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Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
Bob Mann (459 KP) rated The Irishman (2019) in Movies
Jan 20, 2020
An endurance test but a great endurance test
Martin Scorsese made a lot of enemies recently with his rant against the superficiality of the Marvel movies. But you can hardly argue that his latest film is superficial. We see the mobster Frank Sheeran (Robert De Niro) in his old people's home wistfully recalling his past life. Through flashback we go back to times as early as his service in World War II, where he learned to kill other men without a second thought.
Later, back in Philadelphia, Sheeran has a chance meeting with mob-leader Russell Buffalino (Joe Pesci) and Buffalino hires him as a hit man. It's a working relationship and friendship that is going to last a lifetime.... however long that may be in this business! But it also brings Sheeran into a relationship with union leader Jimmy Hoffa (Al Pacino). And those of you with any knowledge of the history of Jimmy Hoffa (or remember that scene in "Bruce Almighty"!) will recall what happened to him!
One of the issues with these sort of films is that it is impossible (unless you are reading this as a borderline psycho) to form any sort of empathetic relationship with any of the characters. It's horrifying that this is based on a true story: you'd really like to assume that all of this sort of stuff was solely on the pages of tacky crime novels, and not reality.
The horror of Sheeran's actions are neatly reflected by screenwriter Steven Zaillian ("Schindler's List", "Clear and Present Danger") in the impact on his family, particularly on his impressionable young daughter Peggy (Lucy Gallina). Only when he is old and grey can Peggy (now Anna Paquin) vent at her father for the damage done.
The "youngification" work on De Niro and Pesci is really essential for the film to work. Finding a younger actor to play either of these iconic actors would have been a stretch. Here it's very well done. But I will again suggest that we are probably another ten years of technology advancement away from removing the "uncanny valley" effect from scenes like this. It just doesn't quite work for me for a reason I can't put my finger on.
After the career nadir of "Dirty Grandpa" it looked like Robert De Niro might have nothing but bread commercials and dog-food ads to look forward to. However, within three months we've had a resurgence of form: his great performance in "Joker" and now this. Of course, this is a role that he can play in his sleep. And I suspect that might count against him in the Oscar/Bafta season. But its undeniably a great performance.
Joe Pesci (famously mocked as "Baby Yoda" by Ricky Gervais in his hilarious Golden Globe roasting) and Al Pacino are also great, with Pacino being particular impressive as the fanatically focused union boss unable to see the danger he is in. "It is what it is" repeats Sheeran over and over again to deaf ears. A memorable scene.
Again Zaillian's script is brilliant in creating an impossibly tense triangular friendship between the three men. His family love Hoffa and dislike/distrust Buffalino. When the triangle gets stretched to breaking point, and a link needs to be broken, which way will Sheeran jump?
For me, good movies should be seen in the cinema. But I missed its short (to make it Oscar-worthy) release so had to catch it up on the small(-er) screen. Cinemas seem reluctant to stick an "interval" in programmes these days: never quite sure why, since most movie-goers if we are talking a 2 hour+ movie might welcome a loo-break, and the cinema could also sell more ice-cream! But at three and a half hours, a cinema trip would be a bladder-testing challenge for sure. So this is one that I wasn't unhappy to use the pause button on!
It's a superbly constructed movie and well deserved its place on the Oscars "Best Movie" shortlist. It's tense, dramatic and has enough variety of people being shot in the head to make it ghoulishly watchable.
However, while I can appreciate the technical art of the film, and I'm delighted I got to see it, a top film for me needs to be one I would reach for on my DVD rack (spot the old-fashinoned git) for multiple watches. And for all its worthiness, this doesn't really fit the bill.
(For the full graphical review, please check out One Mann's Movies at https://bob-the-movie-man.com/2020/01/20/one-manns-movies-film-review-the-irishman-2019/ ).
Later, back in Philadelphia, Sheeran has a chance meeting with mob-leader Russell Buffalino (Joe Pesci) and Buffalino hires him as a hit man. It's a working relationship and friendship that is going to last a lifetime.... however long that may be in this business! But it also brings Sheeran into a relationship with union leader Jimmy Hoffa (Al Pacino). And those of you with any knowledge of the history of Jimmy Hoffa (or remember that scene in "Bruce Almighty"!) will recall what happened to him!
One of the issues with these sort of films is that it is impossible (unless you are reading this as a borderline psycho) to form any sort of empathetic relationship with any of the characters. It's horrifying that this is based on a true story: you'd really like to assume that all of this sort of stuff was solely on the pages of tacky crime novels, and not reality.
