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Purple Phoenix Games (2266 KP) rated Barnyard Roundup in Tabletop Games
Apr 12, 2021
I live in Illinois. I can see cornfields from my house. I do not live on a farm, but have visited farms in the past. There is more to Illinois than Chicago and corn. That all said, farming games tickle me so much and I just enjoy playing them. So imagine my interest level when you combine a publisher known for excellent productions, the designer from said publisher, a member of an art studio in my top three favorite board game artists (Kwanchai and The Mico for the others), and a theme that I already enjoy. This is going to be great! Right?
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be 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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be 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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.

Bob Mann (459 KP) rated Ad Astra (2019) in Movies
Sep 28, 2021
Impressive visuals, but rather disappointing as an overall package.
Like father, like son?
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!

Matthew Krueger (10051 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Jul 31, 2020 (Updated Aug 1, 2020)
The Universal Monsters (3 more)
The Strategy
Replay Value
Think Ten Steps Ahead
The Excellent Universal Monsters Board Game
When I heard about Horrorified, i wanted to buy it right away. A board game that has the universal monsters and it revolves around them, i really wanted to buy it. Cause i love the universal monsters. My favorite being The Invisible Man and Dracula. So lets talk more about it.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.

Gareth von Kallenbach (980 KP) rated King Kong (2005) in Movies
Aug 14, 2019
Following up the box office and Oscar success of the Lord of the Rings Trilogy is an undertaking that is sure to have its dangers. Expectations of the fans notwithstanding, the ability to recapture the magic of the trilogy could be akin to capturing lightning in a bottle. When it was announced that Peter Jackson would follow his Oscar success by doing yet another adaptation of King Kong, there were plenty of questions amidst the excitement.
When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.
The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.
With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.
As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.
Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.
Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.
Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.
In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.
The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.
Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.
I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.
The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.
Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.
Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.
When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.
The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.
With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.
As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.
Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.
Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.
Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.
In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.
The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.
Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.
I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.
The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.
Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.
Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.

Purple Phoenix Games (2266 KP) rated Stellar Leap in Tabletop Games
Apr 23, 2020
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!
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. We 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
Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.
To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!
The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.
At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!
So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.
The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.
Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.
Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
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. We 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
Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.
To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!
The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.
At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!
So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.
The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.
Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.
Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.

Annie Chanse (15 KP) rated Surrender the Sky in Books
Dec 20, 2017
Contains spoilers, click to show
** spoiler alert ** *contains spoilers*
This was a very decent story. I give it three stars because I'm a tough critic, and I have to put it up against things like the "A Song of Ice and Fire" books and "American Gods" which are what I consider five star books, but honestly, I think most average readers of these types of books would probably give it a four.
The book centers around Gabby, a member of the Sary, which are basically guardian angels who come down to earth in the guise of humans to "guard" potential suicide victims and try everything to keep them from killing themselves and ending up in the vast nothingness that awaits suicides after death. This is the sole purpose of the Sary's existence. They do not fall in love; they do not have families; they do not do anything outside of their sacred duty.
Gabby's assignment is a troubled high school student, and within five pages of the book's opening, she has obviously very much failed in her assignment. The worst part, however, isn't that the student killed himself. Instead, it is that, in killing himself, the student shot Gabby, and in her pain and shock at being shot, she accidentally changes her form and exposes all six-feet of the winged goodness that is her Sary form.
This, of course, causes massive problems because secrecy is totally imperative for the Sary. Enter Jassen, next in line for the Sary crown -- although there is no ACTUAL crown, mind you. Beautiful, powerful, dutiful Jassen, who is dedicated to the Sary's solitary way of life. So, of course, he becomes the love interest. :-p Seriously though, I joke about it -- and it IS a bit predictable -- but still, it was a really good story all in all.
And it isn't just romance. Jassen has a twin brother who is a bit psychotic and isn't happy with the way Jassen and the Teacher (the leader of the Sary) are running things. He believes the Sary should live out in the open, sort of a Gods-among-men situation, and because they are identical twins, he causes all sorts of trouble, not just for the Sary, but for Gabby in particular.
