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Prowler's Passage
Prowler's Passage
2018 | Medieval, Territory Building
Night in the city – guards patrol the streets, protecting the extraordinary wealth found across all the city districts. Your goal? To infiltrate the districts and steal the valuable items for yourself. But with the heightened security measures, you’ve got to find an alternate route for entry… tunnels! Burrow underneath the city in a network of passages and grab all the valuable goods you want! Better move fast, though, because your thieving rival has had the same idea and is already on the prowl to steal the wealth for himself.

Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!


On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.

One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!

The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.


The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.
  
YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Terminator: Dark Fate (2019)
Terminator: Dark Fate (2019)
2019 | Action, Adventure, Sci-Fi
Natalie Reyes - a kick-ass non-white female hero (1 more)
Arnie's drapes
Linda Hamilton - acting didn't work for me (1 more)
Confusing storyline (as a continuation of T2)
Enjoyable Hokum
Natalia Reyes plays young Mexican Dani Ramos. Out of the blue she faces danger and tragedy when a ‘Rev 9’ Terminator (Gabriel Luna) zaps itself back in time to Mexico City to dispose of her. But, as in “Terminator 2: Judgement Day”, a protector is on hand. This time it’s in the ripped form of ‘enhanced’ human Grace (Mackenzie Davis). She’s there to protect Dani and maintain whatever key to the future that she holds.

Dani is assisted by Sarah Connor (Linda Hamilton), a vigilante Terminator-fighter wanted in all 50 US States for wanton destruction of property. But even this dynamic duo are no match for the unstoppable force of the Rev 9. So they must turn to an old nemesis from Sarah’s past for assistance.

James Cameron is heavily involved with this one. The decision was made to ‘reboot’ the series as if all the dodgy Terminator movies of the intervening years (after #2) had never happened. (That’s not to say that *I* necessarily found them all dodgy. I quite liked “Terminator 3: Rise of the Machines” for example, with it’s grim and downbeat ending).

Now I went into this flick understanding that premise. So a flashback scene in the first few minutes of the film left me mightily confused. How on earth did this link to the ‘thumbs up’ scene at the end of “Terminator 2”? #baffled.

But if you ignore this issue, the film settles into what I thought was a nice “Logan“-style modus operandi. There’s an exciting chase sequence along a Mexican highway, but it never overwhelmed the ongoing development of character and motive.

Unfortunately, this didn’t last. Overall, the script lacked momentum, showing a general lack of narrative drive. This is the result, I suspect, of the familiar malaise of ‘team-input’. There are a total of SIX writers contributing to the story and/or screenplay. For example, an opportunity to take a poke at Trump’s Mexican wall isn’t taken; neither are scenes in the topically newsworthy detention centre. It’s as if the “better not: we’ll upset people” button was pressed in either the writing room or by the studio.

Trying to make up for this wallowing second reel, the movie – on boarding a military transport plane – goes to extremes of unbelievable action, both in the sky and below the water. That “Logan-esque” start seems a long way away now.

There’s another element of the movie that confused the hell out of me. The ‘Rev 9’ is able to jump out of it’s “skeleton” which could then pursue actions on its own. Given the Terminator gets FLATTENED – skeleton and all – during certain scenes of the film, this makes little sense unless the skeleton is made of the same ‘liquid metal’ as the body. In which case, why not just have liquid metal that can assume multiple different forms and attack the target from all sides? Perhaps that came in with the “Rev 10”!

But it’s not as bad as I’ve made it sound. This is in no way a terrible movie. As a ‘brain at the door’ piece of sci-fi hocum I really quite enjoyed it. The cast in particular is nicely of our time. There’s a Colombian (not Mexican), feisty and successful female lead in the form of the relatively unknown Reyes. And she has two strong female characters in support. Arnie Schwarzenegger has top billing, but his is really a supporting role.

