Search

Search only in certain items:

    eatigo

    eatigo

    Food & Drink and Lifestyle

    (0 Ratings) Rate It

    App

    Eatigo is a restaurant reservation app which offers time-based discounts of up to 50% off, every day...

FIRESTARTER (2022)
FIRESTARTER (2022)
2022 | Action, Horror
3
4.4 (5 Ratings)
Movie Rating
Commits the Biggest Film Crime - It's Boring
Sometimes, I watch a movie, so you don’t have to.

I watched the remake of the Stephen King novel FIRESTARTER, so you don’t have to.

The current “leader in the clubhouse” for the worst film of 2022, FIRESTARTER is based on the very good Stephen King novel that was published in 1980 and was made into a pretty cheesy, pretty ‘80s flick in 1984 that made Drew Barrymore (fresh off her work in ET) a bonafide movie star.

No such luck in this one.

Produced by Blum House, Directed by Keith Thomas (THE VIGIL) and adapted from King’s novel by Scott Teems (HALLOWEEN KILLS), this version of FIRESTARTER was dead on arrival, with a weak script, mediocre directing and less than stellar visual effects, consequently making a film that is the worst sort of film…boring. It doesn’t even have the ambition to be “so bad, it’s good”, it is just plodding and mediocre throughout.

But, at 1 hour 34 minutes, it is mercifully short, so it does have that going for it.

What it also has going for it is a “game” Zach Efron as “Firestarter’s Father” and he elevates the scenes he is in to something that comes close to watchable. And when Sydney Lemmon is along as “Firestarter’s Mom” the screen comes the closest to interesting. But the rest…”meh”.

Ryan Kiera Armstrong plays “Firestarter”, Charlie McGee - the young lady who can start fires with her telepathic powers - and she is “just fine”, but she does not have the star power or “it” factor that Barrymore brought to the proceedings previously. She is just not a compelling enough presence on screen to save this turkey. I don’t blame her, I blame the weak Direction by Thomas and the limp script by Teems.

The only other character/performance that sparks some interest in this film is Michael Grayeyes (TOGO) who plays a Native American tracker with his own telekinetic powers who is put on the trail of Charlie by the mysterious Institute (a shadowy Gov’t agency that chases after various “special” people - mostly kids - in quite a few Stephen King novels). Inexplicably, this role was played by an aging, pony-tailed George C. Scott (obviously chasing a paycheck) in the 1984 film. Grayeyes succeeds more.

But these glimmers of competence only aggravates more when the film bogs back down in cardboard villains (what has happened to your career, Gloria Ruben) and exposition spouting scientists (what a waste of Kurtwood Smith) and less than spectacular action sequences that, mostly, consist of Armstrong screaming while a wind machine blows her hair back while sub-par CGI flames engulf the screen.

And…adding insult to injury…the "guy in the asbestos suit” (a mainstay of any film involving fire) does not even get a day of stunt pay! It’s like going to see a Tom Cruise Mission Impossible film and Cruise doesn’t do some sort of crazy stunt!

After the success of IT, PART ONE in 2017, there was a renaissance, of sorts, of adaptations of Stephen King works and even though PET SEMATARY (2019) was pretty decent and IT, CHAPTER TWO and DOCTOR SLEEP (2019) were okay, THE DARK TOWER, the TV remake of THE STAND, LISEY’S STORY and now FIRESTARTER were all terrible, so maybe we’ve seen the end of this phase of King adaptations (I doubt it, but one can hope).

Save yourself and hour and a half of your life and skip this Firestarter. Instead, revisit the 1984 version - it plays like an Oscar-winner compared to this turkey. Or, better yet, read the original Stephen King work - it is the best of all of these.

Letter Grade: C- (and I’m being generous)

3 stars (out of 10) and you can take that to the Bank(ofMarquis).
  
Gift of Tulips
Gift of Tulips
2021 | Card Game
Admittedly, I have never attended a tulip festival. Nor a Renaissance faire. Nor many other festivals that are niche and awesome. I would love to attend one in the future, but I cannot see myself traveling all the way to Amsterdam for the great Tulip Festival. Luckily, I no longer need to, as Gift of Tulips has arrived to my doorstep! But someone please invite me to a Ren Faire when we are able to commune once again.

