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Captain Marvel (2019)
Captain Marvel (2019)
2019 | Action, Adventure
MCU does it again (0 more)
The wait till End Game (0 more)
Mar-Vel-ous
At this point Marvel can really do no wrong. When it comes to their movies (esp original ones) they have a formula that's worked well so far so why change it. Really we've not had a bad MCU movie since iron man 3 & thor 2 and even they were watchable and in parts mildly enjoyable. Here we have excellent action with just enough comedy to give people laughs without being silly and considering this is about shape changing aliens, silly was a possibility. But theres a good story at its core and nice character development with a few twists and turns to keep everyone interested. We also get Goose - the greatest space cat since Jonesy from Alien!!...2 good post credits scenes as per normal - 1 serious story one and 1 funny but worth sticking around for. The next month or so needs to fly past.
  
The Shifter (Legends of Pern Coen: Fated #1)
The Shifter (Legends of Pern Coen: Fated #1)
Hannah E. Carey | 2023 | Romance, Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
THE SHIFTER is the first book in the Legends of Pern Coen: Fated series and we meet with Bran and Seren. Bran is a shapeshifter, as such, he is sentenced to death by the Ri, who is Seren's father. There is a lack of loving feelings towards his daughter though. Seren helps Bran escape, along with many others, making her a traitor in her father's eyes. When she is kidnapped and ransomed, her father refuses to pay it, leaving Bran - who had found himself with that gang - to make a decision with long-ranging effects.

Oh, what a story this is! There is so much going on and so much against Bran and Seren, I honestly can't wait for their story to continue. Domhnall is a fly in the ointment and needs to get over being the fourth son! As for Aengus, I can guess his relationship, but I want to know more about how it all came to be.

This is a fantastic foray into Pern Coen, giving me just as much to enjoy as Rhiannon and Connor's story. The world-building is first class and the story is character-led. It doesn't finish on a cliffhanger, per se, but it will fill you with the need for the next book so you can continue with the story.

Absolutely fantastic and HIGHLY recommended by me.

** same worded review will appear elsewhere **

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
Apr 20, 2023
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Vampyr in Video Games

Oct 23, 2018 (Updated Oct 23, 2018)  
Vampyr
Vampyr
2018 | Action, Role-Playing
Atrocious Combat (3 more)
Piss-poor Voice Acting
Shabby Graphics
Soooooooo Boring
One Of The Worst Games Of The Generation
When I picked up Vampyr, I really wanted to like it. This was one of those underdog games that come out a couple of times per generation. When it was first announced and shown, it was met with groans and cringes, then when it released back in June it was received surprisingly fairly well, getting 6's and 7's across various websites.

I eventually got around to picking it up a couple of weekends ago. For the life of me, I do not understand what the reviewers that scored this game a 6 or a 7 were thinking. This game is utter garbage.

In previous things that I've written, I've spoken about the bar consistently being raised in modern gaming and how there is no longer any place for sub par mediocrity in the landscape any more. Well, this is a prime example of a game that does not belong in 2018, It would even have been dated if it had dropped in 2008. Frankly, it doesn't belong in this generation. I have played PS2 and even PS1 games with better gameplay than this trash.

When I first booted up the game, it was pretty slow to start. It seemed pretty dialogue heavy, yet the voice acting was pretty poor. I powered through it, telling myself that there are other games that start off slow and awkward and end up being great once you get stuck in. Then I was introduced to the combat. My God. I genuinely couldn't believe how stiff and awkward and dated it felt. It is so easy and monotonous as well, to the point that any fun drains almost instantly. I can confidently say that it is by far the worst combat I have experienced out of any game I have played in 2018.

The gimmick that the game's marketing seemed to be pushing leading up to it's release, was that every character in the game is important and has an extensive backstory, from main characters to randomers on the street. My question is; why should I give a shit? The vast majority of these characters have nothing important or relevant to say and the vocal performances are so dire, you find yourself button mashing the square button to skip through all of the required dialogue that you are forced to sit through.

The plan was to fly through Vampyr this week and be finished for when Red Dead Redemption 2 is released on Friday. Two and a bit hours into Vampyr, I decided that it wasn't even worth doing that and life is too short.

Overall, the most impressive thing about this game is how much Dontnod Entertainment managed to fuck up a fairly interesting premise. Do yourself a favour and avoid this game like the plague. The only reason that it isn't getting a 1 is because The Amazing Spiderman 2 also came out this generation.
  