Natalia Reyes I thought was particularly impressive. The girl has real screen presence, and I look forward to seeing what she does next.

Mackenzie Davis is also terrific as the kick-ass cyborg. I particularly liked the way she executed a neat plot device. Grace has a ‘war-machine’ design… she’s designed for incredible bursts of activity over short periods, but then becomes next to useless as her body crashes and needs ‘rebooting’.

I don’t want to be mean, but there’s probably a reason Linda Hamilton hasn’t been in more mainstream movies since T2. Her acting here is adequate at best and didn’t really cut it for me. The script has delivered her a number of humorous lines – including the iconic “I’ll be back’ – but none of them really land in the delivery.

Instead , it’s Arnie who has the best lines in the movie, delivered with dead-pan wit. His “cover” identity – and particularly his chosen profession – deliver some laugh out loud dialogue.

All in all, I found this a big step up on other Terminator films in the series. The director is Tim Miller, he of “Deadpool“. It’s not bloody Shakespeare, but I found it – warts and all – an enjoyable night out at the movies.

For the full graphical review, check out https://bob-the-movie-man.com/2019/11/10/one-manns-movies-film-review-terminator-dark-fate-2019/
  
Odin's Ravens (second edition)
Odin's Ravens (second edition)
2016 | Animals, Card Game, Mythology, Racing
Getting the group together for game nights has always been a struggle – especially now (at time of writing) in this Covid world. So finding good games for 1-2 players has become a priority for me recently. Enter Odin’s Ravens, a 2-player race across the world. Does this game soar to meet my expectations, or does it fall flat in the end? Keep reading to find out.

Odin’s Ravens is a light game of strategy and hand management in which 2 players are racing to be the first of Odin’s ravens (duh) to travel around the world. To setup the game, shuffle the land cards and place a line of 16 cards directly between the two players. Land cards are divided into two halves, each depicting a different landscape. This line of Land cards acts as the route around the world for both Ravens. Players choose one end to be the start/finish lines, and place their Raven meeple on their corresponding side of the starting Land card. During play, the Ravens will travel down their side of the Land cards, and will switch to the opponent’s side for the flight back to the finish. Each player receives a set of 25 Flight cards and 8 Loki cards, to be shuffled and kept separate from each other. Both players then draws 5 cards into their hand, in any combination of Flight and Loki cards. Choose a starting player, and the game is ready to begin!


On a typical game turn, you will play as many cards from your hand as you want, either Flight cards, Loki cards, or combinations of the two. Flight cards allow you to move your raven down the path. In order to move your raven, you must play a Flight card that matches the landscape of the next Land card on your path. (Ex. if the next space is a Forest, you must play a Forest Flight card). If you have no Flight cards in hand that match the next card on your path, then you may discard any two flight cards of the same type to move forward one space. Loki cards allow you to perform Trickery actions, which alter the flight paths of both players. Some actions include rotating Land cards, moving ravens forward/backward a number of spaces, swapping Land cards, etc. It is important to note that once a Loki card has been played, it is removed from the game entirely – you only have 8 Loki cards total, so use them wisely! After you have played all the cards you wish on your turn, you will then draw 3 cards (in any combination of Flight/Loki cards), and end your turn. You may never have more than 7 cards in hand. Play continues in this fashion until one player has reached the end of their flight path – resulting in victory!
Seems simple enough, right? Well, it is and it isn’t. The overall gameplay itself is simplistic – draw and play cards to move your raven towards victory. The implementation of Loki cards adds a strategic twist to the game that keeps each player on their toes. Flight cards alone leave you at the mercy of the luck of the draw, but Loki cards give players a little more control over their game strategy. They provide ways to alter the flight path to benefit yourself or inhibit your opponent at various points throughout the game. Add in the fact that each player only has 8 Loki cards total, and that ups the strategy as well . You only have a finite amount of trickery to pull, so you have to be sure to use it at the perfect time. Was your opponent able to counteract your attempted trickery, or did you execute it perfectly for them to fall into your trap?


