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Bob Mann (459 KP) rated The Meg (2018) in Movies
Sep 28, 2021
Fins ain’t what they used to be.
OK, OK, so I must be about the last person in the country – at least, those who want to see this at the cinema – who actually has! Maybe its something about the summer slipping into autumn that made me crave for one last summer blockbuster hoorah! In any case, I feel like a bit of a traitor, since I was very scathing about this film’s trailer when it came out. But – do you know – as a brainless piece of popcorn entertainment, I quite enjoyed it!
Jason Statham – the unthinking man’s Dwayne Johnson – plays our hero Jonas Taylor. (Jonas? Surely some sly joke?). Jonas is drinking his life away in Thailand after being traumatised by an underwater rescue mission in which he was 90% successful. (Yeah, I know. Bloody perfectionists. Hate ’em). But he is needed again, since his cute ex-wife Lori (Jessica McNamee) is stuck at the bottom of the sea being terrorised by a terrifying creature: no, not Spongebob Square Pants… the titular prehistoric shark.
Lori is working at an undersea research station – Mana One – off the coast of China, funded by the annoyingly brash billionaire Morris (Rainn Wilson, from “The Office”), who you just HOPE HOPE HOPE will get munched at some point!
Running the station (in the most shameless Hollywood/Chinese market crossover since “The Great Wall“) is Zhang (Winston Chao) assisted by his cute daughter Suyin (played by the gloriously named and very talented Bingbing Li) and his even cuter granddaughter Meiying (Sophia Cai). The race is on to use their brains and Taylor’s brawn to stop the monster from reaching the seaside resort of Sanya Bay for lunch.
The action is, of course, absurd with so many near misses for Jonas from gnashing teeth that he could be The Meg’s registered dentist. There is a really nice dynamic though built up between Jonas, his potential cross-cultural love interest Suyin and young Meiying. Suyin is a classic TimesUp heroine for 2018, with an assertive f***-you attitude and not remotely giving an inch to Statham’s hero.
But it’s young Sophia as Meying who really steals lines and steals hearts with a truly charming performance, and would get my ‘man of the match’ were it not for…
…research assistant Jaxx (Australian model, Ruby Rose). She has an absolutely extraordinary look in this film. Chiselled and tattooed, she literally looks like she has stepped out of a Final Fantasy video game… and acts well too: the complete package.
As referenced above, the Hollywood/Chinese crossover is quite striking in this film, with the Chinese beach location looking like Amity Island on crack! (Cue the overweight Chinese kid as the Jaws “Alex” replacement… who knew China had a child obesity issue too… and that they also have ‘Zoom’ ice lollies!) Unusually for a mainstream Western film, a significant number of lines in the film are in Chinese with English subtitles.
In the league table of shark movies, it is far nearer to “Deep Blue Sea” than it is to “Jaws”, the reigning league champion, and all are far in excess of the ridiculous “Sharknado”. But compared to “Deep Blue Sea”, and even compared to “Jaws” – now, astonishingly, 43 years old! – it’s a curiously bloodless concoction, presumably to guarantee it’s 12A certificate. I have seen far bloodier and more violent 12A’s, and if anything I think director Jon Turteltaub (“National Treasure”) rather overdid the sanitisation.
It’s not going to win many gongs at the Oscars, but it is a slice of movie fun nonetheless.
Jason Statham – the unthinking man’s Dwayne Johnson – plays our hero Jonas Taylor. (Jonas? Surely some sly joke?). Jonas is drinking his life away in Thailand after being traumatised by an underwater rescue mission in which he was 90% successful. (Yeah, I know. Bloody perfectionists. Hate ’em). But he is needed again, since his cute ex-wife Lori (Jessica McNamee) is stuck at the bottom of the sea being terrorised by a terrifying creature: no, not Spongebob Square Pants… the titular prehistoric shark.
Lori is working at an undersea research station – Mana One – off the coast of China, funded by the annoyingly brash billionaire Morris (Rainn Wilson, from “The Office”), who you just HOPE HOPE HOPE will get munched at some point!
Running the station (in the most shameless Hollywood/Chinese market crossover since “The Great Wall“) is Zhang (Winston Chao) assisted by his cute daughter Suyin (played by the gloriously named and very talented Bingbing Li) and his even cuter granddaughter Meiying (Sophia Cai). The race is on to use their brains and Taylor’s brawn to stop the monster from reaching the seaside resort of Sanya Bay for lunch.
