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Gareth von Kallenbach (980 KP) rated Grandma's Boy (2006) in Movies
Aug 14, 2019
Life for video game tester is often filled with long hours, countless repetition and ever looming deadlines as the rush to get the latest games done and on budget is a key factor in the gaming industry. Often testers, much like the game coders toil away in obscurity with only their fellow gamers and personality quirks as their only companions. One such individual is a man named Alex (Allen Covert), a 36 year old professional game tester who suddenly finds himself out of his home thanks to a roommate who spends months of rent money at a local brothel.
Undaunted, Alex drifts from friend to friend often with disastrous results as he attempts to take stock of his situation and avoid the unpleasant alternative of moving in with his Grandmother (Doris Roberts) and her friends. With a deadline looming for his company’s latest game, a producer named Samantha (Linda Cardellini) is brought in to get the team on task. Faced with the reality of sleeping at his desk thanks to a rather embarrassing incident at a friend’s house, Alex is forced to reluctantly take refuge at his grandmothers.
Since Alex is the old man amongst the early 20’s testers who want nothing better than to break his unbeaten streak in head to head game challenges, Alex is forced to tell his co-workers that he spends his nights with three women and they wear him out. The sad truth is that Alex is worn out from 6:00 AM wakeups followed by three hours of chores before going to work. As if life was not complicated enough for Alex, the head game designer J.P. (Joel Moore), becomes more and more eccentric and this is only fueled by his interest in Samantha and his knowledge that Alex is attracted to her.
With a premise like this “Grandma’s Boys” has all of the ingredients to be a fun comedy that continues in the tradition of Adam Sandler’s comedies since his company produced the film. Sadly the film despite a few laughs becomes utterly predictable and drags in many places. The cast is enjoyable enough, but the jokes are too far between leaving the cast to carry the story which sadly is not strong enough to support the down time between jokes.
This is not to say that there are not some funny moments in the film as I can think of at least a half dozen good laughs. The issue is that when you have to wait 15-20 minutes between then in a film that is just over an hour and a half, it does tend to make the film drag. Also, much of the humor is derived from drug use. While it is funny in spots, the constant use of drugs, being stoned, and so on becomes old fast and makes the film seem like a one trick pony.
Covert who co wrote the film does his best in the film, but seems best suited as a supporting character as his character while likeable does not really connect with the audience the same way that one would with say Sandler, Schneider, or even Stiller. There are some good cameos in the film and Shirley Jones, Ms. Partridge herself is good as the older lady with a healthy libido, but I just could not help think that this film could have, and should have been much better than it was.
In the end, despite some good moments, there simply was not enough of them to save the film as the thin story, repetitive themes, and long gaps between good jokes ultimately sinks the film. It was nice to see a film about game testers as it is a group that is rife with comedic potential to be exploited, but sadly Grandma’s Boys barely scratches the surface.
Undaunted, Alex drifts from friend to friend often with disastrous results as he attempts to take stock of his situation and avoid the unpleasant alternative of moving in with his Grandmother (Doris Roberts) and her friends. With a deadline looming for his company’s latest game, a producer named Samantha (Linda Cardellini) is brought in to get the team on task. Faced with the reality of sleeping at his desk thanks to a rather embarrassing incident at a friend’s house, Alex is forced to reluctantly take refuge at his grandmothers.
Since Alex is the old man amongst the early 20’s testers who want nothing better than to break his unbeaten streak in head to head game challenges, Alex is forced to tell his co-workers that he spends his nights with three women and they wear him out. The sad truth is that Alex is worn out from 6:00 AM wakeups followed by three hours of chores before going to work. As if life was not complicated enough for Alex, the head game designer J.P. (Joel Moore), becomes more and more eccentric and this is only fueled by his interest in Samantha and his knowledge that Alex is attracted to her.
With a premise like this “Grandma’s Boys” has all of the ingredients to be a fun comedy that continues in the tradition of Adam Sandler’s comedies since his company produced the film. Sadly the film despite a few laughs becomes utterly predictable and drags in many places. The cast is enjoyable enough, but the jokes are too far between leaving the cast to carry the story which sadly is not strong enough to support the down time between jokes.