I actually really enjoyed the story, but there were a few places in which the action was a little weak, and those spots brought my overall opinion of the story down a bit. For instance, Gabby's best friend, Bea -- the only true friend she's ever really had -- falls in love with a Sary member of the "clean-up crew" sent to fix Gabby's mess. This particular Sary, Nathan, eventually turns on Gabby, Jassen, and the rest of the Sary and allies himself with Jassen's twin, Leon. He does a couple of terrible things, including kidnapping Gabby, and is caught and locked up in a bedroom for a day. Then, he helps heal Gabby, and he is all out about, lying in Bea's lap, letting her stroke his hair.
I'm sorry, but I have a best friend, too, and no matter how much she loved her significant other, if he kidnapped me and led to me suffering a serious injury -- even if he helped patch me back together afterwards -- she would never forgive him, much less in a little over a day. That was completely ridiculous and unbelievable to me, and it really bothered me quite a bit. It bothered me so much, in fact, that it truly did affect my overall opinion of the book.
However, that being said, again I will say that I did enjoy the book, and it is a very solid three star story.
This was a very decent story. I give it three stars because I'm a tough critic, and I have to put it up against things like the "A Song of Ice and Fire" books and "American Gods" which are what I consider five star books, but honestly, I think most average readers of these types of books would probably give it a four.
The book centers around Gabby, a member of the Sary, which are basically guardian angels who come down to earth in the guise of humans to "guard" potential suicide victims and try everything to keep them from killing themselves and ending up in the vast nothingness that awaits suicides after death. This is the sole purpose of the Sary's existence. They do not fall in love; they do not have families; they do not do anything outside of their sacred duty.
Gabby's assignment is a troubled high school student, and within five pages of the book's opening, she has obviously very much failed in her assignment. The worst part, however, isn't that the student killed himself. Instead, it is that, in killing himself, the student shot Gabby, and in her pain and shock at being shot, she accidentally changes her form and exposes all six-feet of the winged goodness that is her Sary form.
This, of course, causes massive problems because secrecy is totally imperative for the Sary. Enter Jassen, next in line for the Sary crown -- although there is no ACTUAL crown, mind you. Beautiful, powerful, dutiful Jassen, who is dedicated to the Sary's solitary way of life. So, of course, he becomes the love interest. :-p Seriously though, I joke about it -- and it IS a bit predictable -- but still, it was a really good story all in all.
And it isn't just romance. Jassen has a twin brother who is a bit psychotic and isn't happy with the way Jassen and the Teacher (the leader of the Sary) are running things. He believes the Sary should live out in the open, sort of a Gods-among-men situation, and because they are identical twins, he causes all sorts of trouble, not just for the Sary, but for Gabby in particular.
I actually really enjoyed the story, but there were a few places in which the action was a little weak, and those spots brought my overall opinion of the story down a bit. For instance, Gabby's best friend, Bea -- the only true friend she's ever really had -- falls in love with a Sary member of the "clean-up crew" sent to fix Gabby's mess. This particular Sary, Nathan, eventually turns on Gabby, Jassen, and the rest of the Sary and allies himself with Jassen's twin, Leon. He does a couple of terrible things, including kidnapping Gabby, and is caught and locked up in a bedroom for a day. Then, he helps heal Gabby, and he is all out about, lying in Bea's lap, letting her stroke his hair.
I'm sorry, but I have a best friend, too, and no matter how much she loved her significant other, if he kidnapped me and led to me suffering a serious injury -- even if he helped patch me back together afterwards -- she would never forgive him, much less in a little over a day. That was completely ridiculous and unbelievable to me, and it really bothered me quite a bit. It bothered me so much, in fact, that it truly did affect my overall opinion of the book.
However, that being said, again I will say that I did enjoy the book, and it is a very solid three star story.

