemy objective.
Up next is “Cove” and while it took me a little bit to differentiate the enemy attire from that of my team, I soon found this to be an early favorite for me. The setting is a tropical island complete with a crashed plane. The plane became a great shield to toss grenades over and I loved walking around the beach in my efforts to flank the other players. For a person who loves a run and gun, devil may care style of play, coming around a rock and finding two or three enemy players facing away from me was a great thrill as was having a cluster of them camped out on a ledge above or in a rocky cave..
There are plenty of cliffs as well as snipers love to setup on the ridges and let loose as do players who have earned a sentry gun or other reward. This became tough when most of the objectives involved either planting or defusing a bomb. Fighting to an objective only to be cut down as you were seconds away from completing a task is a frustration indeed but also part of the fun.
The final map is entitled “Rush” and the title not only describes the fun of playing it but also the best way to play it as it is set in a paint ball venue. There are tons of paint-soaked vehicles, wooden buildings, and venues that anyone who has ever played paintball will be all to familiar with. The real joy comes when you head into the shop and have to battle in the pro shop, indoor arena, and other locales. The colors are vivid and the attacks can come from all angles at any time.
As much as I liked “Cove” “Rush” quickly became my favorite of the maps as I was able to record my best scores of the new maps the first time I played it, and was able to maintain my lucky runs with each subsequent match.
Zombie fans will love “Buried” which like previous Zombie modes allows four players to work with one another as they fight off legions of undead. Like previous modes, players must heal fallen players and purchase weapons and ammo. This can be a challenge as starting off with just a pistol, grenade, and knife, you have to take down more than a few bad guys to earn needed funs for the big guns.
Cash can also be used for health, to restore barricades, as well as unlock new areas of the map.
Set in an underground western town, and I have to admit to really enjoying mowing down legions of undead as I came out of the saloon and enjoying the detail level of the map.
Skilled players can earn the Ray Gun Mark II and really fry the undead to a crisp.
Picky fans will say that Vengeance does not offer as much as some map packs as more than one person I played with lamented the fact that they did not get any new weapons like they did with the first map pack, and how one of the four maps was an older map that was remade.
To me it all comes down to a matter of choice as the maps are available in a set for $14.99 or players can purchase a season pass which will allow them to obtain all four map packs at a discounted price.
If you are a fan of the game and play online on a regular basis then you will want the maps as they do offer something new and are enjoyable to look at and play for gamers but be prepared to take your lumps early as most of the players have already mastered the previous maps and showed no mercy for players who were trying to get their bearings in the new offerings.
In the end, if you’re a hardcore player or simply love the series, then you will enjoy the maps as they offer something new while players wait for the final collection and the November release of Call of Duty: Ghosts:
http://sknr.net/2013/08/06/call-of-duty-black-ops-2-vengeance/
Purple Phoenix Games (2266 KP) rated Abstract Academy in Tabletop Games
Feb 25, 2022
There’s just something about a well-thought out and appealing box cover to really get you into it, am I right? Look at that graphic. The negative space used for the A and Y in AcademY is just sublime! Wait, I recognize those names on the box. Didn’t they also design some other games I enjoy? (1 minute later after consulting BGG) IT’S THE TEAM BEHIND TRUFFLE SHUFFLE, POINT SALAD, AND DOLLARS TO DONUTS?? I love those games! Oh, this is going to be good! AND it’s from Crafty Games? Boom. Gotta be a hit, I just know it. But where is all the food?
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
Gareth von Kallenbach (980 KP) rated Trumbo (2016) in Movies
Aug 6, 2019
What is it that makes, not a great, but even a good biopic? It is certainly no enviable task, trying to condense decades of a person’s life into a mere two hours. Choosing what to keep and what to leave, stringing events together so that they feel as though they are one complete narrative opposed to a series of vignettes. And then there are the inevitable purists who will write off the entire product based on a single detail either left out or composited due to running time or budgetary restrictions. Over the years, I have found myself wrestling with my opinion of Braveheart. Do I enjoy it for its epic qualities, or do I cast it aside as the wretched historical inaccuracies fly in the face of what is one of the most important times in a country’s past?
The answer is simply, and stolen from another great historical epic, are you not entertained? Film can and should be powerful and informative. It can and should influence our thinking and encourage an emotional response, but above all, it should entertain. Trumbo does all of the above, ticks all the necessary boxes on the list of what makes a great biopic and whatever historical inaccuracies lie within be damned. Director Jay Roach, writer John McNamara and an ensemble so good it has to be seen to be believed have made, if not the best biopic of the year (that distinction still stays with Steve Jobs for now), then certainly the most enjoyable.
Where I find myself in reviewing Trumbo is trying not to sound monotonous in singing its high praises. Whether you’re interested in a message or not, because there is a good one in there, it’s a film that demands to be seen just on the strength of the cohesiveness that comes from the writing, the acting and (I still can’t believe I’m about to write this about the man who made all three Austin Powers movies) the directing.