This is not to say that there are not some funny moments in the film as I can think of at least a half dozen good laughs. The issue is that when you have to wait 15-20 minutes between then in a film that is just over an hour and a half, it does tend to make the film drag. Also, much of the humor is derived from drug use. While it is funny in spots, the constant use of drugs, being stoned, and so on becomes old fast and makes the film seem like a one trick pony.
Covert who co wrote the film does his best in the film, but seems best suited as a supporting character as his character while likeable does not really connect with the audience the same way that one would with say Sandler, Schneider, or even Stiller. There are some good cameos in the film and Shirley Jones, Ms. Partridge herself is good as the older lady with a healthy libido, but I just could not help think that this film could have, and should have been much better than it was.
In the end, despite some good moments, there simply was not enough of them to save the film as the thin story, repetitive themes, and long gaps between good jokes ultimately sinks the film. It was nice to see a film about game testers as it is a group that is rife with comedic potential to be exploited, but sadly Grandma’s Boys barely scratches the surface.
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NBA JAM by EA SPORTS™
Games and Entertainment
App
Read on for important info below! BOOMSHAKALAKA!!! Jam with a friend in Local Multiplayer and rock...
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Purple Phoenix Games (2266 KP) rated GPS in Tabletop Games
Mar 23, 2021
One thing that I’m always on the hunt for is a good quality filler game. Something that is fun, light, fast, and entertaining for when you need a break between bigger games. So when I saw this Kickstarter for 3 small 10-minute games, I knew I was in luck! This review is for one of those games, GPS. Did it hold up to my expectations? Keep reading to find out!
GPS is a racing game in which players are launching satellites into orbit, and attempting to be the first to organize their satellite chain in numerical order. To setup the game, assemble the planet pieces and spinner, and give each player their 12 numbered satellites. Players shuffle their satellites face-down, and then flip 3 of them face-up. The game is now ready to begin!
Each turn, a player will spin the spinner. Once the spinner has stopped, every player will place one of their 3 face-up satellites in the pointed space. Players then each reveal a new face-down satellite, and turns continue in this fashion. After 12 turns, all players will have all of their satellites in play around the board. Now, instead of placing a new satellite when the spinner stops, players will move an already placed satellite to the pointed space. If the spinner ever stops on a space where you already have a satellite, you just move one of your satellites to the nearest space in either direction that doesn’t already have one of your satellites. The goal of the game is to arrange your satellites in ascending numerical order, starting from the start line on the board. At the start of a turn, if a player has completed that goal, then they win!
Seems simple enough, right? That’s the point! GPS is supposed to be a game that is easy to teach and fast to play. There is a small amount of strategy involved in decided which satellites to place where, to help set yourself up to be the fastest to organize them numerically. More often than not, though, the ‘right’ move is the obvious one to take, so don’t be expecting a brain burner with this one. All in all, simple gameplay and mechanics that are easy for pretty much any age to grasp.
The biggest issues I have with GPS actually are the components. Don’t get me wrong – the quality of the components is great! It’s just how they affect the gameplay that is disappointing. For starters, the satellites for each player are nice and sturdy cardboard. But the size of the spaces around the game board are a little smaller than the satellites, making it difficult to fit them properly and clearly in a specific space. The next issue is with the spinner/game board itself. The spinner has a small rubber bottom to help avoid unwanted movement, but unfortunately it does little to stop that problem. Almost every time the spinner is spun, the game board moves on the table. The movement of the board knocks any satellites that are in play out of alignment. With the oversized satellites and the small board spaces, it’s sometimes hard to tell in which space a satellite was originally placed. These issues just take a fast, light-hearted game and turn it into a frustrating filler for me.
Overall, I would say that GPS is a good game in theory, but it was just not necessarily executed well. Perhaps if the components were more conducive to the gameplay, I would have different thoughts, but those problems just leave a sour taste that makes me want to skip over it when looking for a filler. This is a game I might pull out for younger gamers, but not one that I see getting a lot of table time with my regular group. Purple Phoenix Games gives this one a sputtering 6 / 12.
GPS is a racing game in which players are launching satellites into orbit, and attempting to be the first to organize their satellite chain in numerical order. To setup the game, assemble the planet pieces and spinner, and give each player their 12 numbered satellites. Players shuffle their satellites face-down, and then flip 3 of them face-up. The game is now ready to begin!