The components of this game are pretty standard and straightforward. The cards are good quality and are easy to manipulate, and the wooden raven meeples are big and chunky. Nice and simple! The artwork of the game, although clear and effective, is pretty basic and leaves much to be desired. It is clear in the way that it is easy to identify each type of landscape and determine the actions of Loki cards, but overall it feels a little too simplistic and not as immersive as it could be.
Odin’s Ravens is a decent 2-player game, although not my favorite. If I needed something simple, light, and relatively fast for 2 players, it is definitely one that I would pull off the shelf. But I have other 2-player games that I would rather play instead. Will it stay in my collection forever? Hard to say, but for the time being it has a spot on my shelves. If you are looking for something that is relatively simple, but has opportunities for strategy, check out Odin’s Ravens. Purple Phoenix Games gives this one a flighty 13 / 18 – you just gotta keep your eye on that Loki…
  
The Hitman's Bodyguard (2017)
The Hitman's Bodyguard (2017)
2017 | Action, Comedy
A plethora of clichés.
2017’s summer blockbusters fizzle to a halt with this formulaic action comedy. Ryan Reynolds (“Deadpool“) plays Michael Bryce: a cocksure “Triple A rated” bodyguard, always planning three steps ahead so that he can protect his clients without killing anyone in the process. With such arrogance, a fall is inevitable. On the other side of the legal scales is Darius Kincaid (Samuel L Jackson, “The Hateful Eight“), a contract killer who always gets his man. But the incarcerated Kincaid is offered a deal to release his equally incarcerated wife Sonia (Selma Hayek) in return for testifying against the fearsome Belarus president Vladislav Dukhovich (Gary Oldman, “Dawn of the Planet of the Apes”), on trial for war crimes at The Hague. An Interpol team led by Bryce’s’s ex-squeeze Amelia Roussel (the striking Elodie Yung) now have to get Kincaid to Belgium unscathed with Dukhovich’s well-trained and well-armed thugs stopping at nothing to ensure he won’t be there to testify. Fate transpires that Bryce and Kincaid become an unlikely team in trying to bring Dukhovich to justice.


After losing your no claims bonus, hysterical laughter is the only way forwards. Ryan Reynolds and Samuel L Jackson.

This is a movie whose script seems to have been glued together from a patchwork of other movie scenes:


– the bad guy / bad guy partner relationship of “The Nice Guys“. Check.
– the street ambush of “Clear and Present Danger”. Check.
– the Amsterdam boat chase of “Puppet on a Chain”. Check.
– the comedic bar-room brawl from “Airplane”. Check.

Many of the action scenes are done with panache and some great stunt work. But it’s all stuff we’ve seen countless times before, so what is needed for differentiation is the relationships between Bryce and Kincaid: this needs to be the cornerstone of the film. But it just doesn’t quite work. Jackson’s contribution is never in doubt, even though we’ve seen this motherf-ing shtick countless times before: he’s still magnetic, charismatic and a joy to watch. But unfortunately Reynolds just doesn’t deliver the acting goods to make the banter believable: there is a reason “Deadpool” is his best film – he wears a mask for most of it! His ‘puppy-dog look’ gets rolled out multiple times, but it’s unconvincing in the extreme. Together they are no match for Gosling/Crowe in “The Nice Guys“.


Nun but the brave. Jackson (if not Reynolds) get happy clappy.


On firmer ground is the quirky relationship between Mr and Mrs Kincaid. Although sharing limited screen time together, Hayek and Jackson spark off each other wonderfully. Seeing Selma Hayek in uncharacteristically sweary and belligerent mode was highly entertaining (although it’s worth commenting that my wife took great offence to the ‘comic’ bullying of an overweight cellmate).


“I had to ask the guy next to me to pinch me to make sure I wasn’t dreaming” – the future Mr and Mrs Kincaid meet in a rough place… the seediest dive on the wharf.