BankofMarquis (1832 KP) rated Mary Poppins (1964) in Movies
Apr 20, 2019
Practically Perfect In Every Way
After watching MARY POPPINS RETURNS, the BankofMarquis was itching to check out the original 1964 Julie Andrews/Dick Van Dyke/Walt Disney production of MARY POPPINS to see if it holds up as well as my memory has held it up. I was a little nervous when I put the DVD in the player and hit go.
And I shouldn't have worried, for MARY POPPINS is...pardon the expression..."Practically Perfect in Every Way".
Based on the series of books by P.L. Travers and set right around 1900, the film tells the tale of the London Banks' Family - Mr., Mrs., Jane and Michael - who need a new nanny. Both parents are too busy to spend time with their children - he with his job at the Bank (get it - Mr. Banks works at a Bank) and her involvement in the Women's Suffragette movement. Into their lives flies (quite literally) Mary Poppins - a nanny with magical qualities who, along with her friend and cohort Bert, casts a spell on the children - and the Banks' family.
Julie Andrews earned the Oscar for Best Actress for her feature film debut - and it is richly deserved. Her Poppins is stern, smart, brassy and loving - oh...and a marvelous singer and dancer. Just as strong as Andrews is Dick Van Dyke as Bert (though some will quibble with his Cockney accent). I say...don't worry about his accent and watch the wonderful comedic timing, dancing and joi de vivre that Van Dyke brings to this film. He is the "secret sauce" that makes this work. Julie would not be as good - nor would this film be as interesting - without Bert by her side.
EVERY major player shines in this film from David Tomlinson's befuddled, straight-laced British Gentleman Mr. Banks to Glynnis Johns as the enthusiastic supporter of Votes for Women, Mrs. Banks, to the children - Karen Dotrice and Matthew Garber. Special notice should be made to Ed Wynn who's one scene/song/cameo as Uncle Albert - the "I Love To Laugh" scene - is pure gold.
Even the smaller, supporting roles are stellar. Reta Shaw and Hermione Baddely as the "domestics", Arthur Treacher (yes - he, of FISH AND CHIPS fame) as the Constable and Reginald Owen (Scrooge in the 1930's version of A CHRISTMAS CAROL) as Admiral Boom are all fun to watch and match the energy and timing of the leads in their limited screen time.
And...the music...Oh, the Music! Written by Richard M and Robert B Sherman - these songs are classic. Starting with the Oscar Winner for Best Song - Chim Chim Cheree and continuing through Feed The Birds, I Love To Laugh, Jolly Holiday and Let's Go Fly A Kite - ALL the songs are magical and lend a hand to the story - they serve a purpose and are not just a distraction. This film is worth watching just for the rooftop Step-In-Time song and dance number alone.
But the thing that makes this film go is the story - the characters, settings, costumes, songs and dances - are all in service to a touching, sentimental (but not cloying) simple story of a family coming together. It is charming in it's simplicity and leaves everyone with a heart full of joy.
Surprisingly to a modern audience, the special effects (especially the "Live Action and Animation" sequence) holds up really, really well. It is amazing to me how strong these effects are - even over 50 years later.
This is a wonderful, heartfelt family film that deserves a re-watch if you haven't seen it in awhile.
Letter Grade A+
10 Stars (out of 10) and you can take that to the Bank (OfMarquis)
And I shouldn't have worried, for MARY POPPINS is...pardon the expression..."Practically Perfect in Every Way".
Based on the series of books by P.L. Travers and set right around 1900, the film tells the tale of the London Banks' Family - Mr., Mrs., Jane and Michael - who need a new nanny. Both parents are too busy to spend time with their children - he with his job at the Bank (get it - Mr. Banks works at a Bank) and her involvement in the Women's Suffragette movement. Into their lives flies (quite literally) Mary Poppins - a nanny with magical qualities who, along with her friend and cohort Bert, casts a spell on the children - and the Banks' family.