Each turn, a player will spin the spinner. Once the spinner has stopped, every player will place one of their 3 face-up satellites in the pointed space. Players then each reveal a new face-down satellite, and turns continue in this fashion. After 12 turns, all players will have all of their satellites in play around the board. Now, instead of placing a new satellite when the spinner stops, players will move an already placed satellite to the pointed space. If the spinner ever stops on a space where you already have a satellite, you just move one of your satellites to the nearest space in either direction that doesn’t already have one of your satellites. The goal of the game is to arrange your satellites in ascending numerical order, starting from the start line on the board. At the start of a turn, if a player has completed that goal, then they win!
Seems simple enough, right? That’s the point! GPS is supposed to be a game that is easy to teach and fast to play. There is a small amount of strategy involved in decided which satellites to place where, to help set yourself up to be the fastest to organize them numerically. More often than not, though, the ‘right’ move is the obvious one to take, so don’t be expecting a brain burner with this one. All in all, simple gameplay and mechanics that are easy for pretty much any age to grasp.
The biggest issues I have with GPS actually are the components. Don’t get me wrong – the quality of the components is great! It’s just how they affect the gameplay that is disappointing. For starters, the satellites for each player are nice and sturdy cardboard. But the size of the spaces around the game board are a little smaller than the satellites, making it difficult to fit them properly and clearly in a specific space. The next issue is with the spinner/game board itself. The spinner has a small rubber bottom to help avoid unwanted movement, but unfortunately it does little to stop that problem. Almost every time the spinner is spun, the game board moves on the table. The movement of the board knocks any satellites that are in play out of alignment. With the oversized satellites and the small board spaces, it’s sometimes hard to tell in which space a satellite was originally placed. These issues just take a fast, light-hearted game and turn it into a frustrating filler for me.
Overall, I would say that GPS is a good game in theory, but it was just not necessarily executed well. Perhaps if the components were more conducive to the gameplay, I would have different thoughts, but those problems just leave a sour taste that makes me want to skip over it when looking for a filler. This is a game I might pull out for younger gamers, but not one that I see getting a lot of table time with my regular group. Purple Phoenix Games gives this one a sputtering 6 / 12.
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Anonymous Chat Rooms, Dating
Dating, Lifestyle and Social Networking
App
Cool chat rooms. Self-destructing messages. Talk about anything with strangers. Meet new people, ask...
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Purple Phoenix Games (2266 KP) rated Sushi Go! in Tabletop Games
Aug 4, 2020
The eternal debate – do you allow snacking while gaming? If so, do you dictate what snacks are permissible so as to protect your games from grimy fingers? Or is no food allowed at all? You have your opinions and I have mine, but perhaps games about food can be a happy medium.
You and your friends enter the local sushi restaurant, ready for a relaxed meal. As the dishes pass by, you begin to realize that your friends are all vying for the same tasty selections that you are! You must be quick to snatch them up before they do, and end up with the yummiest sushi combination in the restaurant!
DISCLAIMER: There are expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Sushi Go! is a game of card drafting, hand management, and set collection in which you are trying to collect combinations of different sushi dishes for the most points at the end of 3 rounds. Each round is played as follows: look at your hand of cards, select one to keep, pass the remaining cards to your neighbor, repeat process until all cards have been claimed. Points are added at the end of the round, cards are collected and shuffled, and then the next round begins. Simple, right? Mechanically, yes. But strategically, no! You’ve got to make decisions with each hand to decide which types of sushi you want to focus on in a given round. Keep an eye on your opponents selections as well, because you miiiiight just be able to keep them from getting a complete set and scoring tons of points!
I can’t remember if I’ve said this in any of my previous reviews, but I LOVE games of card drafting and set collection. They are MY JAM. So I love Sushi Go! The gameplay is similar to 7 Wonders (maybe that’s why Bryan rated it the lowest in the group…), and it requires way more strategy than you might think. Throughout the rounds, you know what cards your opponents have kept, so you can actually see what points they have the potential to earn. That might influence which card you choose to keep – even if it scores you no points, it could hinder your opponent from scoring those points as well! You’re not only trying to collect complete sets of certain cards, you’re trying to make sure your opponents aren’t monopolizing high-scoring cards.
