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Purple Phoenix Games (2266 KP) rated Monopoly Deal Card Game in Tabletop Games
Jul 1, 2020
Yep. You read that correctly. This is a review of Monopoly Deal. Classic Monopoly gets a bad rap from almost all gamers, and I know we are all tired of saying, “No, not like Monopoly” when asked about our gaming hobby. But how does this card version of the game hold up? Is it any better than the original, or is it still destined for the “To Sell” pile?
Monopoly Deal is a game of hand management, set collection, and take that as players are trying to collect 3 complete property sets. Setup is simple – shuffle the deck of cards and deal 5 to each player, put the remaining cards in a draw pile, and determine the starting player. On your turn, you will complete 3 steps: draw 2 cards, play up to 3 cards, and discard your hand down to 7 cards if necessary. Play then continues clockwise to the next player. There are 3 different ways in which you can play your cards. You can play money into your bank, add properties to your collection, or play action cards to the center of the table. Action cards allow you to do things like charge opponents rent or draw additional cards. The game ends once a player has completed 3 complete property sets. Be the first to do so, and you are the winner!
I know you’re dying to get to the point – is this card game any good? I do have to admit that it has its good points. The game is easy to learn and fast to play. One of the worst parts of the board game version is that it feels like it takes an eternity to play. As a card game, the flow is faster and that makes it more engaging for all players the entire time. The rules are simple and clear, and there is no ambiguity as to how different cards work. Don’t want a property? Just don’t play it! There’s no need to send it to auction like in the board game, just discard it when you get a chance. This card game version simplifies the board game in a way that makes it enjoyable.
The biggest downside for me regarding Monopoly Deal is that this game is based mostly on the luck of the draw. It is very difficult to create a strategy because you are at the mercy of your hand of cards. No matter how hard you try, or how adept you are at strategy games, if the deck of cards is working against you, it is very difficult to bounce back. Another part of this game that I do not like is the take that aspect. I’ve said it before, I do not enjoy direct confrontation in games. I can be pretty competitive and I begin to take things personally, which makes the game fun for nobody. This game can get pretty cutthroat, and because of the large luck element, it can feel unbalanced and unfair. Parts of it feel kind of Munchkin-y to me, and it brings down my enjoyment factor.
For such a light and luck-based game, Monopoly Deal really has a little more to it than meets the eye. Is it better than the board game version? In my opinion, yes. I would much rather play the card game than the board game. That being said, I reserve this game more for a filler game or an introductory game for newer gamers – it’s not one that I am dying to pull out at every opportunity. Should you give it a try? That’s ultimately up to you, but I think you might be surprised with this game. Overall, Purple Phoenix Games gives Monopoly Deal a 6 / 12.
Monopoly Deal is a game of hand management, set collection, and take that as players are trying to collect 3 complete property sets. Setup is simple – shuffle the deck of cards and deal 5 to each player, put the remaining cards in a draw pile, and determine the starting player. On your turn, you will complete 3 steps: draw 2 cards, play up to 3 cards, and discard your hand down to 7 cards if necessary. Play then continues clockwise to the next player. There are 3 different ways in which you can play your cards. You can play money into your bank, add properties to your collection, or play action cards to the center of the table. Action cards allow you to do things like charge opponents rent or draw additional cards. The game ends once a player has completed 3 complete property sets. Be the first to do so, and you are the winner!
I know you’re dying to get to the point – is this card game any good? I do have to admit that it has its good points. The game is easy to learn and fast to play. One of the worst parts of the board game version is that it feels like it takes an eternity to play. As a card game, the flow is faster and that makes it more engaging for all players the entire time. The rules are simple and clear, and there is no ambiguity as to how different cards work. Don’t want a property? Just don’t play it! There’s no need to send it to auction like in the board game, just discard it when you get a chance. This card game version simplifies the board game in a way that makes it enjoyable.
