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Extraordinary Adventures: Pirates
Extraordinary Adventures: Pirates
2019 | Nautical, Pirates, Racing
I feel like I try to open pirate-themed games with silly faux pirate talk and it’s getting old. So I won’t do that this time. What I will do is start by saying we reviewed another Forbidden Games title (Raccoon Tycoon) to very high praise, so we expect nothing but greatness now. Does Extraordinary Adventures: Pirates! (or from now on just Pirates) match the quality we enjoy in Raccoon Tycoon? Yarr.


Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.


When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.

But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.

It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
  
Caraval
Caraval
Stephanie Garber | 2017 | Young Adult (YA)
8
8.1 (97 Ratings)
Book Rating
Roll up roll up to the world of Caraval, a game where nothing is ever as it seems but if you succeed you can make your greatest wish come true! For Scarlett, she has been writing to Caraval Master Legend for many years, hoping that he will bring his players to her Isle of Trisda so she can experience the joy and wonder her Grandmother’s stories told her about. When her final letter see’s an older Scarlett informing Legend that she is about to marry, a pre-wedding gift arrives in the form of tickets to Caraval! One for her, her sister Donatella and Scarlett’s fiance, who by the way she has never met…. Her father is a cruel man and Scarlett see’s the opportunity for marriage as a way to escape, which won’t happen if she attends Caraval. But her sister and the young sailor, Julian, have other plans!

 Sailed away to Master Legends Island, Scarlet must play the game of Caraval and the stakes are higher than she ever thought. Not everything is real and everything has a price, can Scarlett complete the game and get back to Trisda before her father knows she has gone and before her wedding day? Or will the secrets of Caraval pull her in too deep?
 
I went into Caraval a little sceptical, I had heard mixed reviews from friends but I wanted to love it as the story sounded amazing, thankfully I wasn’t disappointed. In a book where I was constantly told that not everything is real I found myself second guessing everything, trying to figure out the clues along with Scarlett. The Caraval itself is wonderful and vibrant but yet a little sinister if you scratch the surface, I almost felt transported to a Victorian era where the currency is secrets rather than coin. There are a ton of twists in this tale and I have to say that I struggled a little to keep up at times. My only quibble is that it did get quite ridiculous as the story progressed and I was longing for a little stability in the story. There are however, some genius bits that I loved especially around some of the forms of payment.

I found it a struggle to put this down, for the most part it was the kind of read that I didn’t have to think about as I flew through the pages and apart from the odd moments of wading through treacle I found myself utterly caught up in the world, my heart racing against the clock just as Scarlett’s did. I would totally recommend giving this a read, it’s not 100% up to the hype, but I’m glad I read it and I think it may end up in that rare pile of books that I have that I would want to read again!
  
Shadows of Malice
Shadows of Malice
2014 | Adventure, Fantasy
Great framework for narrating an adventure (2 more)
Good solo game
Interesting mechanisms
A lot of fiddly tokens (1 more)
Slightly heavy rules
A different take on the adventure board game
Shadows of Malice is an interesting take on the adventure game. Aside from the introduction explaining that you are heroes on a quest to find and activate mystical light wells and defeat the demon and his shadows before they can break through from the shadow realm and capture the wells for evil, there is no fancy artwork, immersive flavour text or even the well known fantasy monsters.


Instead, you get plain cards with simple line art and either just an icon/dice modifier or a short line of text explaining the effect. These cards are items of armour, weapons or other loot, potions, skill masteries, fate effects or abilities. A selection of these make up your character. Again, there are no defined heroes, you can be whatever you fancy being.

When you encounter a monster you roll 3d6 against a chart which will define the creature's species and its strength. Creature types are things like "Avian" and "Reptilian" so you can imagine fighting a dinosaur, a giant eagle or whatever fantastic creature you desire.

This makes the game a great framework to roleplay in. You are never stuck encountering the same things again and again. On the minus side, if you don't have a good imagination, it boils down to just rolling dice and beating target numbers. If you want a game to give you a story to follow, SoM is not that game.

The rules are good, if a little heavy but after a game or two it should soon click and it's mostly straight forward. The designer has recently just uploaded a revised rulebook to BGG which streamlines a number of things.

SoM comes with 4 large landscape hex tiles plus a shadow realm tile and you can choose any number of tiles to arrange in any position around the shadow realm tile. Each tile is divided into a number of smaller hexes with varying terrain and locations printed on them. This is the world you will be exploring and, despite being tiny compared to other game boards, each tile adds about an hour to the play time.

Gameplay involves exploring the land fighting creatures, gaining loot, visiting cities to trade goods or mystic seers to buy potions while searching for the special light wells that you must take control of.

In between player turns, the shadows act. They begin confined to the shadow realm but as the rounds progress, barriers fall and the shadows are more likely to find a way out to manifest in the land. Once there they start searching for the light wells and it's game over if they get to them first .

This makes for a tense cat and mouse with your heroes racing to either get to a well or intercept the demons on route.
  
Jarhead 3: The Siege (2016)
Jarhead 3: The Siege (2016)
2016 | Action, Drama
5
5.0 (1 Ratings)
Movie Rating
Story: Jarhead 3: The Siege starts as new recruit Evan Albright (Weber) who has just gotten a role working in the US Embassy in the Middle East, welcomed by Hansen (Ainsley) and under the orders from Gunny Raines (Adkins) with the job to protect the Ambassador Cahill (Hogan). With Evan going through the lesson of how to operate in the embassy we are ready to begin.

Evan notices somebody outside the normal outside the embassy, which soon sees him learning the lessons of the protocol. The marines find the embassy under siege and must use all their training to keep the Ambassador alive against countless enemies.

 

Thoughts on Jarhead 3: The Siege

 

Characters – Evan is the newest marine bought into the embassy, he does fill in the gaps for the protocol that must be followed by the team, learn to work with the rest of the unit and is the first to suspect something is going on around the embassy and ends up being the one leading the fight back. Gunny Raines is the leader of the marines, you play by his rules or face the consequences. Major Lincoln is the one leading the rescue attempt, bringing the back-up required to hopefully help the stranded marines, spends most of the film in a helicopter racing to the scene. Olivia Winston is the computer operative at the embassy, she like Evan has bigger dreams when it comes to rising up through the military rankings.

Performances – Charlie Weber does take the leading role here where we follow his character entering the world, he works as a soldier never setting the world alight, which can be same for the whole cast sees Scott Adkins, Sasha Jackson and Dennis Haysbert.

Story – The story here follows a newly recruit marine in an US embassy that must deal with a siege from the locals on the building meaning he will join the marines to show off their skills to defend the embassy. This is one of the simplest stories you will ever see, we follow Evan as he and we learn the lay of the land, the siege is everything you would expect too, following the usual ideas of needing to have safety and out live the numbers that are trying to kill you. It does feel like the story is safe rather than challenging.

Action/War – The action plays into the war side of the film, we get plenty of military manoeuvres to see bullets flying around.

Settings – The settings in the film show us the embassy and how the marines operate within it, we see how this makes the positions difficult to defend.


Scene of the Movie – The escape.

That Moment That Annoyed Me – It is too by the books.

Final Thoughts – This is an easy to follow military action film, it doesn’t do anything wrong, only it just seems to be by the book and overly safe.

 

Overall: Safe Military Film.