Elsewhere in the acting roll call, Elodie Yung delivers just the right measure of cuteness, toughness and passion as Roussel, but Oldman delivers a full-on retread of his Ivan “Get off my plane” Korshunov from “Air Force One”. There is also a change to Oldman’s character’s face at the end of the film in the form of a rampant skin complaint which is ‘explained’ by a clumsily inserted news item about an “attempted poisoning”: it’s such a clunky and bizarre addition to the script that it made me wonder whether the actor has some unexpected ailment (like shingles) during filming…. but I can see nothing related to this online.


The striking Elodie Yung as the Interpol agent Roussel.


The screenplay by relative newcomer Tom O’Connor bumps along from implausible action scene to implausible action scene, with more that its fair share of ‘WTF’ moments. For example, after a random chase through multiple Amsterdam alleys and shops, Jackson pulls up outside the very DIY shop Reynolds ends up in to pick him up! The script is also tonally uneven throughout: given this is supposed to be an “action comedy” the action is often brutal and unpleasant and the comedy – in the main – just not funny enough. (About the funniest thing in the film are the most ineffective sub machine guns known to man, most notably in the mildly ludicrous, if well staged, boat chase scene!)


An entertaining cameo from Richard E Grant as a businessman in danger.


The film also manages to offend, in more ways than the 15-rated violence and language used: I’m not sure WHEN this movie was actually filmed, but the use of an articulated lorry as a terrorist weapon towards the end of the film is certainly in very poor taste after the events of Nice, London and Barcelona. Not appreciated.
Directed by Patrick Hughes (“The Expendables 3″…. say no more) this hodge-podge of a flick is sporadically entertaining, but is one I will struggle to remember in a couple of months time.
  
Tail Story
Tail Story
2020 | Animals, Card Game, Print & Play
The saying goes, “If you can dream it, you can achieve it.” I know there were points in my life when I wanted to be a rock star, a zookeeper, or even a professional mascot. But who says that dreams only apply to people? Our beloved pets can dream too! Haven’t you ever seen a sleeping pup, legs twitching from an imaginary chase? Or caught your cat prowling around, as if on a secret mission? What do animals dream about? Well, Tail Story allows you to create dreams and achieve the impossible with your chosen pet!

Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L

Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.

Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.


Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.

Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!


I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.

Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
  
40x40

Bob Mann (459 KP) rated Life (2017) in Movies

Sep 29, 2021  
Life (2017)
Life (2017)
2017 | Horror, Sci-Fi, Thriller
Life after Gravity.
Mankind is on the verge of a major milestone. The “Pilgrim” probe is returning from Mars containing soil samples that might spell the discovery of the first palpable evidence of life beyond earth. Proving that earth scientists are not completely incompetent, the probe is being returned not to earth but to a lab on the International Space Station where strict quarantine can be maintained. This key mission requirement is the responsibility of Miranda North (Rebecca Ferguson, “Mission Impossible: Rogue Nation”). Supporting her is an international crew including fellow doctor David Harris (Jake Gyllenhaal, “Source Code”), professional astronaut Rory Adams (Ryan Reynolds, “Deadpool”) and Hugh Derry (Ariyon Bakare), the lead scientist studying the samples. Needless to say, the soil samples yield more promise than Derry could have ever hoped for (or North could have feared). A crisis of growth and death ensues in a manner that fans of “Alien” will be suitably familiar with. Can the crew survive against all the odds?