The action is, of course, absurd with so many near misses for Jonas from gnashing teeth that he could be The Meg’s registered dentist. There is a really nice dynamic though built up between Jonas, his potential cross-cultural love interest Suyin and young Meiying. Suyin is a classic TimesUp heroine for 2018, with an assertive f***-you attitude and not remotely giving an inch to Statham’s hero.
But it’s young Sophia as Meying who really steals lines and steals hearts with a truly charming performance, and would get my ‘man of the match’ were it not for…
…research assistant Jaxx (Australian model, Ruby Rose). She has an absolutely extraordinary look in this film. Chiselled and tattooed, she literally looks like she has stepped out of a Final Fantasy video game… and acts well too: the complete package.
As referenced above, the Hollywood/Chinese crossover is quite striking in this film, with the Chinese beach location looking like Amity Island on crack! (Cue the overweight Chinese kid as the Jaws “Alex” replacement… who knew China had a child obesity issue too… and that they also have ‘Zoom’ ice lollies!) Unusually for a mainstream Western film, a significant number of lines in the film are in Chinese with English subtitles.
In the league table of shark movies, it is far nearer to “Deep Blue Sea” than it is to “Jaws”, the reigning league champion, and all are far in excess of the ridiculous “Sharknado”. But compared to “Deep Blue Sea”, and even compared to “Jaws” – now, astonishingly, 43 years old! – it’s a curiously bloodless concoction, presumably to guarantee it’s 12A certificate. I have seen far bloodier and more violent 12A’s, and if anything I think director Jon Turteltaub (“National Treasure”) rather overdid the sanitisation.
It’s not going to win many gongs at the Oscars, but it is a slice of movie fun nonetheless.
BankofMarquis (1832 KP) rated The Menu (2022) in Movies
Nov 24, 2022
Puts the DARK in Dark Comedy
If a Film Comedy is Milk Chocolate and a Dark Comedy is Dark Chocolate, then the new film THE MENU (Directed by Mark Mylod - Game of Thrones) is the SPECIAL INTENSE (90%) Dark Chocolate of films.
And I mean that as a compliment.
Written by Seth Reiss and Will Tracy, THE MENU tells the tale of an exclusive, isolated restaurant, the 12 clients that head out to the secluded island this restaurant is on and the ego-maniacal, celebrity chef that runs this restaurant - and this dining experience. What starts out as a satire of these types of restaurants, the chefs and the hero-worship of it’s clientele turns into something much, much more sinister.
This is a film in 2 parts - the first part is a satire of the “Foodie” World with the dishes being somewhat absurd - and believable - as the attendees gush over the dishes, trying to interpret what they are being served and why. The 2nd half turns darker - as the real theme of the night emerges - but it is not the horror/slasher film that one is led to believe in the trailer, it is more of a psychological suspense thriller with some gore to accentuate the themes. (But make no mistake, there IS gore).
Ralph Fiennes (Voldemort in the Harry Potter films) is the perfect choice as the central figure in this film, Chef Slowik. He controls the screen by standing still and when he speaks and goes into action he pulls the audience - and his clientele - into his web.
Anya Tayor-Joy (THE QUEEN’S GAMBIT) is growing into an actress that is extremely interesting to watch on film and she more than holds her own up against Fiennes in their scenes together. She becomes just as much a force as he is.
The supporting characters in this adventure are interesting ranging from the always good John Leguzamo to Judith Light to Nicholas Hoult and Janet McTeer. They all flesh out characters that could have been just 2 dimensional background characters, but in the capable hands of these performers, they become much more.
Special notice needs to be made of Hong Chau (DOWNSIZING) as Chef Slowik’s main assistant. She pretty much holds down the center of the first part of this film (as we build up the entrance of Fiennes’ character) and she pulls it off with an understated strong performance.
Director Mylod treads an interesting line in THE MENU as he starts this film as a satire, moves it to a dark comedy fairly quickly and then moves it to a much darker place while still keeping the satiric and dark comedic tones as the more sinister things are happening. It’s a tightrope walk to be sure, and Mylod pulls it off.
It’s the type of film that will be difficult to find an audience for it is 2 types of films put together as one - and neither will totally satisfy hard-core fans - but for someone who is looking for an intelligent suspense film (with some gore and, again, let me emphasize that there IS gore) than this MENU will satisfy.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank(ofMarquis)
And I mean that as a compliment.