Julie Andrews earned the Oscar for Best Actress for her feature film debut - and it is richly deserved. Her Poppins is stern, smart, brassy and loving - oh...and a marvelous singer and dancer. Just as strong as Andrews is Dick Van Dyke as Bert (though some will quibble with his Cockney accent). I say...don't worry about his accent and watch the wonderful comedic timing, dancing and joi de vivre that Van Dyke brings to this film. He is the "secret sauce" that makes this work. Julie would not be as good - nor would this film be as interesting - without Bert by her side.
EVERY major player shines in this film from David Tomlinson's befuddled, straight-laced British Gentleman Mr. Banks to Glynnis Johns as the enthusiastic supporter of Votes for Women, Mrs. Banks, to the children - Karen Dotrice and Matthew Garber. Special notice should be made to Ed Wynn who's one scene/song/cameo as Uncle Albert - the "I Love To Laugh" scene - is pure gold.
Even the smaller, supporting roles are stellar. Reta Shaw and Hermione Baddely as the "domestics", Arthur Treacher (yes - he, of FISH AND CHIPS fame) as the Constable and Reginald Owen (Scrooge in the 1930's version of A CHRISTMAS CAROL) as Admiral Boom are all fun to watch and match the energy and timing of the leads in their limited screen time.
And...the music...Oh, the Music! Written by Richard M and Robert B Sherman - these songs are classic. Starting with the Oscar Winner for Best Song - Chim Chim Cheree and continuing through Feed The Birds, I Love To Laugh, Jolly Holiday and Let's Go Fly A Kite - ALL the songs are magical and lend a hand to the story - they serve a purpose and are not just a distraction. This film is worth watching just for the rooftop Step-In-Time song and dance number alone.
But the thing that makes this film go is the story - the characters, settings, costumes, songs and dances - are all in service to a touching, sentimental (but not cloying) simple story of a family coming together. It is charming in it's simplicity and leaves everyone with a heart full of joy.
Surprisingly to a modern audience, the special effects (especially the "Live Action and Animation" sequence) holds up really, really well. It is amazing to me how strong these effects are - even over 50 years later.
This is a wonderful, heartfelt family film that deserves a re-watch if you haven't seen it in awhile.
Letter Grade A+
10 Stars (out of 10) and you can take that to the Bank (OfMarquis)

TerraBlizzard (18 KP) rated Aladdin (2019) in Movies
May 24, 2019
The heritage to the orignal (5 more)
Sublime acting from a majority of unknowns in the industry.
"Spices" up and make it's own mark in the Disney world.
The addition and alterations.
One liners.
Disney parks hidden in the film.
True to the orignal but a stand alone.
A must watch for all ages and with that comes a range of open doors and closed comments.
If you have seen the orignal and loved it you might find it hard to get on with. But please if you do anything before watching this addition to the live action roster Disney are working hard on, go in with no expectations as if you thought this was the original.
If you haven't seen this before then prepare for bright colour, songs that make you tap your feet and a story driven hard by characters that develope through the film.
Guy Ritchie has done a great job with keeping the roots of this film in true disney essence with putting modern twist to make it a more enjoyable watch for adults who grew up with disney. Guy has a way of bringing darkness and edge to a film, like his work on Sherlock Holmes (Another must wacth) and with this edge comes gripping depth to the story. So much so I was desperate for a toilet break but could not leave my seat as I was worried I'd miss a key part.
With the addition of 2 relative unknown leads in a well loved story was a marvellous move on the casting department. Mena Mossuod and Naomi Scott play brilliant parts and fit right into characters with the addittion of Will Smith a strong and dependable actor who you know always does a good job makes the trio stand out.
With the addition of songs and changes of genre to songs. Everything works and works well. "Speechless" a welcomed addition to the set list that empowers girls and boys to stand up and speek out agiasnt those that push them down and genre swap of "Friend like me".
