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Dodekka
Dodekka
2014 | Card Game
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?

Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.

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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?

When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.

However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.


Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.

All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!

What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.

I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
  
40x40

Darren (1599 KP) rated Aliens (1986) in Movies

Jun 20, 2019  
Aliens (1986)
Aliens (1986)
1986 | Action, Horror, Sci-Fi
Story: Aliens starts when Ripley (Weaver) is finally rescued from her hyper sleep, only to find out that she has been sleeping for centuries, questioned for her action on the spacecraft she learns that the same planet LV-426 has been colonised with no problems from any alien species. We get to see how the colony is building on the planet which includes us watching Newt (Henn) and her family being the ones to find the alien ship.

The company representative Burke (Reiser) looks to recruit Ripley into helping them once the company loses connect with the colony, this time armed with marines led by Lieutenant Gorman (Hope). The elite unit including Corporal Hicks (Biehn), Private Hudson (Paxton), Private Vasquez (Goldstein) and Private Drake (Rolston) to mention a few is armed to the teeth ready for any combat needed, but it is the android Bishop (Henriksen) that cause Ripley the worries especially after what happened last time she was on a mission with one.

Once at the colony the soldiers find the place abandoned at first until they find Newt only to learn the truth about what happened at the base. The unit find themselves under attack from multiply xenomorphs and only Ripley knows how to fight them off.

Aliens is the sequel to one of the greatest horror movies that actually takes the film in a different direction by adding action element. This doesn’t take away anything because if the sequel had just been on one ship with limited weapons it simply would have been a remake feeling, this story feels fresh because we already know the basics of what our heroes are up against we just needed to learn how they will deal with them this time. When it comes to the story it once again is simple soldiers versus aliens in a battle to survive which all works perfectly for this classic 30 years later.

 

Actor Review

 

Sigourney Weaver: Ripley is the lone survivor from the events of the first film, she has been in hyper sleep for years. She is charged for her actions as no evidence of any alien life form is discovered in the wreck, dealing with all the side effects we get to see how she is getting on with her life again. All this changes when the company that blamed her turned to her for help on the same planet that we first met a xenomorph. When things go wrong she takes charge of the situation while trying to protect a little girl. Sigourney was nominated for an Oscar for this performance and it would hard not to praise her brilliant performance.ripley

Carrie Henn: Newt is the little girl that was living on the colony before the attack, she is also the lone survivor once the soldiers turn up to deal with the situation. She has survived by hiding and offers the soldiers much needed advice on where to survive. Carrie is great in this role for such a young actress at the time.

Michael Biehn: Corporal Hicks has to take charge of the soldiers once his seniors become incapacitated. He will listen to Ripley and make the right decisions when it comes to fighting the xenomorphs. Michael is great in this role where he actually plays the sensible soldier.

Lance Henriksen: Bishop is the android on the mission, he is instantly disliked by Ripley but this time we only see good from the android who is willing to risk his own life to save the humans. Lance is great as this android keeping the emotionless expression throughout.

Support Cast: Aliens has a supporting cast that is mostly the soldiers who are generic in their own way along with the company man that also works for this film very well.

Director Review: James Cameron – James is a director that always makes classics and this could well be his best.

 

Action: Aliens is filled with combat driven action which comes off very nicely in the confined spaces.

Horror: Aliens is still filled with horror of isolation on the planet being hunted down by an alien enemy.

Sci-Fi: Aliens puts our characters in space and a new planet ticking off all of the sci-fi elements to make this an action sci-fi film.

Settings: Aliens creates a larger isolation idea with the characters being trapped on a base rather than a ship with no escape from the enemy.
Special Effects: Aliens has stunning effects that still stand the test of time.xena

Suggestion: Aliens is one I do feel everyone should have watched at least once in a lifetime. (Watch)

 

Best Part: First meeting the aliens.

Worst Part: Depends which cut you watch, the shorter cut takes away a lot of back story.

Action Scene Of The Film: Final fight.

Favourite Quote: Ripley ‘Get away from her you bitch’

 

Believability: No

Chances of Tears: No

Chances of Sequel: Yes

Post Credits Scene: No

 

Oscar Chances: Won Two Oscars for Best Sound Effects and Visual Effects.

Box Office: $85 Million

Budget: $ 18.5 Million

Runtime: 2 Hours 34 Minutes

Tagline: There are some places in the universe you don’t go alone.