The biggest downside for me regarding Monopoly Deal is that this game is based mostly on the luck of the draw. It is very difficult to create a strategy because you are at the mercy of your hand of cards. No matter how hard you try, or how adept you are at strategy games, if the deck of cards is working against you, it is very difficult to bounce back. Another part of this game that I do not like is the take that aspect. I’ve said it before, I do not enjoy direct confrontation in games. I can be pretty competitive and I begin to take things personally, which makes the game fun for nobody. This game can get pretty cutthroat, and because of the large luck element, it can feel unbalanced and unfair. Parts of it feel kind of Munchkin-y to me, and it brings down my enjoyment factor.
For such a light and luck-based game, Monopoly Deal really has a little more to it than meets the eye. Is it better than the board game version? In my opinion, yes. I would much rather play the card game than the board game. That being said, I reserve this game more for a filler game or an introductory game for newer gamers – it’s not one that I am dying to pull out at every opportunity. Should you give it a try? That’s ultimately up to you, but I think you might be surprised with this game. Overall, Purple Phoenix Games gives Monopoly Deal a 6 / 12.
Purple Phoenix Games (2266 KP) rated Viceroy in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Haley Mathiot (9 KP) rated You in Books
Apr 27, 2018
While reading—and after finishing—You, I really had no idea what to say about it. I let it sit in my brain for a while, and I think I’ve decided how I feel. It’s a funny book though, because honestly, you have to be the right kind of reader for it. I’m not yet sure what that kind of reader is.
First, as you can see above, I can’t really say what genre it was. It wasn’t really young adult, though I’m sure some young people will enjoy it. It’s not really adult either though, because it’s about a group of people who play videogames for a living. So I wasn’t sure what category to put it into for my brain.
There was some fantasy aspects, because the videogame they made was fantasy. The videogame characters would come to visit Russell, the main character, in his dreams or daydreams. Once he took one of them on a date. That was kind of weird.
Then there was the plot. They’re making this game, another game in the series, and there’s a bug that’s causing all sorts of problems. They have to play the game to get rid of the bug. Now I’m not a game designer but that doesn’t seem very probable to me personally. I’d do a control search for the line of problem code, and just take it the hell out. But like I said, I’m not a designer.
The subplot to the bug mystery had something to do with the past, the founder of the company, a mysterious death, and an “ultimate game.” It was all very vague, and not a lot of it was wrapped up.
Finally, I didn’t particularly like the conclusion. Suffice to say I thought the whole novel would take a different turn than it did, and it wasn’t what I wanted.
But the good parts were good! The writing was funny and descriptive, the characters were well developed—I loved Lisa so much!—and it was fast paced.
Personally, I liked it. I didn’t love it, I didn’t hate it, but I probably wouldn’t read (or listen to) it again.
Content/recommendation: some language, no sex. Ages 16+
First, as you can see above, I can’t really say what genre it was. It wasn’t really young adult, though I’m sure some young people will enjoy it. It’s not really adult either though, because it’s about a group of people who play videogames for a living. So I wasn’t sure what category to put it into for my brain.
There was some fantasy aspects, because the videogame they made was fantasy. The videogame characters would come to visit Russell, the main character, in his dreams or daydreams. Once he took one of them on a date. That was kind of weird.
Then there was the plot. They’re making this game, another game in the series, and there’s a bug that’s causing all sorts of problems. They have to play the game to get rid of the bug. Now I’m not a game designer but that doesn’t seem very probable to me personally. I’d do a control search for the line of problem code, and just take it the hell out. But like I said, I’m not a designer.
The subplot to the bug mystery had something to do with the past, the founder of the company, a mysterious death, and an “ultimate game.” It was all very vague, and not a lot of it was wrapped up.
Finally, I didn’t particularly like the conclusion. Suffice to say I thought the whole novel would take a different turn than it did, and it wasn’t what I wanted.
But the good parts were good! The writing was funny and descriptive, the characters were well developed—I loved Lisa so much!—and it was fast paced.