For instance my favourite Disney song is "Friend like me" sung by the genie or genie's if you "wish" the hard hitting jazz number that breaks the bollywood theme. In the orignal and west end the song is similar in both. Robbin Williams and Trevor Dion Nicholas make this song their own keeping to what the disney song writter wanted and to what their good at. HOWEVER this song I don't think could ever work for Will Smith as a jazz number but by god he pulled it off as a R&B. Agiasnt popular oppion Nicholas version Is the one I love follower by both Robbins and Smith versions.
If you have ever been to a disney park you know that they believe in the story's their telling, the work and detail of everything from sets, Background details, outfits and even the god dam smells of the sweets they sell or the rides they have and even the streets you walk on. They work hard and they do it well (their not perfect but they give it a heck of a running start to get close) The same goes for their movies.
This movie wasn't a disappointment or better film for me as I don't compare it to the original.
It is a film that is done well and played well and makes you believe in it. As what all good story telling needs to do to those who watch and listen.
If you have seen the orignal and loved it you might find it hard to get on with. But please if you do anything before watching this addition to the live action roster Disney are working hard on, go in with no expectations as if you thought this was the original.
If you haven't seen this before then prepare for bright colour, songs that make you tap your feet and a story driven hard by characters that develope through the film.
Guy Ritchie has done a great job with keeping the roots of this film in true disney essence with putting modern twist to make it a more enjoyable watch for adults who grew up with disney. Guy has a way of bringing darkness and edge to a film, like his work on Sherlock Holmes (Another must wacth) and with this edge comes gripping depth to the story. So much so I was desperate for a toilet break but could not leave my seat as I was worried I'd miss a key part.
With the addition of 2 relative unknown leads in a well loved story was a marvellous move on the casting department. Mena Mossuod and Naomi Scott play brilliant parts and fit right into characters with the addittion of Will Smith a strong and dependable actor who you know always does a good job makes the trio stand out.
With the addition of songs and changes of genre to songs. Everything works and works well. "Speechless" a welcomed addition to the set list that empowers girls and boys to stand up and speek out agiasnt those that push them down and genre swap of "Friend like me".
For instance my favourite Disney song is "Friend like me" sung by the genie or genie's if you "wish" the hard hitting jazz number that breaks the bollywood theme. In the orignal and west end the song is similar in both. Robbin Williams and Trevor Dion Nicholas make this song their own keeping to what the disney song writter wanted and to what their good at. HOWEVER this song I don't think could ever work for Will Smith as a jazz number but by god he pulled it off as a R&B. Agiasnt popular oppion Nicholas version Is the one I love follower by both Robbins and Smith versions.
If you have ever been to a disney park you know that they believe in the story's their telling, the work and detail of everything from sets, Background details, outfits and even the god dam smells of the sweets they sell or the rides they have and even the streets you walk on. They work hard and they do it well (their not perfect but they give it a heck of a running start to get close) The same goes for their movies.
This movie wasn't a disappointment or better film for me as I don't compare it to the original.
It is a film that is done well and played well and makes you believe in it. As what all good story telling needs to do to those who watch and listen.

Bong Mines Entertainment (15 KP) rated Eric B for President: Term 2 by Eric Bellinger in Music
Jun 7, 2019
Eric Bellinger is an R&B singer outta Los Angeles. Not too long ago, he released “Eric B for President: Term 2“, his new EP featuring Wale, ELHAE, Tayla Parx, and Victoria Monet. This project is a follow up to Bellinger’s “Eric B for President: Term 1” album.
“Naked in the White House”
The first song off “Term 2” was “Naked in the White House“, which is filled with visionary thoughts of Bellinger and his main squeeze, walking around naked in their home. Due to its potency, we had to replay this song several times before moving on to Make You Mine, a pure tropical fantasy tune.
“Make You Mine”
The Arrad-directed video stars Christina Milian. And it shows Bellinger on an exotic landscape, with an ocean nearby.
“Know/Vibes”
The third track, Know/Vibes featuring ELHAE, is intimate. And Bellinger reminds us that nothing last forever because time is of the essence. So, you gotta get it right, and get right to it. Don’t fake the funk, and make it happen with the one you love.