Another thing I love about Sushi Go! is that it is a fast game. It can be pretty strategic, but the game plays so fast that it doesn’t feel too heavy. I usually play it as a short filler between some bigger games. The neat thing is that it still keeps my mind moving and keeps me engaged throughout the game – it doesn’t just feel like a throwaway game between meatier games.
The game itself consists of a hefty deck of cards, housed in a cute tin. The card quality is good, and they feel sturdy in hand. The artwork is perhaps one of the best parts of Sushi Go! The cards are bright and colorful, and the adorable faces on every piece of food are delightful to look at. Dare I even say, cute enough to eat?
I think that Sushi Go! is a great game to use to introduce new gamers to the hobby. It’s simple to learn, fast to play, strategic enough to be engaging, and not complicated enough to be daunting to new players. I might not always think to play Sushi Go!, but if someone suggests it, I will never say no! Purple Phoenix Games gives it a tasty 19 / 24.
You and your friends enter the local sushi restaurant, ready for a relaxed meal. As the dishes pass by, you begin to realize that your friends are all vying for the same tasty selections that you are! You must be quick to snatch them up before they do, and end up with the yummiest sushi combination in the restaurant!
DISCLAIMER: There are expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Sushi Go! is a game of card drafting, hand management, and set collection in which you are trying to collect combinations of different sushi dishes for the most points at the end of 3 rounds. Each round is played as follows: look at your hand of cards, select one to keep, pass the remaining cards to your neighbor, repeat process until all cards have been claimed. Points are added at the end of the round, cards are collected and shuffled, and then the next round begins. Simple, right? Mechanically, yes. But strategically, no! You’ve got to make decisions with each hand to decide which types of sushi you want to focus on in a given round. Keep an eye on your opponents selections as well, because you miiiiight just be able to keep them from getting a complete set and scoring tons of points!
I can’t remember if I’ve said this in any of my previous reviews, but I LOVE games of card drafting and set collection. They are MY JAM. So I love Sushi Go! The gameplay is similar to 7 Wonders (maybe that’s why Bryan rated it the lowest in the group…), and it requires way more strategy than you might think. Throughout the rounds, you know what cards your opponents have kept, so you can actually see what points they have the potential to earn. That might influence which card you choose to keep – even if it scores you no points, it could hinder your opponent from scoring those points as well! You’re not only trying to collect complete sets of certain cards, you’re trying to make sure your opponents aren’t monopolizing high-scoring cards.
Another thing I love about Sushi Go! is that it is a fast game. It can be pretty strategic, but the game plays so fast that it doesn’t feel too heavy. I usually play it as a short filler between some bigger games. The neat thing is that it still keeps my mind moving and keeps me engaged throughout the game – it doesn’t just feel like a throwaway game between meatier games.
The game itself consists of a hefty deck of cards, housed in a cute tin. The card quality is good, and they feel sturdy in hand. The artwork is perhaps one of the best parts of Sushi Go! The cards are bright and colorful, and the adorable faces on every piece of food are delightful to look at. Dare I even say, cute enough to eat?
I think that Sushi Go! is a great game to use to introduce new gamers to the hobby. It’s simple to learn, fast to play, strategic enough to be engaging, and not complicated enough to be daunting to new players. I might not always think to play Sushi Go!, but if someone suggests it, I will never say no! Purple Phoenix Games gives it a tasty 19 / 24.
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ICC Pro Cricket 2015
Games and Entertainment
App
ICC Pro Cricket 2015 Play the Official Game of the ICC Cricket World Cup 2015. This game features...
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Purple Phoenix Games (2266 KP) rated Shelfie Stacker in Tabletop Games
Jul 29, 2021
I don’t know about you, but I love getting a new game. Unboxing it, punching tokens, reading the rules – it’s so satisfying! Now after that fun is done comes my dilemma: where to put it on my shelves… I know I’m not the only one that runs into this problem. I often see on Board Gamer Facebook groups queries about how to store/organize games. Do you place them vertically or horizontally? Organize by publisher? Size of box? Box color? Player counts? The list is nearly endless. So Arkus Games had the brilliant idea to make a meta-game in which you must sort and organize your game shelf! After having a good laugh at this theme and game, I decided to back it on Kickstarter. And as you can see above, it is one that has earned The Golden Feather Award for us!