Personally, I liked it. I didn’t love it, I didn’t hate it, but I probably wouldn’t read (or listen to) it again.
Content/recommendation: some language, no sex. Ages 16+
Whatchareadin (174 KP) rated Believe Me in Books
Apr 10, 2019
Claire Wright is an actress from the UK. She has a student visa to do acting school in the United States, but she isn't able to work. She is able to find odd jobs that help her to stay alive. One of her jobs is trying to catch cheating husbands in the act. When one husband, Patrick, doesn't take the bait, Claire has to explain this to his wife. Later, the wife ends up dead and the police suspect Claire, but she didn't do it. Then they team her up with the husband to find the real killer. But are the police after Claire or Patrick? Who is telling the truth and who is using their acting skills to the best of their ability?
Thank you to NetGalley & Ballantine Random House for the opportunity to read and review this book.
This book kept me on my toes the entire time. I didn't know what was going to happen next. I'm not a person who understands the visa process in the US. So knowing the difference between a student visa and a work visa, I have no idea. I don't know how I would have survived if I was not able to work while I was in school. So I can understand Claire trying to find work where she can in order to survive.
Being a professional cheater catcher is not something I would ever do, but sometimes you have to do what you have to do to get by. But when one husband doesn't take the bait that Claire throws at him, first she is shocked and then she is happy for the wife. But the wife is not happy and seems scared. She has good reason because she winds up dead. Claire is determined to clear her name as the person who didn't kill her. She agrees to work with the police to find the real killer. But are the police in her corner or working with the husband who they also think may have killed the wife?
You never know who to trust in this book. Who killed the wife and why? Is the husband innocent? Is Claire? What about the police, can they be trusted?
Thank you to NetGalley & Ballantine Random House for the opportunity to read and review this book.
This book kept me on my toes the entire time. I didn't know what was going to happen next. I'm not a person who understands the visa process in the US. So knowing the difference between a student visa and a work visa, I have no idea. I don't know how I would have survived if I was not able to work while I was in school. So I can understand Claire trying to find work where she can in order to survive.
Being a professional cheater catcher is not something I would ever do, but sometimes you have to do what you have to do to get by. But when one husband doesn't take the bait that Claire throws at him, first she is shocked and then she is happy for the wife. But the wife is not happy and seems scared. She has good reason because she winds up dead. Claire is determined to clear her name as the person who didn't kill her. She agrees to work with the police to find the real killer. But are the police in her corner or working with the husband who they also think may have killed the wife?
You never know who to trust in this book. Who killed the wife and why? Is the husband innocent? Is Claire? What about the police, can they be trusted?
Phillip McSween (751 KP) rated Tag (2018) in Movies
Jul 28, 2018
Pretty Funny
A group of friends' have relied on a monthly game of Tag to stay in contact with each other. The friends must come together to take down Jerry (Jeremy Renner), the only one in their circle who has never been tagged. Sound stupid? Sure. However it's a lot less cornier and a lot funnier than you might imagine.
Acting: 10
This star-studded cast really came to play, pun-intended. I can only imagine how challenging it would be to take a role like this so seriously while trying to have fun at the same time, but each of the actors/actresses managed their roles perfectly and brought their own style to the game. Isla Fisher was my personal favorite playing the role of Anna Malloy who desperately wants to be initiated into the Tag group but has to settle for (aggressively) helping her husband win. Her intensity cracks me up in every scene she plays in.
Beginning: 8
Characters: 10
I loved that these characters weren't flat, but fleshed out, which made for even better comedy in the longrun. Aside from Anna, you've got Susan Crosby (Leslie Bibb), a perfectionist who wants to keep the Tag game away from her perfect wedding. Jerry's character is a flat-out masterpiece, a bit of Pink Panther meets Sherlock Holmes. Every character brings their own uniqueness to the game.