“Too Cool/Boujee”
Next, we listened to Too Cool/Boujee, a two-part song, which gives off a swaggering braggadocio effect that illuminates inner confident. It’s cool, it’s boujee, and it made us feel good about being who we are.
“Treat Yourself”
Then, Treat Yourself featuring Wale reminded us hard-working people that we gotta treat ourselves by buying the cars that we want to drive, and pulling up to that big house in a neighborhood we wanna live in. And, it won’t hurt to buy that bust-downed Rolex with a gold chain either. We replayed this track several times before moving on to the next one.
“Island”
On Island featuring Tayla Parx, Bellinger returns to the running around naked in the white house theme. But this time, it’s on an exotic island with his main squeeze, with a nearby table for two, probably filled with wine and sh*t like that. But, while the female is cooking, Bellinger is thinking about having her on the menu because she reminds him of wet dishes. Wet dishes? We can say, Bellinger’s imagination is at the peak of the songwriting industry, which is a good thing.
“Coastin”
Coastin pulls the curtains in, and Bellinger dimmers the light. Enough with all the sweet talkin’, wining and dining, now, it’s time for some action. So far, this is the most intimate time on “Eric B for President: Term 2”, and we know it’s going down when Bellinger sings, “Baby, you should come and ride my wave / You so lit, damn, you spark my interest / Let’s go surfing for a couple days / Hop on my board.”
“Malibu Nights”
Malibu Nights featuring Victoria Money is the actual lovemaking scene that we’ve been waiting for. Bellinger sings, “There’s something ’bout those Malibu nights, got me wondering if I could swim in your ocean, girl / Silhouette of your hips got me thinking ’bout stroking, girl.” And then, “Crash into me, I need you tonight / So, bring that lil body over here / Come let daddy whisper in your ear / I’ma tell you what you wanna hear / Rub my fingers through your hair / Put your legs up in the air like / Put them legs up in the air like /Taking off your underwear like…
Whoa-whoa-whoa-whoa, slow it down playboy. No doubt, Bellinger gets it in; and we declare “Eric B for President: Term 2” as an R&B treasure because it’s dope, replay-able, and we could visualize and relate to everything that Bellinger is singing about.
FUN FACT
Bellinger has been successfully leaking ink from his pen. He co-wrote two songs on Chris Brown’s Grammy-winning F.A.M.E., Brandy’s Without You, and Justin Bieber’s Right Here. But, his biggest hits came with Usher’s ‘Lemme See’ and Brown’s ‘Fine China’.
https://www.bongminesentertainment.com/eric-bellinger-term-2-album/
“Naked in the White House”
The first song off “Term 2” was “Naked in the White House“, which is filled with visionary thoughts of Bellinger and his main squeeze, walking around naked in their home. Due to its potency, we had to replay this song several times before moving on to Make You Mine, a pure tropical fantasy tune.
“Make You Mine”
The Arrad-directed video stars Christina Milian. And it shows Bellinger on an exotic landscape, with an ocean nearby.
“Know/Vibes”
The third track, Know/Vibes featuring ELHAE, is intimate. And Bellinger reminds us that nothing last forever because time is of the essence. So, you gotta get it right, and get right to it. Don’t fake the funk, and make it happen with the one you love.
“Too Cool/Boujee”
Next, we listened to Too Cool/Boujee, a two-part song, which gives off a swaggering braggadocio effect that illuminates inner confident. It’s cool, it’s boujee, and it made us feel good about being who we are.
“Treat Yourself”
Then, Treat Yourself featuring Wale reminded us hard-working people that we gotta treat ourselves by buying the cars that we want to drive, and pulling up to that big house in a neighborhood we wanna live in. And, it won’t hurt to buy that bust-downed Rolex with a gold chain either. We replayed this track several times before moving on to the next one.
“Island”
On Island featuring Tayla Parx, Bellinger returns to the running around naked in the white house theme. But this time, it’s on an exotic island with his main squeeze, with a nearby table for two, probably filled with wine and sh*t like that. But, while the female is cooking, Bellinger is thinking about having her on the menu because she reminds him of wet dishes. Wet dishes? We can say, Bellinger’s imagination is at the peak of the songwriting industry, which is a good thing.