Gift of Tulips is a game of choices. In it players are attendees at the festival attempting to gather the most beautiful bouquet of flowers for themselves as well as gifting some to friends. The winner of the game is the player who can best decide which tulips should be kept, which should be gifted, and which should be donated to the secret festival.

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, or through any retailers stocking it after fulfillment. -T


To setup refer to the rulebook to adjust the deck of tulip cards per number of players. Shuffle this deck and place aside for now. Each player receives a scoring card, reference card, favorite color player cube, and two tulip cards from the deck. Per number of players set the appropriate Festival Cards on the table from 1st Place through 4th Place. Draw two cards from the deck and place the highest-numbered card under the 1st Place Festival Card and the lower valued tulip card under 2nd Place. Each player then looks at their dealt cards and decides which they would like to keep to start their personal bouquet and which they wish to donate face-down to the secret festival stack. The game is now ready to begin!
On a turn the active player will draw one card from the deck and then perform one action. Next they will draw a second card and perform a different action (not the same action as the first). The available actions are keeping a tulip for the bouquet, gifting the tulip to a friend, or adding a card to either the festival or the secret festival stack.

Keeping a tulip for the player’s bouquet is simply that: place the card face-up in front of the player and score immediate points depending on the tulip type’s position in the festival. This is also important when scoring for gifting. As tulips are added to their types in the festival, their placement in the festival can change. So while a purple tulip, for example, begins the game as the highest numbered tulip in the 1st position, another tulip type, orange maybe, may possibly overtake the 1st position cards by having a larger total value in tulips. When this happens, the newly-increased-in-rank tulip stack pushes the next highest into the lower position. Each position’s festival card will contain icons that award points for when that type of tulip is kept, given, and when majority of cards is owned at endgame.

Similarly, when a player opts to gift a tulip for an action, they simply choose an opponent (well, friend) and give them the card. By referencing the tulip type’s current position in the festival the player may score immediate points.

Lastly the player may choose to donate their tulip to the festival (face-up under the Festival Cards or face-down into the secret festival stack). By donating to the festival proper they will add the card to the appropriate type stack and adjust the total value and position within the festival. Should the player wish to add the card to the secret festival stack, they simply add it face-down.


Once all cards have been drawn and played from the deck the game is over and final scoring may begin. Firstly the secret festival cards are to be shuffled and five from this deck will be added to the festival proper to fine-tune some value adjustments (so that is why players may want to add to the secret festival during play). Once the five cards have been added players will address each tulip type by placement in the festival. The tulip type under the 1st Place card will score majority points to the player with the majority of that type of card (not value, but number of flowers). Similarly, the player with the second most of that type will score the second majority and so on through 4th Place. The player with the most points at the end of the game has won and will now owe the other players a bouquet of real flowers. Well, maybe not that last part.
Components. Again, this is a prototype copy of the game so components may be different as a result of a successful Kickstarter campaign. That said, this is a bunch of cards and some token markers (cubes in the prototype). The cards all feature incredible botanical artwork that is simply beautiful to behold. The card backs and Festival Cards all feature a lovely delftware pattern from the Netherlands. The artwork on this game is amazing and really colorful, like so many from Weird Giraffe Games.

But do I enjoy the gameplay? Absolutely. It reminds my wife and me of a great little game called Biblios where players are choosing where to allocate cards, and are not allowed to simply gobble them for themselves. Being able to adjust the market, if you will, is also a mechanic that I truly enjoy. A static market is fine, but those kinds of games are a little easier to abuse. Constantly shifting markets is where it’s at.

Being able to gift your opponents higher cards for those immediate points is new and clever, but you have to always be keeping track of the number of cards given per type. Obviously shuffling all your blue tulips to the same person may result in that person holding majority at endgame. But then again, there are ways to adjust the market to counter that. It is just so fun to think about and play.

I also am in love with the art. I mentioned this in my components review but I simply love the way this game looks. Art and theme go a long way with me, and this one certainly has both in spades.

So if you are a fan of beautiful games with a quick teach and light to medium gameplay, I urge you to check this out. The art and theme are strong, the gameplay is super solid and fun, and you feel great donating so many lovely flowers at the end of the game. If you are looking for that gorgeous game to complete your collection, or you need a game to fill that empty Netherlands slot in your collection, please consider backing Gift of Tulips. When you have a game that uses both orange and purple as main colors you KNOW it’s going to be great!
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.