BankofMarquis (1832 KP) rated Ad Astra (2019) in Movies
Sep 27, 2019
Unfortunately, that is pretty much all PItt - and this film - does.
AD ASTRA follows the adventure of Astronaut Roy McBride (Pitt) who's father Clifford McBride (Tommy Lee Jones) is a fabled Astronaut who disappeared while on a deep space mission to Neptune. When a Galaxy-wide energy pulse emanating from Neptune threatens life on Earth, suspicion is that Clifford is still alive in orbit around Neptune and the hope is that Roy can contact him and stop this life threatening force.
Sounds like an interesting premise, doesn't it? And it could have been. And the world that was built for this movie - a world set in the "near future", one where we did not stop going to the moon and space and there are now space stations - and colonies and pirates(!) - on the Moon and Mars, is an interesting concept and I really wanted to explore that world.
Unfortunately, Director and Writer James Gray (THE LOST CITY OF Z) was not interested in exploring this (so why build it?!?) - he was more interested in contemplating the meaning of life's purpose and fate and legacies and do the sins of the father really come back to seek payment by the son? And I do mean contemplate, for that is what Pitt's character does through most of this film - sit and think (which we hear through voice over), while contemplative music plays wistfully.
It's a good recipe to cure insomnia.
While Pitt does a nice enough job in the lead - an actor can only do so much with looking, thoughtfully, out the window. Ruth Negga and Donald Sutherland both try to inject some life in this film, but their parts are, in essence, extended cameos and the likes of "that guy" actors like Donnie Kashawarz, John Finn and John Ortiz pop up for a scene or two along the way as we travel across our Galaxy with Pitt but don't really register Only Tommy Lee Jones manages to liven things up...but his presence is too little too late.
Like a parent, I am not upset at this film, just disappointed at the choices that were made. I thought Pitt and Gray knew better.
Letter Grade: B- (it is well made and pretty to look at)
6 Stars (out of 10) and you can take that to the Bank(ofMarquis)
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Purple Phoenix Games (2266 KP) rated Salty Dogs in Tabletop Games
Aug 27, 2019
Salty Dogs is a small card game – it fits into a normal deck box – where each player is captaining their pirate ship and vying to become King of the Mountain! … or, rather, the High Seas! Players must protect their crew and be the last pirate ship standing to win the game!
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. Similarly, you will see the play mat that was provided. You can download a play mat from the game’s website or order these from the publisher. -T
Setup is easy peasy scurvy squeezy. Remove from the deck all the pirate cards (they have a blue banner with a unique name at the bottom). Shuffle these, and deal each player five pirates. This will make up the crew for each player’s ship. No individual cards have certain abilities – they are all the same – so either place your crew randomly or choose who you would prefer to be Captain, First Mate, and then dump the others into the generic Pirate spaces. From there shuffle the remaining pirate cards into the deck, deal each player five cards and the battle is on!
On your turn, draw a card and play a card. Ok, on to final thoughts! Kidding, but game play is really that easy. There is no hand minimum or maximum limit, but it usually stays around five for the duration of the game. Cards drawn will be pirates, actions, attacks, illnesses, cures, or defense cards. You use pirate cards to refill any vacant crew slot on your ship. Vacancies happen when an opponent plays an attack or illness card on one of your crew. Your crew may only be attacked in a certain order with the first attackable card being furthest away from your Captain, and said Captain being targeted last. So your pirate is ill, eh? Simply play a cure card that affects the illness and heal your crew right up. Example – you have contracted Scurvy. Well, obviously the only cure for Scurvy is Piggy Peg Leg’s Gumbo. So throw the Gumbo card to cure your crew’s illness. That dastardly Captain Doodles McPoodle is firing their cannon attacks at you? Throw your Fog defense card to protect yourself – BOOM! There are several other illness and action combinations in the game I will allow you to discover for yourselves.
A note about attacking First Mates and Captains. First Mates are immune to Mutiny cards, and the Captain is immune to Mutiny AND Illness cards. This is a rule pair that can easily be forgotten, so try to keep that in mind the whole time as your crews are blown to smithereens.
Components. Per my disclaimer we were sent the deck of cards and four optional play mats. These components may change or improve over the course of the upcoming Kickstarter campaign, but I will comment on what we were sent. The cards are of good quality and the art upon them and throughout the game is quirky, but really really good. We really enjoyed seeing some tongue-in-cheek pop culture references in the pirate cards and in the accompanying art. The play mats feel like the top layer of a mouse pad – they are silky smooth and just as thin. I thought having thin play mats would be a negative, but then I packed up the game again and was thankful that they weren’t complete neoprene pads. So I’m in on those play mats. If you don’t splurge for the play mats, just line up your crew in front of you and it’s quite functional that way as well.
Salty Dogs. What did we think? Well, honestly, we really loved it. The art is whimsical and colorful. The cards are all super useful, and there’s something to be said about just obliterating your opponents’ ships and giving in to the piratey bloodlust. I was targeted early and was raring to come back as soon as I could in the next game. With so many pirate games, take that games, card games, and battle games on the market, I still think most gamers will enjoy Salty Dogs. It is not at all a brain burner, but it’s a great light (and light-hearted) filler game that will leave you with a smile on your face and a desire to play again and again. We at Purple Phoenix Games highly recommend this title, and cannot wait to see what the Kickstarter campaign has in store. May yer poop decks be sparkling and yer booty be plentiful!
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Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
Hazel (1853 KP) rated To Kill a Kingdom in Books
Apr 9, 2018
Lira is a siren princess who is nearing her eighteenth birthday. In order to celebrate the life of their goddess Keto and get revenge for her death at the hands of the humans, each siren must kill and remove the heart of a human victim. Lira has always targeted princes and aims to steal the heart of Prince Elian of Midasan, however, her mother, the sea queen, has different ideas.
As punishment for disobeying her orders, the evil queen temporarily turns Lira into a human, stripping her of her siren power. In order to return, she must kill Prince Elian and return to the sea with his heart. However, things get complicated when Prince Elian saves Lira from drowning and takes her aboard his ship.
Elian is a prince-cum-pirate who has no wish to be the heir of the golden kingdom of Midasan. He spends his days as the captain of his ship, hunting and killing sirens. Not realising Lira is the siren he most wishes to destroy, he gradually gets used to her presence and believes she will be useful to him on his quest to find a crystal that will destroy the sea queen forever. Lira agrees to help, however, she has an ulterior motive – perhaps she can help Elian find the crystal then kill him and destroy her mother …
It takes a while for this dark, romantic young adult novel to get going; there is a lot of introduction to characters and the way their fantasy world operates. With different customs to get familiar with, particularly in the case of the sirens, it is a little monotonous for the first few chapters. However, once Lira and Elian meet, events become far more interesting.
The banter and insults hurled between Elian, Lira and the rest of the crew is a humorous addition to the storyline and makes the prince and princesses growing relationship all the more exciting. With the sea queen lurking in the shadows, the story builds up to a fateful conclusion, however, maybe Lira can steal the prince’s heart a different way.
Once the story is well underway it becomes an engrossing piece of literature that is difficult to put down. With romance, danger and a cataclysmic ending, it has everything that a young adult fantasy fan wishes for. To Kill a Kingdom is Christo’s debut and it is exciting to find out what she will write next.