“Coastin”
Coastin pulls the curtains in, and Bellinger dimmers the light. Enough with all the sweet talkin’, wining and dining, now, it’s time for some action. So far, this is the most intimate time on “Eric B for President: Term 2”, and we know it’s going down when Bellinger sings, “Baby, you should come and ride my wave / You so lit, damn, you spark my interest / Let’s go surfing for a couple days / Hop on my board.”
“Malibu Nights”
Malibu Nights featuring Victoria Money is the actual lovemaking scene that we’ve been waiting for. Bellinger sings, “There’s something ’bout those Malibu nights, got me wondering if I could swim in your ocean, girl / Silhouette of your hips got me thinking ’bout stroking, girl.” And then, “Crash into me, I need you tonight / So, bring that lil body over here / Come let daddy whisper in your ear / I’ma tell you what you wanna hear / Rub my fingers through your hair / Put your legs up in the air like / Put them legs up in the air like /Taking off your underwear like…
Whoa-whoa-whoa-whoa, slow it down playboy. No doubt, Bellinger gets it in; and we declare “Eric B for President: Term 2” as an R&B treasure because it’s dope, replay-able, and we could visualize and relate to everything that Bellinger is singing about.
FUN FACT
Bellinger has been successfully leaking ink from his pen. He co-wrote two songs on Chris Brown’s Grammy-winning F.A.M.E., Brandy’s Without You, and Justin Bieber’s Right Here. But, his biggest hits came with Usher’s ‘Lemme See’ and Brown’s ‘Fine China’.
https://www.bongminesentertainment.com/eric-bellinger-term-2-album/

Movie Metropolis (309 KP) rated Transformers: The Last Knight (2017) in Movies
Jun 10, 2019
Has anyone got an aspirin?
Shhh! Don’t tell anyone I told you this but I’m a little bit of a Transformers fanboy. As a child I had many of the series’ toys and adored the animated series. Heck, I even have an Optimus Prime bobblehead next to my bed.
So when director Michael Bay announced in 2005 that he was planning a Transformers live-action movie with Steven Spielberg as producer, my heart skipped a beat. 2007 came and the film was everything I wanted.
Fast forward ten years and the series has, rightly or wrongly, become a laughing stock for critics the world over. Derided for nonsensical plots, messy special effects and in some cases racism, it’s been regarded as one of the worst film franchises of all time. Does the fifth entry in the franchise, The Last Knight redeem the series somewhat?
Humans are at war with the Transformers and Optimus Prime (Peter Cullen) has disappeared. The key to saving the future lies buried in the secrets of the past and the hidden history of Transformers on Earth. Now, it’s up to the alliance of Cade Yeager (Mark Wahlberg), Bumblebee, a Lord (Sir Anthony Hopkins) and an Oxford professor (Laura Haddock) to save the planet.
Michael Bay’s swansong is definitely the best of the series since the 2007 original, but suffers from all the problems of its 3 sequels.
On a budget of $260million, there was no doubt The Last Knight would look spectacular, but things really have stepped up a gear. The CGI is some of the best put to film and makes the uncharacteristically sloppy special effects of Age of Extinction look incredibly dated.
The Transformers themselves all look great with Bumblebee in particular taking on the role of “lead bot”. Newcomer Squeeks is sure to become the BB-8 of the franchise and is predictably adorable despite his limited screen-time.
Of the cast, it’s a story of same old. The voice acting on all the Transformers is good with a disappointingly underused Peter Cullen stealing the show once again. Mark Wahlberg is permanently likeable and it’s always a pleasure having John Turturro’s Agent Simmons returning to the screen. Laura Haddock is the typical Michael Bay choice of female lead, channelling Megan Fox, Rosie Huntington-Whitely and Nicola Peltz.