Jake Gyllenhaal is one of my favourite actors with a raft of quality films in his CV such as “Nightcrawler” and last year’s hugely underrated (and almost Oscar-ignored) “Nocturnal Animals”. Rebecca Ferguson is also a class act and one of my favourite actresses of the moment. Here they are starring together for the first time and they don’t disappoint. Whilst neither gets enough quality screentime to really hammer their roles home, both connect to the audience in different ways: Harris is heading for an ISS endurance record, and starting to mentally disconnect from earthly connections as his body also starts to atrophy. North, with a clear attraction to him, tries to hold both him and everything together with steely determination, while carrying more knowledge of the mission directives than anyone else has.
The supporting ensemble cast also work well, portraying a real mixture of nationalities from the cock-sure American played by Reynolds to the sultry Russian commander Golovkina, played by the lovely Olga Dihovichnaya. A special note should also be added in the margin for one of the most surprising portrayals of a disabled character in a recent film.

Unfortunately the material the actors get to deliver, by Rhett Reese and Paul Wernick (co-writers of “Deadpool” and “Zombieland”) doesn’t match their ability. The first 30 minutes or so of the film I found to be totally gripping, but even here some of the dialogue is sufficiently clunky to distract you from the ongoing narrative. Some of the rest of the dialogue becomes head-in-the-hands awful in places: a scene during a de-pressurization episode being particularly painful.

Some dodgy dialogue might be forgivable in an action movie if supported by a strong story. Unfortunately, while the premise of the film is sound (if not original), the story leaps from inconsistency to inconsistency from beginning to end. The writers never seem to settle on whether the ‘being’ needs oxygen, likes oxygen, likes hot, likes cold, etc. and this lack of credibility distracts from the whole film. While the screenplay delivers some seriously suspenseful moments, and some decent jump scares, this is not satisfactory enough to serve up a cohesive movie meal.
This is not helped by ‘bad science’. As I have commented upon before, I’m a physicist by training and unscientific scenes annoy me to distraction. I’ve had to learn to live with the basics of explosions and other ‘noise’ in space (something “Star Wars” started 40 years ago, damn those TIE fighters). But there is a scene in “Life” involving an airlock breach that just completely beggers belief, acted out as if it’s a stiff breeze on the front at Skegness! It’s almost – (almost) – as bonkers as the ‘reactor venting’ scene with Chris Pratt in “Passengers“.

However, the film has its strong points too. Like “Gravity”, this is another special effects triumph with the scenes outside the ISS being gorgeously rendered. “Gravity” was a clear 10/10; this is probably at least a 7, and a reason for seeing the film on the big screen. A key question though is why there wasn’t a 3D version of the film released? Heaven knows I’m no fan of 3D, but “Gravity” was one of the few films that was genuinely enhanced by the format: in fact it is currently the only 3D Blu-ray that I own!

In general, the whole film seems a little half-cocked and lacking in its own conviction. You wonder whether the production company (Skydance) got rather cold-feet about the film in releasing it when it did. Yes, “Deadpool” did very well with its February release, but this is a much more suitable film for a summer audience than a release in this post-Oscars doldrums.
In summary, its a moderately entertaining watch, but at heart just another retelling of the old ‘something nasty in the woodshed’ yarn that we’ve seen played out countless times before. Here though the swanky setting and special effects are diminished by a lack of credibility and consistency in the storytelling. Redemption was on hand though, for while it was heading for a middling 3-Fad rating, it managed to salvage another half Fad in the final 60 seconds: a memorable movie ending that might prove hard to beat during 2017.
  
A Discovery of Witches
A Discovery of Witches
Deborah E. Harkness | 2011 | Fiction & Poetry
7
8.5 (45 Ratings)
Book Rating
A Discovery of Witches by Deborah Harkness is the first book in the All Souls Trilogy. It introduces a witch and her vampire lover and the fight they must endure to be together against all odds. As the first book of the series, it really draws you in and makes you really think about how things are perceived and creates the illusion that vampires, witches and daemons (daemons are demons in Harkness’s fantastical world) could be hiding amongst us without us ever knowing. The book is placed in modern times, but brings in tons of history as the main character; a witch named Diana, is a historian and often is immersed in one history topic or another. It is quite interesting to read about her approach to life and see how it changes when she meets a vampire who whisks her away, so to speak. As a reader, you are able to delve into a world where anything is possible and see how just similar things would be if this was truly our world.