I could prattle on endlessly about how overwhelmingly good this cast is, but the names speak for themselves. Bryan Cranston showcases that he is not just the best thing on television, but also a big-screen powerhouse. Helen Mirren, in her inimitable fashion and with beautiful understatement, is a force to be reckoned with, seething venom and self-righteousness. Louis C.K. finally breaks out of his stand-up comic persona to give a truly heartfelt performance played with surprisingly restrained vulnerability. The chemistry between him and Bryan Cranston will no doubt leave you wanting more. And John Goodman… well, it’s John Goodman. He continues to prove that no matter how small a part he has to play, it will stay with you long after you’ve left the theater. Hands down, and these are only four out of a dozen terrific performances, there hasn’t been an ensemble this stunning since L.A. Confidential.
It should also be mentioned that Michael Stuhlbarg, David James Elliott and Dean O’Gorman, who portray Edward G. Robinson, John Wayne and Kirk Douglas respectively, are unquestionably destined to go down as the unsung heroes of Trumbo. Their efforts, not just to imitate but to fully realize these Hollywood stars of a by-gone era, are a further complement to inspired casting and commitment to honoring the lives of the people portrayed on screen.
In short (and well done for making it this far through monotonous and truly well-deserved praise), if you have to see one film this Thanksgiving season that doesn’t star Tom Hardy as England’s notorious Kray brothers, see Trumbo.
The answer is simply, and stolen from another great historical epic, are you not entertained? Film can and should be powerful and informative. It can and should influence our thinking and encourage an emotional response, but above all, it should entertain. Trumbo does all of the above, ticks all the necessary boxes on the list of what makes a great biopic and whatever historical inaccuracies lie within be damned. Director Jay Roach, writer John McNamara and an ensemble so good it has to be seen to be believed have made, if not the best biopic of the year (that distinction still stays with Steve Jobs for now), then certainly the most enjoyable.
Where I find myself in reviewing Trumbo is trying not to sound monotonous in singing its high praises. Whether you’re interested in a message or not, because there is a good one in there, it’s a film that demands to be seen just on the strength of the cohesiveness that comes from the writing, the acting and (I still can’t believe I’m about to write this about the man who made all three Austin Powers movies) the directing.
I could prattle on endlessly about how overwhelmingly good this cast is, but the names speak for themselves. Bryan Cranston showcases that he is not just the best thing on television, but also a big-screen powerhouse. Helen Mirren, in her inimitable fashion and with beautiful understatement, is a force to be reckoned with, seething venom and self-righteousness. Louis C.K. finally breaks out of his stand-up comic persona to give a truly heartfelt performance played with surprisingly restrained vulnerability. The chemistry between him and Bryan Cranston will no doubt leave you wanting more. And John Goodman… well, it’s John Goodman. He continues to prove that no matter how small a part he has to play, it will stay with you long after you’ve left the theater. Hands down, and these are only four out of a dozen terrific performances, there hasn’t been an ensemble this stunning since L.A. Confidential.
It should also be mentioned that Michael Stuhlbarg, David James Elliott and Dean O’Gorman, who portray Edward G. Robinson, John Wayne and Kirk Douglas respectively, are unquestionably destined to go down as the unsung heroes of Trumbo. Their efforts, not just to imitate but to fully realize these Hollywood stars of a by-gone era, are a further complement to inspired casting and commitment to honoring the lives of the people portrayed on screen.
In short (and well done for making it this far through monotonous and truly well-deserved praise), if you have to see one film this Thanksgiving season that doesn’t star Tom Hardy as England’s notorious Kray brothers, see Trumbo.
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Terraforming Mars
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In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the...
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Purple Phoenix Games (2266 KP) rated Abyss in Tabletop Games
Aug 5, 2021
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Sophia (Bookwyrming Thoughts) (530 KP) rated 27 hours: Nightside Saga Series, Book One in Books
Jan 23, 2020
DNF at a place I don't remember because I read this book ages ago and apparently I didn't upload a review. (Also will not be supporting further on after this due to reasons.)
<b><i>I received this book for free from the publisher via Netgalley in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</b></i>
I wish I could’ve enjoyed 27 Hours as much as most people I know seem to have enjoyed the book, but alas, that is not the case.
Also I’ve been keeping a wonderful streak of finishing every book this year, and I wanted to keep that streak. But...
27 Hours was an absolute pain for me to read, and this was the situation I found myself in constantly:
Me: *picks up book, starts reading*
Me (ten minutes later): Ugh, this is painful. I’m bored.
Me (while trying to read): I’m going to do some blogging and maybe quest on my balance wizard. Maybe this will motivate me.
Me (two hours later): *finishes a dungeon in game, finds myself reading maybe two sentences in between battles* Please note that I'm actually good at reading while waiting for my turn, especially when I'm in a team.
Me (two days later): Ooo shiny book! *starts new book*
Me (another two days later): Oh, yeah. I was supposed to read you, right? *eyes book warily* Let's try this again.
This cycle repeated itself for days and weeks. Eventually, I just called it quits because when I’ve been repeating the same thing over and over again and have progressed more in a game than a book, we’ve got issues and it’s time for me to move on to other books.
27 Hours has a lot of representation among the characters, I won’t deny that. But that’s honestly the only thing I can think of that’s good about this book. Anything I might have missed has been clouded over by the cons.