However, Sir Anthony Hopkins is where this film raises itself above the parapet. The veteran actor is really exceptional and brightens the movie in every single scene he appears in. You can tell he’s not taking it too seriously, and that is exactly the point of this series.
Sure, the plot is a hot steaming mess of nonsensical dialogue with loose strands of story, and at 149 minutes it’s a good half hour too long, but with all the fear and hate in real life, sometimes it’s nice to switch your brain off and escape to a world where robots exist – and there’s nothing wrong with that.
Michael Bay may not be the subtlest of directors. Give him a classy love story and he’ll turn it into Fifty Shades of Grey, but he’s clearly a very clever man. The critics have savaged this franchise but audiences keep coming back for more and who can blame them?
If this is, as has been said by the man himself, Michael Bay’s last entry into the Transformers canon, then it’s not a bad film to leave on whatsoever.
You know the score by now. Don’t go in expecting Shakespeare or Oscar-winning performances and you’ll be fine. Just make sure you take some paracetamol; crikey it’s loud.
https://moviemetropolis.net/2017/06/24/transformers-the-last-knight-review/
So when director Michael Bay announced in 2005 that he was planning a Transformers live-action movie with Steven Spielberg as producer, my heart skipped a beat. 2007 came and the film was everything I wanted.
Fast forward ten years and the series has, rightly or wrongly, become a laughing stock for critics the world over. Derided for nonsensical plots, messy special effects and in some cases racism, it’s been regarded as one of the worst film franchises of all time. Does the fifth entry in the franchise, The Last Knight redeem the series somewhat?
Humans are at war with the Transformers and Optimus Prime (Peter Cullen) has disappeared. The key to saving the future lies buried in the secrets of the past and the hidden history of Transformers on Earth. Now, it’s up to the alliance of Cade Yeager (Mark Wahlberg), Bumblebee, a Lord (Sir Anthony Hopkins) and an Oxford professor (Laura Haddock) to save the planet.
Michael Bay’s swansong is definitely the best of the series since the 2007 original, but suffers from all the problems of its 3 sequels.
On a budget of $260million, there was no doubt The Last Knight would look spectacular, but things really have stepped up a gear. The CGI is some of the best put to film and makes the uncharacteristically sloppy special effects of Age of Extinction look incredibly dated.
The Transformers themselves all look great with Bumblebee in particular taking on the role of “lead bot”. Newcomer Squeeks is sure to become the BB-8 of the franchise and is predictably adorable despite his limited screen-time.
Of the cast, it’s a story of same old. The voice acting on all the Transformers is good with a disappointingly underused Peter Cullen stealing the show once again. Mark Wahlberg is permanently likeable and it’s always a pleasure having John Turturro’s Agent Simmons returning to the screen. Laura Haddock is the typical Michael Bay choice of female lead, channelling Megan Fox, Rosie Huntington-Whitely and Nicola Peltz.
However, Sir Anthony Hopkins is where this film raises itself above the parapet. The veteran actor is really exceptional and brightens the movie in every single scene he appears in. You can tell he’s not taking it too seriously, and that is exactly the point of this series.
Sure, the plot is a hot steaming mess of nonsensical dialogue with loose strands of story, and at 149 minutes it’s a good half hour too long, but with all the fear and hate in real life, sometimes it’s nice to switch your brain off and escape to a world where robots exist – and there’s nothing wrong with that.
Michael Bay may not be the subtlest of directors. Give him a classy love story and he’ll turn it into Fifty Shades of Grey, but he’s clearly a very clever man. The critics have savaged this franchise but audiences keep coming back for more and who can blame them?
If this is, as has been said by the man himself, Michael Bay’s last entry into the Transformers canon, then it’s not a bad film to leave on whatsoever.
You know the score by now. Don’t go in expecting Shakespeare or Oscar-winning performances and you’ll be fine. Just make sure you take some paracetamol; crikey it’s loud.
https://moviemetropolis.net/2017/06/24/transformers-the-last-knight-review/