Cinematography/Visuals: 10
Speaking of Sherlock Holmes, I loved the Holmes-esque cinematics used when capturing Jerry's aversion tactics. Straight out of an action film, watching him duck and dive without breaking a sweat while all the other players destroy themselves is hilarious. The slo-mo captures are perfect, something akin to a Michael Bay or John Woo film.
Conflict: 5
Genre: 7
Memorability: 8
Pace: 10
Plot: 8
Resolution: 8
Somewhat cheesy, it still manages to get the job done. Considering how preposterous the rest of the film is, the ending works just fine.
Overall: 84
The comedy is up and down, but overall, Tag is solidly funny. With a unique concept and a great cast, this is a film that will definitely keep you entertained.
Acting: 10
This star-studded cast really came to play, pun-intended. I can only imagine how challenging it would be to take a role like this so seriously while trying to have fun at the same time, but each of the actors/actresses managed their roles perfectly and brought their own style to the game. Isla Fisher was my personal favorite playing the role of Anna Malloy who desperately wants to be initiated into the Tag group but has to settle for (aggressively) helping her husband win. Her intensity cracks me up in every scene she plays in.
Beginning: 8
Characters: 10
I loved that these characters weren't flat, but fleshed out, which made for even better comedy in the longrun. Aside from Anna, you've got Susan Crosby (Leslie Bibb), a perfectionist who wants to keep the Tag game away from her perfect wedding. Jerry's character is a flat-out masterpiece, a bit of Pink Panther meets Sherlock Holmes. Every character brings their own uniqueness to the game.
Cinematography/Visuals: 10
Speaking of Sherlock Holmes, I loved the Holmes-esque cinematics used when capturing Jerry's aversion tactics. Straight out of an action film, watching him duck and dive without breaking a sweat while all the other players destroy themselves is hilarious. The slo-mo captures are perfect, something akin to a Michael Bay or John Woo film.
Conflict: 5
Genre: 7
Memorability: 8
Pace: 10
Plot: 8
Resolution: 8
Somewhat cheesy, it still manages to get the job done. Considering how preposterous the rest of the film is, the ending works just fine.
Overall: 84
The comedy is up and down, but overall, Tag is solidly funny. With a unique concept and a great cast, this is a film that will definitely keep you entertained.
Kelly (279 KP) rated Prison Break - Season 1 in TV
Nov 23, 2018
Non - stop tv!
Contains spoilers, click to show
I have to confess that I came across Prison break only recently. Despite a number of recommendations from friends to watch the series, I had never quite gotten around to it. The only thing that stops me regretting this, is that I am now able to binge watch the series as a box set.
Wentworth Miller acts the role of Michael expertly, the slightly eccentric brother, who aims to break his brother out of prison. Soon joined by characters such as T-bag and Sucre, all having their own complex backgrounds, we are teased throughout into trying to decide whether these characters are going to double cross Michael at any point in time. The writers play on our emotions as to whether the criminals with whom Michael connects are actually good at heart or nasty individuals.
In the background, we also have the relationship between Michael and Sara developing, which adds yet a further element to the story. Realising all along, that if Michael’s plan is ever to succeed, he will at some point have to double cross Sara, we are gripped as to how the plot line will play out. We also have Lincoln’s legal team, slowly unravelling the story as to Lincoln’s wrongful arrest and the murder of his ex-wife, and subsequent criminalisation of his son, extending the plot line from the walls of the prison.
The series itself has so many twists and turns, that you feel like you cannot take your eyes off the screen for a minute without missing an element of the plot. The series has been well wrote and intelligently thought out, from the use of Michaels tattoo’s to map out the prison, to the fooling of Lincoln’s electrocution with a dead rat, I couldn’t help but be hooked.
I effect, the writers have us routing for Michael and Lincoln to escape from prison, despite the fact that this will mean that they will also need to take some hard level criminals with them. I can’t wait to see what season 2 brings.
