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Erika (17788 KP) rated The Shining (1980) in Movies
Nov 25, 2018 (Updated Nov 25, 2018)
I just watched this film for the first time yesterday. I don't typically watch horror films/scary movies because I have an overactive imagination and don't need any other nightmare fuel.
I was finally convinced after a conversation with a co-worker when we were talking about how sometimes people just snap, and he emphasized how Jack Torrance's actions were completely fitting with a psychological break. I had also seen various references to the film, such as the extended scene in Ready Player One, and a South Park Halloween episode when Randy Marsh buys a Blockbuster and the same situation happens.
I wouldn't actually deem this as a straight-up horror film, it was definitely more of a psychological thriller. It was so well done (haven't read the book, nor will I ever, not a fan of Stephen King). The music fitting with the cinematography and creating the mood and overall tension in the film. It's definitely one of the best films I've watched as of late, and I'm glad I finally got around to it.
I was finally convinced after a conversation with a co-worker when we were talking about how sometimes people just snap, and he emphasized how Jack Torrance's actions were completely fitting with a psychological break. I had also seen various references to the film, such as the extended scene in Ready Player One, and a South Park Halloween episode when Randy Marsh buys a Blockbuster and the same situation happens.
I wouldn't actually deem this as a straight-up horror film, it was definitely more of a psychological thriller. It was so well done (haven't read the book, nor will I ever, not a fan of Stephen King). The music fitting with the cinematography and creating the mood and overall tension in the film. It's definitely one of the best films I've watched as of late, and I'm glad I finally got around to it.
Sean Lennon recommended The Inner Mounting Flame by Mahavishnu Orchestra in Music (curated)
Emeli Sande recommended My Love Is Your Love by Whitney Houston in Music (curated)
Tom Chaplin recommended OK Computer by Radiohead in Music (curated)
Duff McKagan recommended Greatest Hits by Sly & The Family Stone in Music (curated)
Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games
Sep 5, 2019 (Updated Dec 2, 2019)
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?
Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!
All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.
Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)
So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!
Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!
All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.
Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)
So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!
Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
Andy Gill recommended Good Times by Chic in Music (curated)
Purple Phoenix Games (2266 KP) rated Festival! in Tabletop Games
Nov 24, 2020
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.
Andy K (10821 KP) Nov 25, 2018