The horror of Sheeran's actions are neatly reflected by screenwriter Steven Zaillian ("Schindler's List", "Clear and Present Danger") in the impact on his family, particularly on his impressionable young daughter Peggy (Lucy Gallina). Only when he is old and grey can Peggy (now Anna Paquin) vent at her father for the damage done.
The "youngification" work on De Niro and Pesci is really essential for the film to work. Finding a younger actor to play either of these iconic actors would have been a stretch. Here it's very well done. But I will again suggest that we are probably another ten years of technology advancement away from removing the "uncanny valley" effect from scenes like this. It just doesn't quite work for me for a reason I can't put my finger on.
After the career nadir of "Dirty Grandpa" it looked like Robert De Niro might have nothing but bread commercials and dog-food ads to look forward to. However, within three months we've had a resurgence of form: his great performance in "Joker" and now this. Of course, this is a role that he can play in his sleep. And I suspect that might count against him in the Oscar/Bafta season. But its undeniably a great performance.
Joe Pesci (famously mocked as "Baby Yoda" by Ricky Gervais in his hilarious Golden Globe roasting) and Al Pacino are also great, with Pacino being particular impressive as the fanatically focused union boss unable to see the danger he is in. "It is what it is" repeats Sheeran over and over again to deaf ears. A memorable scene.
Again Zaillian's script is brilliant in creating an impossibly tense triangular friendship between the three men. His family love Hoffa and dislike/distrust Buffalino. When the triangle gets stretched to breaking point, and a link needs to be broken, which way will Sheeran jump?
For me, good movies should be seen in the cinema. But I missed its short (to make it Oscar-worthy) release so had to catch it up on the small(-er) screen. Cinemas seem reluctant to stick an "interval" in programmes these days: never quite sure why, since most movie-goers if we are talking a 2 hour+ movie might welcome a loo-break, and the cinema could also sell more ice-cream! But at three and a half hours, a cinema trip would be a bladder-testing challenge for sure. So this is one that I wasn't unhappy to use the pause button on!
It's a superbly constructed movie and well deserved its place on the Oscars "Best Movie" shortlist. It's tense, dramatic and has enough variety of people being shot in the head to make it ghoulishly watchable.
However, while I can appreciate the technical art of the film, and I'm delighted I got to see it, a top film for me needs to be one I would reach for on my DVD rack (spot the old-fashinoned git) for multiple watches. And for all its worthiness, this doesn't really fit the bill.
(For the full graphical review, please check out One Mann's Movies at https://bob-the-movie-man.com/2020/01/20/one-manns-movies-film-review-the-irishman-2019/ ).
Kristy H (1252 KP) rated A Cold Day in Hell in Books
Jan 29, 2018
Engaging characters (2 more)
Great courtroom scene
Strong female lead
Engaging debut mystery
Lauren Riley is a thirty-eight-year-old twice-divorced mother of two college age daughters, working cold case homicides. She has a great, younger cold case partner, Reese, and carries a torch for her ex-husband, Mark. Meanwhile, her ex, Joe Wheeler, is a Garden Valley homicide detective and a total (excuse my language) a-hole, who brazenly punches Lauren in the mouth after learning she's working against him on a case. Lauren's working two jobs -- her daytime gig on cold cases and also as a certified Private Investigator (PI). Lauren is hired by her nemesis, attorney Frank Violanti, to work the high-profile case of David, who is accused of murdering Katherine Vine, the beautiful, younger wife of Anthony Vine, who runs a successful chain of gyms. Lauren knows taking the case could stir up some issues in her department, with the DA, and with Reese. But in her gut, she feels that David is innocent. Can she and Frank make peace and prove it?
I read a lot of mysteries and while there are thankfully more strong female detectives coming on the scene (see Kristen Lepionka's Roxanne Weary and Emily Littlejohn's Gemma Monroe, for instance), they are still few and far between. While Lauren Riley may still be finding herself (there's a lot of side coverage of emotional entanglements and relationships here), I still love finding and championing a complicated, real, strong female detective.
Lauren's PI case is really the star of the show, and it's interesting and engaging throughout the entire novel. It keeps you guessing throughout, questioning whether David did it or not, and who else played a key role in Katherine and Anthony Vine lives. Nothing is cut or dried.