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Daniel Boyd (1066 KP) rated Searching (2018) in Movies

Oct 24, 2018 (Updated Oct 24, 2018)  
Searching (2018)
Searching (2018)
2018 | Drama, Mystery, Thriller
Stylish (2 more)
Well acted
Good script
The Surprise Hit Of 2018
I eventually got around to seeing Searching a couple of nights ago and I liked it way more than I thought I would. By all accounts, I should have hated this movie. I am not a fan of gimmicky webcam style movies, from the trailer this movie looked cheap and one-dimensional and possibly the most offensive aspect of the trailer was how unoriginal it came across. The marketing basically sold this movie as a Taken clone shot on a webcam.

There are a few times a year when I am absolutely delighted to be proven wrong and this is one of those rare times.

Searching is innovative, gripping and strikingly original. Unfortunately the movie doesn't really follow the formula that the academy looks for when handing out their nominations, but if John Cho doesn't get a nod come Oscar season for this performance, it will be a travesty. He carries this entire project on his shoulders and acts as the link that could make or break it throughout. Thankfully, he uses his impressive skills as an actor and pulls off a flawless performance while making it look effortless. The supporting cast do a decent job too.

The best thing about a movie that uses a gimmick well, is that you forget that the gimmick is even present after a while because it is so expertly woven into the narrative. That is the case here. The unfolding narrative is so engaging and the decision to tell it though PC and phone screens actually greatly helps the urgency and personalisation of the story, it really allows the audience to be right in the main character's shoes every step of the way.

The only slight negatives that I have is that I didn't love the ending and I seen some of the twists coming. However, this is very much down to my personal taste and I can't knock the movie too much for it. Also the marketing team for this movie should all be fired, like immediately. The only reason that I bothered to seek this film out was because of the positive response it was getting via word of mouth. If I was just going based on the movie's trailers I would have avoided this thing like the plague and missed out on an exciting, fun ride. Also when the movie dropped it was lucky if it was getting 3 showings per day in my local cinema and it was only showing in one cinema in my area, the distributors should really have done a better job of getting this film in front of an audience. It was as if they were putting this thing out to die to some extent.

Overall, Searching is the sleeper hit of the year. Sadly it will probably fly under a lot of people's radar due to the piss poor marketing, but I implore you to seek this one out, as it is an exciting, edge-of-your-seat thriller that is well worth your time.
  
Broom Service
Broom Service
2015 | Card Game, Fantasy
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.


At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!

On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.

The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!


Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.

That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
  
Gemini Man (2019)
Gemini Man (2019)
2019 | Action, Drama, Sci-Fi
Special Effects, including Will Smith's "youngification' (0 more)
The script - truly dire (0 more)
Will Smith plays top US hit-man Henry Brogan who is making the world "safer" one bullet at a time! With the mirror telling him his age, Henry hands in his firearm (not withstanding the arsenal under his stairs) to spend more time going fishing and doing the crossword.

But all is not well when Henry's 'one for the road' hit turns out to not be quite what it seems.

Teaming up with marina manager Danny (Danny??) Zakarweski (Mary Elizabeth Winstead), the pair go on the run from operatives of a government-funded black-ops organization called Gemini. Gemini is a private semi-military organization (didn't we just go here with "Angel Has Fallen"?!). These 'baddie goodies' would rather see Henry - and all who know him - fed to the fishes rather than have him catching them.

But one of these guys, under the direct command of Gemini-boss Clay Verris (Clive Owen), looks kinda familiar...

Let's focus on the positives for a minute. This is a spy movie that has all of the polish that the recent "Angel has Fallen" didn't have. Some nice photogenic locations fly in and out again (Georgia, Budapest and Colombia: the latter for no obvious reason I can remember!). It occasionally reminded me of a glossy Bond film, but without Bond.

There are also some high-class special effects (the special effects coordinator is Mark Hawker). A moonlit CGI Gulfstream with a zoom into the cockpit is particularly impressive.

Some of the action set pieces also entertain. A Will-on-Will bike chase is well done, and I've not seen a bike used as a hand-to-hand weapon in this way before!

And Will Smith is no doubt a class act, with his 'youngification' (I'm not sure what the official word is) also being effectively done. I also enjoyed Mary Elizabeth Winstead, who was great in "10 Cloverfield Lane". The lady has real screen presence.

But man oh man, that script. Let's name the guilty parties in this film: the scriptwriters David Benioff (Game of Thrones), Darren Lemke and Billy Ray. (I'll put Ray last in the list, since the story was by Benioff and Lemke and this has the smell to me of Ray - who has a history of some great scripts like Captain Phillips under his name - being drafted in to steady a listing ship).