A Discovery of Witches is a book about a witch names Diana has encountered a very old and lost manuscript that many others want. Upon being granted access to this book and denying the magic in her that calls her to investigate it with her powers, she returns it, only to find herself being threatened, stalked and in danger due to it only being obtained by her and returned to the library and back to its magical disappearance. The finding of this book however, helps he discover who she is and a new lover, who is a vampire. The odd couple experience a threat and a mystery that they wish to uncover. As well as, an old rule that they now must try to change, no matter the cost

I had really enjoyed reading the first book, and found its quick pace refreshing but also pleasing to read. Though there were many things left for me to wonder about. All the secrets the vampire had and his worries that will be revealed in the second book, I hope anyways, makes me want to just read all the books back to back. Though the book was 576 pages long, I was able to finish reading it in two days. I often didn’t want to tear myself out of the book to do my daily tasks. It’s definitely a page turned with how Harkness was able to describe everything in the book and flush out some character while leaving mystery on what is to come in the next book.

Harkness was able to draw in each of the five senses into her writing. I was able to smell, taste, and feel what was being describe it was easy to get lost and forget easily all that was around me. However, I did find that somethings where a bit odd and would never have paired up, like the smell of cinnamon and cloves. I will have to try to make the combination in my kitchen to see what that might smell like together as I am not one for the smell of cinnamon. I did find the characters to be extremely well put together and often found myself happy when they were happy, as well as sad when they were. I did quite enjoy that A Discovery of Witches has some things that were extremely accurate while still being fantastical. For example, in Wicca or Paganism rituals are done to do witch craft. Spells and such are handed down to members of the family for generations and the holidays match up to what is practiced today. However, the way magic is portrayed isn’t what really happens in our world, or so I know of, but if it was, I can see how Harkness describes it being how it is.

A Discovery of Witches is just an amazing piece of work that will draw you in and keep you wanting more. Though some words can come across odd, as they aren’t used in normal, everyday conversations, it really says a lot about Harkness’s writing style. She is intelligent and it shows in her work with how she describes things and often uses things from our past to put things in our present world in to perspective to pertain to her characters.

I loved how the book has made me think and do some research myself, on different topics, if only to see what was true and what was made up. For example, alchemy is what puts our character in a situation that seems harsh and completely uncalled for by some extremely bad characters. Not knowing much about alchemy, I had to look up just what the photos Diana might be looking at. The author described them so well, I would picture them in my mind and when I looked them up; I was amazed how much close to the actual images Harkness had described. Though, I am on a computer versus in a library with old manuscripts.

Overall, I would rate this book 3 star out of 4 stars. That may seem harsh seeing as it is one of the best books I have read, and I read a ton, but I found that with all the secrets the characters keep from each other and the reader as a whole quite infuriating. I wanted more and find myself here not able to resist the urge of starting the next book. I do hope some things are clarified and revealed; otherwise I will end up being a very upset reader. Harkness’s writing does seem promising to reveal more as the story develops though. A Discovery of Witches is an extremely good book, even with its infuriating secrets, that I would recommend to anyone who loves the ideas of vampires, witches and demons existing in a world alongside us.
  
Call of Duty: Black Ops II - Uprising
Call of Duty: Black Ops II - Uprising
2013 | Shooter
With the recent announcement of Call of Duty: Ghosts speculation has run rampant as to what the series has in store especially with the promise of the new gaming engine and new consoles on the horizon. However Call of Duty: Black Ops II shows that there’s still plenty of life left in the game with the release of Uprising, the second of four planned map packs for the game. Uprising is available for the Xbox 360, PlayStation 3, and PC versions of the game and does require the original game in order to play. Players can purchase the map pack individually or as part of a season pass that allows all past and future content for the game to be acquired at a discounted price.