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L
Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!
The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.
Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.
At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.
After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.
The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L
Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!
The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.
Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.
At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.
After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.
The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……
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Purple Phoenix Games (2266 KP) rated Paragon: Trials of the Chosen in Tabletop Games
Sep 18, 2021
I am going to start off with complete honesty. I have been dreading writing this review. Not because I am afraid to give anything negative criticism or because a game has been too daunting for me, but rather, because I still do not feel that after all my plays of this game that I have an absolute understanding of each of its components. I hope you will continue reading as I explain what I mean.
Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.
Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.
The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.
To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.
Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.
Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.
Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.
When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).
There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.
This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.
If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!
Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.
Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.
The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.
To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.
Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.
Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.
Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.
When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).
There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.
This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.
If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!
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Daniel Boyd (1066 KP) rated Mass Effect Trilogy in Video Games
Jul 25, 2017
An Example Of Why Dialogue Options In Video Games Are More Trouble Than They Are Worth
The first Mass Effect game was released 10 years ago this year and it pioneered many RPG mechanics that are still being used in RPG’s today. Like any pioneer, it spawned many clones that tried to emulate the cover based shooting mechanics that the game used, the romance situations that took place between the characters and the infamous dialogue options that the player could choose from during conversation cutscenes.
Mass Effect wasn’t the first game to do it, there are plenty of earlier examples of the mechanic being used before in games, such as the Fallout series. Bioware actually included the mechanic themselves in their earlier game in Knights Of The Old Republic, but its inclusion Mass Effect is what brought it to the mainstream and soon every developer was wanting a piece of the dialogue tree pie.
I never owned the original Mass Effect, the most exposure I got of it was through a few mates that owned the game at the time, but eventually the mechanic did end up creeping into games that I did own including; Alpha Protocall, Deus Ex, any Telltale game, The Amazing Spiderman 2, (for some reason,) and even in Uncharted 4.
As much as I enjoy a good ‘choose your own adventure,’ story and as much as I appreciate the trust that developers put in gamers to be able to tell their own story; whether that be through dialogue options, moral choices or customization options, I want you to tell me your story. I didn’t pay 50 quid to get given a setting and a bunch of characters to tell my own story. You guys get paid to craft amazingly immersive works of fiction, so do your job and suck me in. Whenever I’m playing a game with dialogue options and I am starting to get invested in the story and the characters, the inevitable dialogue tree pops up and takes me right out of the experience.
Sure, there are some movies that I watch and wonder why a writer or a director made a certain creative choice, but even if I don’t agree with the decision, it is the creator’s job to make those tough choices and that is what makes great art. One of my favorite movies of the last decade is Nicolas Winding Refn’s ‘Drive’ and that is purely because of the creative choices that the cast and crew made on that movie. I know people that hate Drive and I’m sure if given the option they would change it to be a less daring, more cookie cutter action thriller, but that wouldn’t have earned my respect like it has. Sometimes creators need to stop handholding the audience and make a tough call, even if it could potentially be a polarizing one.
In fact, when I think about it, all of my favorite stories are adored so much because of the definitive, drastic calls that they dare to make. I already spoke about Drive, Fight Club’s twist took some balls to pull off, the ambitious non linear storytelling of Pulp Fiction makes it iconic, Breaking Bad was consistently shocking and yet brilliant, MGS is insanely unconventional and I love it for it and The Last Of Us delivers a divisive finishing blow that we have no choice but to partake in.
That is how you tell a great story and that is how you stand out as a creator, by doing something that no one else could do, especially not your audience. When I come home after a long day at work, I don’t want to do much thinking. I want to relax and be told a story by the folks that are best at doing so. Personally, I think that you should believe in the story you are telling enough to make a definitive decision and if you don’t, is it really a story that’s worth telling?