Written by Seth Reiss and Will Tracy, THE MENU tells the tale of an exclusive, isolated restaurant, the 12 clients that head out to the secluded island this restaurant is on and the ego-maniacal, celebrity chef that runs this restaurant - and this dining experience. What starts out as a satire of these types of restaurants, the chefs and the hero-worship of it’s clientele turns into something much, much more sinister.
This is a film in 2 parts - the first part is a satire of the “Foodie” World with the dishes being somewhat absurd - and believable - as the attendees gush over the dishes, trying to interpret what they are being served and why. The 2nd half turns darker - as the real theme of the night emerges - but it is not the horror/slasher film that one is led to believe in the trailer, it is more of a psychological suspense thriller with some gore to accentuate the themes. (But make no mistake, there IS gore).
Ralph Fiennes (Voldemort in the Harry Potter films) is the perfect choice as the central figure in this film, Chef Slowik. He controls the screen by standing still and when he speaks and goes into action he pulls the audience - and his clientele - into his web.
Anya Tayor-Joy (THE QUEEN’S GAMBIT) is growing into an actress that is extremely interesting to watch on film and she more than holds her own up against Fiennes in their scenes together. She becomes just as much a force as he is.
The supporting characters in this adventure are interesting ranging from the always good John Leguzamo to Judith Light to Nicholas Hoult and Janet McTeer. They all flesh out characters that could have been just 2 dimensional background characters, but in the capable hands of these performers, they become much more.
Special notice needs to be made of Hong Chau (DOWNSIZING) as Chef Slowik’s main assistant. She pretty much holds down the center of the first part of this film (as we build up the entrance of Fiennes’ character) and she pulls it off with an understated strong performance.
Director Mylod treads an interesting line in THE MENU as he starts this film as a satire, moves it to a dark comedy fairly quickly and then moves it to a much darker place while still keeping the satiric and dark comedic tones as the more sinister things are happening. It’s a tightrope walk to be sure, and Mylod pulls it off.
It’s the type of film that will be difficult to find an audience for it is 2 types of films put together as one - and neither will totally satisfy hard-core fans - but for someone who is looking for an intelligent suspense film (with some gore and, again, let me emphasize that there IS gore) than this MENU will satisfy.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank(ofMarquis)
BankofMarquis (1832 KP) rated The Banshees of Inisherin (2022) in Movies
Jan 13, 2023
Strong Acting aids Character Study
Back in 2008, Writer/Director Martin McDonagh scored an improbable hit with IN BRUGES, a tale of two hitmen “laying low” in…well…Bruges, Belgium while awaiting instructions from their boss. During this down time these two characters muse about the meanings of life and love in a wonderful, Oscar Nominated, character study.
15 years later, McDonagh does it again with THE BANSHEES OF INISHERIN.
Set in the 1920s in the fictional Island of Inisherin (off the coast of Ireland), BANSHEES reunites Writer/Director McDonagh with his two stars of the previous film - Brendan Gleeson (“Mad Eye” Mooney in the Harry Potter films) and Colin Farrell (unrecognizable as The Penguin in the recent BATMAN movie) - and the resultant character study is just as interesting and intriguing to watch in a setting just as interesting…and breath-takingly beautifully bleak.
McDonagh, more than likely, will be nominated (as he was with IN BRUGES) for his screenplay for this film - it IS Oscar worthy - but for me, he was better as the Director of this character study, pointing his camera with a keen eye and surety in what he wanted to show all the while letting the performers and the countryside tell the story.
Both lead performers (and the Supporting Actors) are perfectly cast. Farrell, as Padraic,is the protagonist - a simple man who just wants to be able to go to the pub everyday and have conversation with his best friend, Colm (Gleeson) who, one day, proclaims that he no longer wants to be friends with Padraic. Padraic, then spends the rest of the film trying to understand why this is so, what happened and what he can do to make amends.
Farrell will earn an Oscar nomination for his portrayal of the simple (but not simple-minded) Padraic who is having a hard time grappling with deeper issues seeping into his simple life. Farrell has really grown into a fine actor and he (at this point in time) has to be considered on of the FrontRunners for the Best Actor Oscar for his work in this film.