Some of the dialogue in this film is not just a bit dodgy. It's head in the hands groan-worthy (and I actually did at times: fortunately the cinema was barely half full and I was on my own in the whole row). And some of it is just plain offensive. Henry meets his old pal Jack Willis (Douglas Hodge) on his yacht where he explains his wife is on a trip to Paris as a scantily clad dolly-bird wanders past. Henry comically rolls his eyes at this adulterous behaviour, with some sort of "Jack, what are you loike!" comment. Cringe-worthy.

Will Smith, Mary Elizabeth Winstead and Benedict Wong (their ally, adding some comic relief) are clearly good actors. But the script often makes them look utterly vacuous and stupid. And Lee seems to have a "good enough, move on" approach to the filming. One jaw-dropping moment has Will Smith telling the others that they are going to Budapest. "Budapest?" Winstead and Wong are supposed to say in union, but mistime it. "Can we do that again?". Nope. It's on the screen.

As for Clive Owen... sorry, he's really not in the same acting league, and the script does him even fewer favours. As he says at one point "It's like the Hindenburg crashing into the Titanic". I couldn't have put it better myself.

"Uncanny Valley". You know this phrase. The Princess Leia and Moff Tarkin scenes in "Rogue One" is the classic example. Effects that don't quite work on the big screen. "But" - you say to yourself - "Dr Bob just said that the 'youngification' of Will Smith was done really well?". And I'll repeat again that it was. It's on a par with Samuel L. Jackson's 'youngification' in "Captain Marvel". Where something strange happens is in the film's overall projection. Ang Lee has tried again with his experiment of filming at a massive 120 frames per second..... five times the normal movie frame rate of 24 fps. And the quality of the picture - particularly during high-speed action scenes - becomes outstandingly good! But equally it just doesn't 'look right'.

When the human eye presumably works at an equivalent "fps" of thousands of 'frames per second' you'd think that it should all be fine. But for some reason I just found it distracting. Presumably the audiences for "The Jazz Singer" thought the same about sound; and those for "Gone with the Wind" and the "Wizard of Oz" about colour. Maybe we've seen the future, and its the new norm that we just need to get used to. We'll see.

Ang Lee's "Life of Pi" was extraordinary. His "Hulk" was one of the poorest of the Marvel canon. Unfortunately, this movie is at the "Hulk" end of the spectrum. Which is a real shame. The duo of the 51 year old Smith and the 35 year old Winstead work really well together. They have great chemistry, but, you'll be relieved to hear, avoid any icky love interest.

What a shame. With a different script, and some good production values, this could have been a very different story.

(For the full graphical review, please check out https://bob-the-movie-man.com/2019/10/18/one-manns-movies-film-review-gemini-man-2019/ )
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
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Brian Eno recommended Early Works by Steve Reich in Music (curated)

 
Early Works by Steve Reich
Early Works by Steve Reich
(0 Ratings)
Album Favorite

"I could easily talk for several hours just about this. It was particularly this piece called 'It's Gonna Rain' that I heard with my friend Peter Schmidt, the painter. I'd met Peter while I was at art college and he was a very, very distinctive and unusual character. He was a German Jew who'd come over to England in the '30s and was a very good poker player because it was impossible to know what he was thinking. He was a very inscrutable person. Most people found it very hard to be with him as you'd say something to him and he'd just look at you. But I liked him a lot and we got on very well, and it turned out we'd been thinking about a lot of similar things. One of the things we used to do was sit around at his place in Stockwell and explore new music. Generally it was he who would play things to me and one day he said, ""Have you heard this?"" and my life changed. Reich recorded this in '65, so that's 51 years old and fucking hell, what have we been doing for half a century? The first thing that happens when you're listening to that is that the repetitive element of it gradually makes you start to lose focus of the pieces that keep repeating. You start hearing the little differences. It's a little bit like the way a frog's eye works. It doesn't scan like ours do, it stays fixed on a scene and very quickly the rods and cones get saturated with everything that doesn't move. So as soon as something does move, like a fly, that's the only thing that the frog sees. I think the ears behave like that when they're presented with something highly repetitive like this. Your ears quickly saturate or habituate with the common stuff and they start to pick up details. I remember the first time I heard 'It's Gonna Rain', I started to zone in on the pigeons, because this was out in the street, it was a recording of a street preacher so you can hear cars and horns and then you start to hear these birds but only after a while, after the other stuff has cleared out of your consciousness. That's amazing because what was making the music was my brain and that was the first time I'd realised that, as a composer, you could co-opt a listener's brain. So suddenly, wow, that's another 100 per cent of the universe opening up. When you put something out into the world that is kind of incomplete and it takes your consciousness and the errors of your perceptual mechanism to actually make it into something, that totally changed my idea of what music could be. The actual amount of material used is tiny, the loop of ""it's gonna rain"" is not even a second, and that's the only element used in that section. You think, bloody hell, that's economy, and I've always loved economy. At the time I first heard this we were in a period of maximum indulgence in pop music. Sixteen-track recorders had just appeared so suddenly so many people were just putting so much shit onto everything just because you could. Every spice in the cupboard. Suddenly I heard this and it was so stark and effective. The other thing about it is that within it is a mechanism that I've subsequently used a lot, which is the idea of having things running out of sync with each other. Again, your whole experience of music until then had been to do with synchronisation. Everything sticks together and then at this point everything changes together. What happens in this piece is that you get the same cycle but running so that on each repetition they're in a slightly different place in relation to each other. So you have an automatic generator of variety and I use that on so much of my work. That became my go-to technique for making something interesting straight away."