Trivia: The knife trick scene was not in the original shooting script. According to Lance Henriksen, the adding of Hudson’s hand to the knife trick was discussed with almost everyone, except Bill Paxton.

 

Overall: Stunning sci-fi action horror that really comes off as the true classic

https://moviesreview101.com/2016/05/25/aliens-1986/
  
The Box (2009)
The Box (2009)
2009 | Horror, Mystery, Sci-Fi
6
6.8 (11 Ratings)
Movie Rating
Norma (Cameron Diaz) and Arthur Lewis (James Marsden) don't seem to be any different than any other hardworking family in the late 1970s on the surface, but things aren't always what they seem. After a freak accident at the doctor's office when she was 18, Norma suffers from a disfigurement on her foot and has a noticeable limp. A student humiliates her in front of her class while she's teaching and Norma is under the impression that would be the worst part of her day until she's informed that the discount faculty had been getting on tuition would be cut next semester. Meanwhile, Arthur works for NASA and had been counting on being recruited as an astronaut since he aced every test, but is rejected for failing the psychological exam. Already living paycheck to paycheck, Norma and Lewis wonder how they'll support their son Walter and themselves until an opportunity presents itself in the form of a box. Arlington Steward (Frank Langella), a man who's missing half of his face, shows up at the Lewis' home and makes them an offer that could solve all of their financial situations at the expense of somebody else with the simple push of a button. But the consequences that unfold for Norma and Arthur ar far greater than what they bargained for.

Richard Kelly is capable of making pretty fantastic films. Donnie Darko is still his crowning achievement. People seem to either love the film or think it's highly overrated, but with repeat viewings over the years it's become a favorite and has a cult like status. Southland Tales showed promise, but just felt like the second half of an already established franchise. That turned out to be true when the three graphic novels were published and were recommended to be read before seeing the film. I admire the fact that they took a different approach to the filmwatching experience, but since I didn't hear about the reading material until after I saw the film it seemed like a lost cause. Possibly too much to be bothered with. So Kelly offers his take on a Twilight Zone episode with The Box and the result leaves the viewer with mixed reactions.

The film seems to drag a bit in the first half hour as it introduces us to the Lewis family. The Box is dropped off on their doorstep, but then we're offered a glimpse into the daily lives of Norma and Arthur Lewis; mostly what their careers and daily struggles are like. Once Mr. Steward shows up and explains what The Box does is when the film begins to gain momentum. From that point until around the time Arthur gets knee deep into his investigation is when The Box is at its peak. There's at least one twist in there that's actually pretty satisfying, but it's unfortunate that the film can't keep that up for its entire duration. From then on, it just seems like the film adds more and more weird plot twists and ridiculous explanations. You'll want the film to have ended 20 minutes prior by the time Mr. Steward makes his second offer to the Lewis family.

The dialogue seemed to fluctuate between sounding natural and sounding forced throughout the film. The film takes place in 1976 and it's established rather well, for the most part. At times, it felt like some of the dialect from today slipped through the cracks and made it into a film that took place over 30 years ago. The acting wasn't entirely satisfying either. Was Cameron Diaz's accent noticeable in the trailer for the film? It didn't really click until around the five minute mark of the actual film and seemed to kind of come and go depending on how much dialogue Diaz actually had in a particular scene. Frank Langella was the most enjoyable, but if he wasn't missing half of his face or being so mysterious then his character would probably be kind of dull since he doesn't actually show any range of emotion in the film. The CG also seemed to look a bit low budget during the three gateways scene, which is odd since the pool scene was pulled off incredibly well. With all of these superbly CG animated films coming out as of late like Disney Pixar's Up, Disney's A Christmas Carol, and even next year's Toy Story 3, if CG of a lower quality is contained in a film after that it becomes extremely evident in comparison.

Richard Kelly's The Box puts a modern day spin on a classic story and while it isn't entirely satisfying, it does have its high points. As the puzzle the film is wrapped in unravels, its first few reveals are interesting, but it was like they tried to cram in as many twists and turns as possible as the film went on. While Kelly has at least one great film under his belt, it seems like he still hasn't found a specific stride to being a great director. That doesn't mean he's not capable of doing so and he certainly has his trademarks that seem to bleed through in his films (usually something relating to another gateway or dimension), but that he hasn't been able to channel a similar formula to what made Donnie Darko his standout film. That, in itself, is disappointing.
  
Harsh Shadows
Harsh Shadows
2021 | Card Game, Deduction, Puzzle, Spies / Espionage
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.

Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L


Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.


Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.


Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!