Mass Effect wasn’t the first game to do it, there are plenty of earlier examples of the mechanic being used before in games, such as the Fallout series. Bioware actually included the mechanic themselves in their earlier game in Knights Of The Old Republic, but its inclusion Mass Effect is what brought it to the mainstream and soon every developer was wanting a piece of the dialogue tree pie.
I never owned the original Mass Effect, the most exposure I got of it was through a few mates that owned the game at the time, but eventually the mechanic did end up creeping into games that I did own including; Alpha Protocall, Deus Ex, any Telltale game, The Amazing Spiderman 2, (for some reason,) and even in Uncharted 4.
As much as I enjoy a good ‘choose your own adventure,’ story and as much as I appreciate the trust that developers put in gamers to be able to tell their own story; whether that be through dialogue options, moral choices or customization options, I want you to tell me your story. I didn’t pay 50 quid to get given a setting and a bunch of characters to tell my own story. You guys get paid to craft amazingly immersive works of fiction, so do your job and suck me in. Whenever I’m playing a game with dialogue options and I am starting to get invested in the story and the characters, the inevitable dialogue tree pops up and takes me right out of the experience.
Sure, there are some movies that I watch and wonder why a writer or a director made a certain creative choice, but even if I don’t agree with the decision, it is the creator’s job to make those tough choices and that is what makes great art. One of my favorite movies of the last decade is Nicolas Winding Refn’s ‘Drive’ and that is purely because of the creative choices that the cast and crew made on that movie. I know people that hate Drive and I’m sure if given the option they would change it to be a less daring, more cookie cutter action thriller, but that wouldn’t have earned my respect like it has. Sometimes creators need to stop handholding the audience and make a tough call, even if it could potentially be a polarizing one.
In fact, when I think about it, all of my favorite stories are adored so much because of the definitive, drastic calls that they dare to make. I already spoke about Drive, Fight Club’s twist took some balls to pull off, the ambitious non linear storytelling of Pulp Fiction makes it iconic, Breaking Bad was consistently shocking and yet brilliant, MGS is insanely unconventional and I love it for it and The Last Of Us delivers a divisive finishing blow that we have no choice but to partake in.
That is how you tell a great story and that is how you stand out as a creator, by doing something that no one else could do, especially not your audience. When I come home after a long day at work, I don’t want to do much thinking. I want to relax and be told a story by the folks that are best at doing so. Personally, I think that you should believe in the story you are telling enough to make a definitive decision and if you don’t, is it really a story that’s worth telling?
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Chris Byers (4 KP) rated Ready Player One in Books
Mar 14, 2018
Great action (3 more)
Cool references
Engaging
Solid detail and character development
Some anti-Christian sentiment (1 more)
What happens after the ending- would love follow up info
A Christian Review Of Ready Player One
I just finished another entertaining romp into the fictional realm with Ernest Cline's, Ready Player One. This was particularly engaging for a former/current video gamer like myself. It also provided a setting that I feel is a potentially realistic outcome of our current technology boom and humanist outlook in society.
The plot centers around Wade and the online game OASIS. The OASIS has expanded such that nearly everyone in society is constantly jacked into the system, neglecting real-life in favor of virtual fantasy and role playing. The OASIS gives users the ability to level up a character (Similar to an MMO like World of Warcraft), and interact virtually with other "Avatars."
The sad reality is that the real world has become a shell of its former self after multiple wars, and no one really seems to mind as they are constantly jacked into the fantasy world of the OASIS.
The OASIS creator dies and leaves his money (multi-billion) to whomever can solve a set of obscure puzzles built into the OASIS, all linked to 1980s trivia.
While it sounds odd on the surface, the first-person narration style gives the feel that you are actually a part of this new reality. The descriptions of the game and Avatar functions are well done.
Spiritually, just like the Hunger Games Trilogy, it is lacking. In what I am calling post-apocalypic humanism, the world is obviously very anti-religion/Christianity in this setting.
My theory would be that the humanistic views that are permeating our society currently eventually led to the decline in civilization as man was not accountable to anyone but himself, and the world suffered for it.