Just as good is Gleeson as Colm, the recalcitrant, stoic friend who stubbornly wants nothing to do with Padraic. In lesser hands, this character could have come off as “one-note” being, simply, an immovable object in the way of Padraic’s irresistible force, but in Gleeson’s skilled hands, Colm has layers and depth that seep out through the cracks of his stoney facade. I would not be surprised if Gleeson, too, is nominated for an Oscar (probably in the Supporting category).
These two are capably assisted by Kerry Condon (Stacey Ehrmantraut in BETTER CAUL SAUL) and Barry Keoghn (DUNKIRK) as Padraic’s sister and a friend of both Padraic and Colm (respectively). Both bring their “A” games to this film and truly show the meaning of the term “Supporting” in “Supporting Performance”.
Special mention needs to be made for the Cinematography of Ben Davis (GUARDIANS OF THE GALAXY) who brings beauty to the bleak, stark and harsh Irish countryside. This cinematography is, actually, another character of this piece and brings strong emotional support to the performances.
Not the fastest moving film you will ever see, THE BANSHEES OF INISHERIN is an interesting, intriguing - and beautifully shot - character study that will stay with you long after the film ends.
Letter Grade: A-
8 Stars (out of 10) and you can take that to the Bank(ofMarquis)
15 years later, McDonagh does it again with THE BANSHEES OF INISHERIN.
Set in the 1920s in the fictional Island of Inisherin (off the coast of Ireland), BANSHEES reunites Writer/Director McDonagh with his two stars of the previous film - Brendan Gleeson (“Mad Eye” Mooney in the Harry Potter films) and Colin Farrell (unrecognizable as The Penguin in the recent BATMAN movie) - and the resultant character study is just as interesting and intriguing to watch in a setting just as interesting…and breath-takingly beautifully bleak.
McDonagh, more than likely, will be nominated (as he was with IN BRUGES) for his screenplay for this film - it IS Oscar worthy - but for me, he was better as the Director of this character study, pointing his camera with a keen eye and surety in what he wanted to show all the while letting the performers and the countryside tell the story.
Both lead performers (and the Supporting Actors) are perfectly cast. Farrell, as Padraic,is the protagonist - a simple man who just wants to be able to go to the pub everyday and have conversation with his best friend, Colm (Gleeson) who, one day, proclaims that he no longer wants to be friends with Padraic. Padraic, then spends the rest of the film trying to understand why this is so, what happened and what he can do to make amends.
Farrell will earn an Oscar nomination for his portrayal of the simple (but not simple-minded) Padraic who is having a hard time grappling with deeper issues seeping into his simple life. Farrell has really grown into a fine actor and he (at this point in time) has to be considered on of the FrontRunners for the Best Actor Oscar for his work in this film.
Just as good is Gleeson as Colm, the recalcitrant, stoic friend who stubbornly wants nothing to do with Padraic. In lesser hands, this character could have come off as “one-note” being, simply, an immovable object in the way of Padraic’s irresistible force, but in Gleeson’s skilled hands, Colm has layers and depth that seep out through the cracks of his stoney facade. I would not be surprised if Gleeson, too, is nominated for an Oscar (probably in the Supporting category).
These two are capably assisted by Kerry Condon (Stacey Ehrmantraut in BETTER CAUL SAUL) and Barry Keoghn (DUNKIRK) as Padraic’s sister and a friend of both Padraic and Colm (respectively). Both bring their “A” games to this film and truly show the meaning of the term “Supporting” in “Supporting Performance”.
Special mention needs to be made for the Cinematography of Ben Davis (GUARDIANS OF THE GALAXY) who brings beauty to the bleak, stark and harsh Irish countryside. This cinematography is, actually, another character of this piece and brings strong emotional support to the performances.
Not the fastest moving film you will ever see, THE BANSHEES OF INISHERIN is an interesting, intriguing - and beautifully shot - character study that will stay with you long after the film ends.
Letter Grade: A-
8 Stars (out of 10) and you can take that to the Bank(ofMarquis)
Passage to Passion - The Complete Collection
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The heat level goes through the roof, and the action never stops! ARCTIC EXPOSURE To the rest...
Adult Contemporary Romance Collection
Purple Phoenix Games (2266 KP) rated Evo (second edition) in Tabletop Games
Oct 11, 2019
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Purple Phoenix Games (2266 KP) rated Tranquility in Tabletop Games
Oct 21, 2021
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!