The pack offers for new maps as well as a new zombie mode called Mob of the Dead, which casts players as inmates at Alcatraz which is being overrun by the undead. Gameplay wise it is similar to pass on the modes in net weapons, power ups, ammunition, and access to other areas of the maps can be obtained through purchase using the in game currency accrued from dispatching the undead.

There is also a nice surprise to this that in addition to trying to locate and assemble parts to make your escape, the voice talents of Michael Madsen, Joe Pantoliano, Chazz Palminteri, and Ray Liotta, provide a very nice depth to the game as they helped bring an infusion of personality to the characters which really makes you care about their outcome.

There is an afterlife mode as well which is necessary for accessing certain areas and gathering components needed for survival. It is also very satisfying to shock some of the undead minions while in this gameplay mode. Players were one and make sure to avoid the new boss Brutus who gives out a solid amount of damage every time he appears.

The four maps are available for play in various modes such as Team Death Match and Mosh Pit but do not offer the number of online modes that are available for the standard version of the game.

 Vertigo is set in a futuristic high-rise in India and requires gamers to be very careful about where they step if they wish to avoid plummeting several stories to their doom. With a circular outside platform and limited indoor areas the emphasis is on using cover as much as possible especially from the abundant cargo and air-conditioning units that litter the map. I found this to be the least satisfying for my style of play as not being able to run, and constantly being at the mercy of snipers did make it very frustrating for me.

 Encore is set in London at a music festival and offers a nice mix of options for players of all gaming styles. From the backstage area which is ideal for setting mines and other traps, to the grandstand boxes which offer numerous opportunities for snipers to ply their craft. Since neither these are my style of play, I was content to work my way under the stage, and through the clubs, restrooms, and park areas as well as on stage to catch enemy units transitioning from one point of the map to the other. The key is not stay in one place too long as I start to the run and gun mode and had solid success.

 Magma is set in Japan following a volcanic eruption. Having to avoid lava and make your way over cooling areas through the village is definitely a nice visual touch. Everything from fish markets to subway stations and trains are on hand, but players have to be quick on the trigger as there are numerous areas for enemies to hide and blend into the shadows. Once I learned some of the nuances of the map, I did find myself having better luck and have racked up scores closer to my average on this one.

 Studio is a reworking of the classic Firing Line map and is set at a Hollywood film studio. From the long areas of the lot which are ideal for snipers as well as the ample rooftop spaces, players must be on their toes because death can come from anywhere at any time. From a T Rex to a crashed alien ship this map has plenty of variety. One moment you are moving through a medieval castle, the next moment you are walking through a saloon and then stomping a miniaturized city like Godzilla. There are also plenty of other great locales and it would be fun just to run through and sightsee if there was not so much mayhem going on around you.

I find it best to avoid snipers zones and make your way through the areas that offer plenty of cover and make great use of the trailers as they certainly provide cover and great areas of transition as well as ambush.

While uprising does not offer anything new in terms of weaponry, equipment, or rewards, what it does offer is several hours of new gameplay enjoyment for friends of the series who are in need of effects while they wait for the next release in the series. With two more map scheduled between now and November, you’ll want to check this out and as long as you are moderate in your expectations understanding these are simply new maps to enhance your gameplay, then you might find yourself really enjoying what is being offered with this diverse yet enjoyable collection.

http://sknr.net/2013/05/19/call-of-duty-black-ops-2-uprising/
  
Breakdancing Meeples
Breakdancing Meeples
2020 | Music
I think that I’ve mentioned in some of my previous reviews that I rarely buy games without first having played and/or researched them beforehand. Enter Breakdancing Meeples. One fine day, I was perusing the fine stock at my FLGS. While I was wandering and debating whether I should buy Reef or 7 Wonders Duel, my gaze fell upon a small tin with some funny artwork – a game titled Breakdancing Meeples. It was a small and fairly inexpensive game, so I figured, why not? I picked it up (along with 7 Wonders Duel this time) and brought it home to my collection. Was my faith misplaced, or does the game deliver on its first impression of simple fun? Keep reading to find out.