It is clear from the beginning that the protagonist, Wade, has never believed in God (though his friendly neighbor is described as a Christian who spends time logged into the OASIS at a virtual church, worshipping). The way that this is expressed comes across much like the way humanists and atheists of our day express it. With much distaste and an inferior view of God. God is compared to the Easter Bunny and other childhood fantasies, and the characters in the book do not seek any higher power. Still Wade is not an entirely unlikable character, even in light of his lack of faith, and this mindset is not prominently mentioned enough to detract from the book as a whole. Christians will likely feel pity for the characters whose mere existence has no meaning.
For Christians, we know that through our relationship with Christ, this life has meaning, and we have a purpose. There is no randomness, but rather a carefully orchestrated plan for each of us by a God who loves us and longs for us to be with him eternally.
A post-apocalypic world viewed through Christian eyes would be much less dystopian, so I imagine that is why authors in this category of fiction stray from God when possible. It adds to the bleak outlook of characters whose only purpose is living day to day, and trying to get along with one another.
I think Christians who read this type of literature should be aware that it is far from the truth that we know in Christ Jesus. When we see the world through only human eyes, and every man does what is right in his own eyes, we can only expect such a derelict society to be the result.
Ready Player One is an entertaining, albeit bleak story with solid detail and character development. Most Christians can skip this one, but for any gamers or fans of the 1980s out there it could provide a good fiction read.
Discussion Questions for Christians:
Does our society seem to be heading down a path that would lead to this type of world?
How would the worldview in the book be different if the main characters had a focus on Christ?
Can a protagonist that is not Christian, but a "decent guy" be a good role model for us?
Would living in a virtual world the majority of the time give us a distorted view of reality?
The plot centers around Wade and the online game OASIS. The OASIS has expanded such that nearly everyone in society is constantly jacked into the system, neglecting real-life in favor of virtual fantasy and role playing. The OASIS gives users the ability to level up a character (Similar to an MMO like World of Warcraft), and interact virtually with other "Avatars."
The sad reality is that the real world has become a shell of its former self after multiple wars, and no one really seems to mind as they are constantly jacked into the fantasy world of the OASIS.
The OASIS creator dies and leaves his money (multi-billion) to whomever can solve a set of obscure puzzles built into the OASIS, all linked to 1980s trivia.
While it sounds odd on the surface, the first-person narration style gives the feel that you are actually a part of this new reality. The descriptions of the game and Avatar functions are well done.
Spiritually, just like the Hunger Games Trilogy, it is lacking. In what I am calling post-apocalypic humanism, the world is obviously very anti-religion/Christianity in this setting.
My theory would be that the humanistic views that are permeating our society currently eventually led to the decline in civilization as man was not accountable to anyone but himself, and the world suffered for it.
It is clear from the beginning that the protagonist, Wade, has never believed in God (though his friendly neighbor is described as a Christian who spends time logged into the OASIS at a virtual church, worshipping). The way that this is expressed comes across much like the way humanists and atheists of our day express it. With much distaste and an inferior view of God. God is compared to the Easter Bunny and other childhood fantasies, and the characters in the book do not seek any higher power. Still Wade is not an entirely unlikable character, even in light of his lack of faith, and this mindset is not prominently mentioned enough to detract from the book as a whole. Christians will likely feel pity for the characters whose mere existence has no meaning.
For Christians, we know that through our relationship with Christ, this life has meaning, and we have a purpose. There is no randomness, but rather a carefully orchestrated plan for each of us by a God who loves us and longs for us to be with him eternally.
A post-apocalypic world viewed through Christian eyes would be much less dystopian, so I imagine that is why authors in this category of fiction stray from God when possible. It adds to the bleak outlook of characters whose only purpose is living day to day, and trying to get along with one another.
I think Christians who read this type of literature should be aware that it is far from the truth that we know in Christ Jesus. When we see the world through only human eyes, and every man does what is right in his own eyes, we can only expect such a derelict society to be the result.
Ready Player One is an entertaining, albeit bleak story with solid detail and character development. Most Christians can skip this one, but for any gamers or fans of the 1980s out there it could provide a good fiction read.
Discussion Questions for Christians:
Does our society seem to be heading down a path that would lead to this type of world?
How would the worldview in the book be different if the main characters had a focus on Christ?
Can a protagonist that is not Christian, but a "decent guy" be a good role model for us?
Would living in a virtual world the majority of the time give us a distorted view of reality?