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Lair
Lair
2019 | Card Game, City Building, Racing, Spies / Espionage
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.

Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!

Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L

To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!

So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.

Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.

As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
  
The Dukes of Hazzard (2005)
The Dukes of Hazzard (2005)
2005 | Action, Comedy
6
7.0 (7 Ratings)
Movie Rating
Those good ol’ boys from Hazzard County are back, in the film version of one of the most enduring series from the 70’s.

For those unfamiliar with the series, each week Cousins Bo and Luke Duke used their super charged Dodge Charger, christened “The General Lee”, to avoid corrupt police, city overlord Boss Hogg, and bad guys of the week.

If this sounds very simplistic, it is, yet the show was a huge ratings sensation as were subsequent T.V. reunions after the show completed its run. Thanks to reruns on syndication and the recent DVD sales, a new generation is encountering the Dukes and in many ways, that is who the new film is targeted to.

Starring Johnny Knoxville and Sean William Scott as Luke and Bo Duke, the film follows the basic theme of the series as the two cousins joke with one another as they run Moonshine for their Uncle Jessie (Willie Nelson), and try to stay one step ahead of the Sheriff Roscoe P. Coltrane (M.C. Gainey),

As the film opens, Bo is concerned about defending his title in the annual road rally and tying the record with his 4th consecutive win. Luke is concerned about staying one step ahead of a shotgun toting father & son duo who aren’t thrilled about his numerous dalliances with the daughter.

It is all fun and games until local overlord Boss Hogg (Burt Reynolds), seizes the family farm when he plants a still on the property and drives the Dukes out. Not ones to take it sitting down, Bo, Luke, and Cousin Daisy (Jessica Simpson), set out to discover why Boss Hogg is acquiring through ruthless means all of the land in the outlying areas of Hazzard County.

Bo and Luke are forced to flee Hazzard County and venture to Atlanta in order to gain further insight into Boss Hogg’s plans, which results in some funny fish-out-of-water moments when Bo and Luke have to deal with yuppies, college dorms, and the ‘hood as well as city police and the Boss himself.

Of course in keeping with the show, there will be countless car chases, spectacular jumps, and more than enough T&A thanks to Simpson, but what is surprising is that the film’s humor for the most part works.

Directed by Jay Chandrasekher of the Broken Lizard comedy troupe, the film does have its share of moments that may raise a few eyebrows as drug use, sex, and shots to the groin are present in this film, as is language that is more colorful than anything from the original series.

That being said, it is important to remember, that times have changed greatly since the Dukes first aired and you cannot blame the film makers for attempting to reach out to a broader audience. Such is the running joke of Bo being more concerned with his car than with woman, and his inability to speak with the object of his affections without fainting. This is quite a change from the unflappable character of the television show, yet one that still allows the good natured appeal of the character to remain intact.

The cast works well, especially the chemistry between Knoxville and Scott, as well as the scenery chewing performance of Reynolds who seems to be having the time of his life in the role. Much has been made of Simpson’s part, but it is mostly a limited role that offers her little chance to do much more than serve as eye candy, and does not show if she is capable of doing much more.

Nelson is sadly underused, but when he is on screen he raises the bar as his easygoing charm is a perfect match for Uncle Jessie.

While the film is in no way great cinema, it is at times an enjoyable bit of nostalgia to the days when Friday nights growing up meant dinner in front of the television watching the Dukes.

If car chases and some light comedy are what you are in the mood for, and you do not mind a thin story, you can do a lot worse than the Dukes.
  
    Conquist 2

    Conquist 2

    Games and Entertainment

    8.0 (1 Ratings) Rate It

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    Conquist 2 Online Arena: A mind blowing take on strategy games Challenge your friends wherever they...