Source
  
Bad Guy Nonsense
Bad Guy Nonsense
2020 | Abstract Strategy, Card Game
Bad Guys have been running rampant, and your goal is to stop them and garner some recognition for yourself. However, some of your fellow crime-fighters have their eyes on the same prize, so you must be ready to employ whatever means necessary to capture the most Bad Guys! Whether you capture then yourself, or secure the help of Bounty Hunters, Heroes, Bandits, and more, keep an eye on your captures so they aren’t swiped out from right under you by an opponent… but if you’re sneaky enough maybe you could swipe one of theirs to add to your list of accolades.

Disclaimer: We were provided a PnP copy of Bad Guy Nonsense for the purposes of this preview. Please excuse my lack of a color printer, but know that the final artwork and cards ARE eye-catching, colorful, and clear to read. I do not intend to rehash the entire rulebook in this preview, but rather provide an overview of the gameplay. Check out the publisher’s website to download the rulebook for yourself, and keep an eye out for the Kickstarter campaign coming soon! -L


Bad Guy Nonsense is a card game of hand management and a bit of take that in which players are trying to score the most points by capturing Bad Guys. Here’s how it goes: shuffle the deck and deal 6 cards to each player. On your turn, you will perform one of 3 possible actions: Capture Bad Guy, Discard 1 Card, or Play 1 Special Card. To Capture a Bad Guy, use one of the 4 capture combinations and set the Bad Guy with corresponding cards in your play area. If you choose to Discard 1 Card, select a card from your hand to discard and then draw 1 new card from the draw deck. To play a Special Card, play it to the discard pile and perform its corresponding action. Whatever action you choose to perform, you will always draw back up to 6 cards at the end of your turn. Play continues until the draw deck runs out. Players may then place any remaining Bad Guy captures from their hand into their play area if they have any. Everyone counts up their points – positive points for Bad Guy captures, negative points for Bad Guys still in hand, and 1 point per Nonsense card in hand – and the player with the most points is the winner!
The basis and gameplay are pretty simple and straight-forward, and that’s what I love about Bad Guy Nonsense. It is so easy to teach, learn, and play that I can see this game played in so many situations. Whether I want to introduce some newer gamers to the hobby, or I need a fast and fun filler between longer games, or even if I want something to play with younger gamers, this game hits that sweet spot. Even though the gameplay is pretty simple, it still needs a bit of strategy for success. You need to decide which actions to take and when to ensure maximum benefit for yourself. Are you willing to risk discarding a card in hopes for getting a new one that may be more beneficial? Should you try to steal that high-value capture from an opponent? Or do you just try to fly under the radar, silently amassing your points and hoping your opponents don’t take notice? There are lots of options, and that keeps the gameplay refreshing and engaging. And the Special Card abilities add a fun strategic twist to the game too – from stealing opponent’s captures for yourself to searching the Discard deck for the card you want, you are always on your toes when playing this game.


Let’s talk components. Obviously, as I mentioned earlier, I do not have a color printer, so my PnP version leaves much to be desired. However, the final production copies of the game will feature tarot-sized cards that are bright, colorful, and sturdy in hand. I enjoyed this game so much that I will probably back it to get a copy of that higher quality for myself!
All in all, Bad Guy Nonsense is a fun little card game that can be played in many different situations. The gameplay is relatively light, the rules are simple to understand, and the time to play is the perfect length. Rarely do I play just one game of Bad Guy Nonsense, I will play 2 or 3 at least back-to-back! If you’re looking for a fun game that can be played with the entire family, consider backing Bad Guy Nonsense. It has a great balance of strategy and light-hearted fun that will keep you coming back for more.
  
Dragons Wild
Dragons Wild
2021 | Card Game, Fantasy, Mythology
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?

Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.

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, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T


To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.

Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.

Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.

Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.


The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…

Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.

The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!

If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.