Breakdancing Meeples is a real-time game in which players are trying to amass the most Crowd Appeal (VP) by directing their dance crews to perform the baddest and most impressive dance routines of all time. To setup the game, give each player 6 Meeples, 6 cubes, and their starting Routine cards in their chosen color. Shuffle the remaining Routine cards to form a draw pile, open up the Breakdancing Meeples app (or just get a one-minute timer ready) and the dance battle is set to begin!

Each round is broken into two phases – Dance Off, and Remix. In the Dance Off, players will have one minute to roll their Meeples (yes, you read that correctly – rolling Meeples) to complete as their crew’s Routines as many times as they can to earn Crowd Appeal. When rolling Meeples, there are 4 stances in which the Meeples can land: Feet, Side, Head, or Back. These positions correspond to stances on your Routine cards. If you roll a Meeple in a stance that matches one on your card, you may place that Meeple on that card, moving you closer to completing that Routine. Once all stances have been filled on a Routine, you earn a Crowd Appeal cube, placing it on the leftmost available square at the bottom of that Routine card. You may then pick up all the Meeples from that card, and they are back in play. It is important to note that once a Meeple has been placed on a Routine, it may not be removed until the Routine is finished! If you are unable, or unwilling, to place a Meeple on a Routine card, you may reroll any unused Meeples. Continue rolling and placing your Meeples in this fashion until the one-minute timer runs out. When time has been called, all players will count up their Crowd Appeal – the points listed at the bottom of their Routine cards that are covered by cubes, signifying a successful rep of that Routine. The Dance Off phase is now over.


Now comes the Remix phase. Reveal as many face-up cards from the Draw deck as there are players plus one. Beginning with the player who has the lowest Crowd Appeal, players will take turns selecting a new Routine card to add to their repertoire for the next round. Players may only ever have 3 Routine cards, so in future rounds, players can choose to discard from their play area in favor of a new card. A new round now begins with another Dance Off, and continues as above until the fourth Dance Off has been completed. Players then tally their total Crowd Appeal, and the player with the highest score is the winner! Dare I say, the Dancing Queen? No? Ok…
With a fun theme and simple gameplay, does Breakdancing Meeples hold up? I would have to say yes. First let’s talk about the simplicity of gameplay. All you have to do is roll Meeples and match stances to cards. It may not sound exciting when stated that way, but add in the one-minute timer and suddenly you’ve got a more engaging and action-based game. Throw the Meeples into the mix (literally, in this game) and their disproportionate limbs and unique silhouettes provide an extra challenge in getting them to roll and land exactly as you want them to.


Another neat element of this game is the addition of Rally and Special cards to the Draw deck. Rally cards are purchased (with Crowd Appeal) in the Remix phase, and are then attached to one of your existing Routines. In the next Dance Off, when rolling your Meeples, Rally cards can provide extra Crowd Appeal points once their conditions have been met. These cards may cost some end-game points, but they could earn you much more if the conditions are right. It’s a risk, and adds some suspense to the gameplay. Special cards grant the player a ‘wild’ dancer. If you roll 2 Meeples in the same stance, you may exchange them to a single dancer in your chosen stance. Rally and Special cards can be removed from the game for a more simple gameplay, if playing with younger players for example, but add in an extra twist to the chaos of the real-time limitations.
Is Breakdancing Meeples my favorite game? Nope. But it’s a cute, fun, and fast little game that I can see myself pulling out often as a filler, or even a game to introduce newer gamers to the hobby. It is lighthearted in nature, with a unique theme, and it just is fun to play. I am glad that I bought this game on a whim, and I definitely will be keeping it in my collection. With that said, Purple Phoenix Games gives it a hoppin’ 7 / 12. Check it out, you might be surprised!