<b>Why 27 Hours Is Not My Cup of Tea</b>
Rumor - I’m being very nitpicky, but the name Rumor instantly reminded me of Adele’s song. Every time “Rumor” came up in the book (which is a lot, considering the fact he’s a main character), the song blasted in my brain.
The name Rumor, however, is the least of my worries.
The world building is a mass of confusion - I have no clue what things are and honestly the world is a jumbled mess of a confusion. Is a dragon the same as a gargoyle, is a chimera the same as a gargoyle, are they simply the same creatures with different names depending on which group the person belongs to… or what? Is it a group of rebellious humans? Also what is this about hellhounds and gargoyles? The world building feels like a melting pot gone very wrong on the moon hundreds of years in the future.
Not only is the world building is a mass of confusion, but it feels way too modern for a book that is supposedly set 200 years from now.
I’m mainly concerned about the world building to focus on the logistics of book year and present year, though.
Too many characters - There are too many to keep track of in 27 Hours, and the fun part? They’re introduced early. I don’t… I don’t even know who this random dude is and boom! We’ve got another one. I knew for sure there were going to be at least four POVs, which is a lot, but it’s not too much. BUT… not only do we have Jude, Rumor, Nyx, Braedon, etc. etc. we have some person named Colt, Wren, Eric, Sara… that’s just some of the characters.
This is by chapter three. Chapter freaking THREE. My brain was already hurting from the world building and then there are all of these characters being introduced and OMG I just wanted to scream.
I just… I just can’t handle all of these characters because I don’t even remember who does what by the time character #2244 pops up.
I really wished I could’ve finished 27 Hours and continued my streak for this year, but the huge cast of characters being introduced so early into the story and massively confusing world is a no go for me.
<a href="https://thenovelistics.blogspot.com/2017/11/27-hours-by-tristina-wright-arc-review.html">This review is originally posted on The Novelistics</a>
<b><i>I received this book for free from the publisher via Netgalley in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</b></i>
I wish I could’ve enjoyed 27 Hours as much as most people I know seem to have enjoyed the book, but alas, that is not the case.
Also I’ve been keeping a wonderful streak of finishing every book this year, and I wanted to keep that streak. But...
27 Hours was an absolute pain for me to read, and this was the situation I found myself in constantly:
Me: *picks up book, starts reading*
Me (ten minutes later): Ugh, this is painful. I’m bored.
Me (while trying to read): I’m going to do some blogging and maybe quest on my balance wizard. Maybe this will motivate me.
Me (two hours later): *finishes a dungeon in game, finds myself reading maybe two sentences in between battles* Please note that I'm actually good at reading while waiting for my turn, especially when I'm in a team.
Me (two days later): Ooo shiny book! *starts new book*
Me (another two days later): Oh, yeah. I was supposed to read you, right? *eyes book warily* Let's try this again.
This cycle repeated itself for days and weeks. Eventually, I just called it quits because when I’ve been repeating the same thing over and over again and have progressed more in a game than a book, we’ve got issues and it’s time for me to move on to other books.
27 Hours has a lot of representation among the characters, I won’t deny that. But that’s honestly the only thing I can think of that’s good about this book. Anything I might have missed has been clouded over by the cons.
<b>Why 27 Hours Is Not My Cup of Tea</b>
Rumor - I’m being very nitpicky, but the name Rumor instantly reminded me of Adele’s song. Every time “Rumor” came up in the book (which is a lot, considering the fact he’s a main character), the song blasted in my brain.
The name Rumor, however, is the least of my worries.
The world building is a mass of confusion - I have no clue what things are and honestly the world is a jumbled mess of a confusion. Is a dragon the same as a gargoyle, is a chimera the same as a gargoyle, are they simply the same creatures with different names depending on which group the person belongs to… or what? Is it a group of rebellious humans? Also what is this about hellhounds and gargoyles? The world building feels like a melting pot gone very wrong on the moon hundreds of years in the future.
Not only is the world building is a mass of confusion, but it feels way too modern for a book that is supposedly set 200 years from now.
I’m mainly concerned about the world building to focus on the logistics of book year and present year, though.
Too many characters - There are too many to keep track of in 27 Hours, and the fun part? They’re introduced early. I don’t… I don’t even know who this random dude is and boom! We’ve got another one. I knew for sure there were going to be at least four POVs, which is a lot, but it’s not too much. BUT… not only do we have Jude, Rumor, Nyx, Braedon, etc. etc. we have some person named Colt, Wren, Eric, Sara… that’s just some of the characters.
This is by chapter three. Chapter freaking THREE. My brain was already hurting from the world building and then there are all of these characters being introduced and OMG I just wanted to scream.
I just… I just can’t handle all of these characters because I don’t even remember who does what by the time character #2244 pops up.
I really wished I could’ve finished 27 Hours and continued my streak for this year, but the huge cast of characters being introduced so early into the story and massively confusing world is a no go for me.
<a href="https://thenovelistics.blogspot.com/2017/11/27-hours-by-tristina-wright-arc-review.html">This review is originally posted on The Novelistics</a>