Also fascinating is Lauren's main cold case. While you could argue some of it ties up neatly, it doesn't go as expected, per se, if that makes sense, and the characters involved are intriguing and different. All the cases kept me interested as I read. A lot certainly happens in this novel, between Lauren's work and personal life. Nothing is boring, and there's never really a dull moment, especially once you get into the swing of things and realize that the book covers both her personal life and her work life in-depth. It also tells the story from more than Lauren's POV, even if she's the main focus, which works surprisingly well.
I don't think it's a spoiler to say that the book culminates in a trial related to Lauren's PI case, and it's a great, suspenseful, incredibly well-written piece of work. The courtroom scenes were so well-done and really had me on the edge of my seat. One of the things I loved about this novel was how I could so easily picture each of these characters-- each is well-described and fleshed out. Redmond writes darn good trial scenes (and a darn good book), and I was frantically flipping the pages to see how things would turn out.
It wasn't until I finished the book that I learned the author is a retired homicide detective, but it definitely shows as you read. The novel is written expertly in terms of police and courtroom procedure, but still enjoyable in terms of the characters. There is a lot of personal "stuff" in terms of Lauren; this will be a little different if you are used to the Bosch type of detective (the love of my life and my hero). Still, it's completely refreshing to see a complicated female lead detective, and, as mentioned, so nice to be reading more of these stories. I grew to really love Lauren.
The courtroom scenes are great, and a lot will keep you guessing. Sure, some of the cold cases wrap up what seem a little easily, but even Lauren addresses that as she works. I read some reviews that Joe Wheeler is a cliche character, and I guess I could see where people get that, but for me, society as of late seems to be showing us everyday that these sort of angry, abusive men truly exist. Everywhere. To me, Joe was a sadly realistic portrayal of a horrible man, and his slow, boiling anger only added to the tension of the entire novel.
Overall, I really enjoyed this one. It looks like it's going to be a series, and it ends with some unfinished issues that make me even more eager for book two.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
I read a lot of mysteries and while there are thankfully more strong female detectives coming on the scene (see Kristen Lepionka's Roxanne Weary and Emily Littlejohn's Gemma Monroe, for instance), they are still few and far between. While Lauren Riley may still be finding herself (there's a lot of side coverage of emotional entanglements and relationships here), I still love finding and championing a complicated, real, strong female detective.
Lauren's PI case is really the star of the show, and it's interesting and engaging throughout the entire novel. It keeps you guessing throughout, questioning whether David did it or not, and who else played a key role in Katherine and Anthony Vine lives. Nothing is cut or dried.
Also fascinating is Lauren's main cold case. While you could argue some of it ties up neatly, it doesn't go as expected, per se, if that makes sense, and the characters involved are intriguing and different. All the cases kept me interested as I read. A lot certainly happens in this novel, between Lauren's work and personal life. Nothing is boring, and there's never really a dull moment, especially once you get into the swing of things and realize that the book covers both her personal life and her work life in-depth. It also tells the story from more than Lauren's POV, even if she's the main focus, which works surprisingly well.
I don't think it's a spoiler to say that the book culminates in a trial related to Lauren's PI case, and it's a great, suspenseful, incredibly well-written piece of work. The courtroom scenes were so well-done and really had me on the edge of my seat. One of the things I loved about this novel was how I could so easily picture each of these characters-- each is well-described and fleshed out. Redmond writes darn good trial scenes (and a darn good book), and I was frantically flipping the pages to see how things would turn out.
It wasn't until I finished the book that I learned the author is a retired homicide detective, but it definitely shows as you read. The novel is written expertly in terms of police and courtroom procedure, but still enjoyable in terms of the characters. There is a lot of personal "stuff" in terms of Lauren; this will be a little different if you are used to the Bosch type of detective (the love of my life and my hero). Still, it's completely refreshing to see a complicated female lead detective, and, as mentioned, so nice to be reading more of these stories. I grew to really love Lauren.
The courtroom scenes are great, and a lot will keep you guessing. Sure, some of the cold cases wrap up what seem a little easily, but even Lauren addresses that as she works. I read some reviews that Joe Wheeler is a cliche character, and I guess I could see where people get that, but for me, society as of late seems to be showing us everyday that these sort of angry, abusive men truly exist. Everywhere. To me, Joe was a sadly realistic portrayal of a horrible man, and his slow, boiling anger only added to the tension of the entire novel.
Overall, I really enjoyed this one. It looks like it's going to be a series, and it ends with some unfinished issues that make me even more eager for book two.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
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