Wentworth Miller acts the role of Michael expertly, the slightly eccentric brother, who aims to break his brother out of prison. Soon joined by characters such as T-bag and Sucre, all having their own complex backgrounds, we are teased throughout into trying to decide whether these characters are going to double cross Michael at any point in time. The writers play on our emotions as to whether the criminals with whom Michael connects are actually good at heart or nasty individuals.
In the background, we also have the relationship between Michael and Sara developing, which adds yet a further element to the story. Realising all along, that if Michael’s plan is ever to succeed, he will at some point have to double cross Sara, we are gripped as to how the plot line will play out. We also have Lincoln’s legal team, slowly unravelling the story as to Lincoln’s wrongful arrest and the murder of his ex-wife, and subsequent criminalisation of his son, extending the plot line from the walls of the prison.
The series itself has so many twists and turns, that you feel like you cannot take your eyes off the screen for a minute without missing an element of the plot. The series has been well wrote and intelligently thought out, from the use of Michaels tattoo’s to map out the prison, to the fooling of Lincoln’s electrocution with a dead rat, I couldn’t help but be hooked.
I effect, the writers have us routing for Michael and Lincoln to escape from prison, despite the fact that this will mean that they will also need to take some hard level criminals with them. I can’t wait to see what season 2 brings.
Darren (1599 KP) rated Hunt for the Wilderpeople (2016) in Movies
Sep 16, 2019
Characters – Ricky is a rebellious teenager that has bounced through the foster system, now he must go into farm life away from the street problems he has found himself in. when he goes off into the wilderness he wants to prove himself to everyone and Hec. Hec is the father figure that adopts Ricky only to take him under his wing after his wife died, he is a reluctant protector and guide who would rather be with at one with nature. Paula is the child welfare officer that is trying to find Ricky, she does want what is best for the children but can take things too far.
Performances – Sam Neill easily gives one of his best performances of his career here, showing the heart the character needs along with the determination to do the right thing too. Julian Dennison is fantastic in this role, he has the innocent side while also showing the front of toughness that the character requires.
Story – The story is a coming of age tale, between a foster kid and his reluctant new father who wasn’t prepared for the responsibility placed upon him. The two go on an adventure through the wilderness which gathers national news and a nationwide manhunt. It shows how two different people from different backgrounds of different ages can work together, teaching each other important life lesson, in what is one of the most enjoyable stories you will see.
Adventure/Comedy – The adventure takes us through the New Zealand wilderness, seeing sights of wonder along the way. The film is told in a comic tone that will make you laugh plenty of times along the journey.
Settings – The wilderness of New Zealand makes for the stunning settings being used, nearly all the scenes have a breath-taking view.
Scene of the Movie – The last run.
That Moment That Annoyed Me – Certain slang turns can go over your head.
Final Thoughts – This is one of the most fun coming of age movies I have ever seen, the adventure is fantastic, the comedy hits and the pairing works all day long.
Overall: Must watch cinema for the family.
Performances – Sam Neill easily gives one of his best performances of his career here, showing the heart the character needs along with the determination to do the right thing too. Julian Dennison is fantastic in this role, he has the innocent side while also showing the front of toughness that the character requires.
Story – The story is a coming of age tale, between a foster kid and his reluctant new father who wasn’t prepared for the responsibility placed upon him. The two go on an adventure through the wilderness which gathers national news and a nationwide manhunt. It shows how two different people from different backgrounds of different ages can work together, teaching each other important life lesson, in what is one of the most enjoyable stories you will see.
Adventure/Comedy – The adventure takes us through the New Zealand wilderness, seeing sights of wonder along the way. The film is told in a comic tone that will make you laugh plenty of times along the journey.
Settings – The wilderness of New Zealand makes for the stunning settings being used, nearly all the scenes have a breath-taking view.
Scene of the Movie – The last run.
That Moment That Annoyed Me – Certain slang turns can go over your head.
Final Thoughts – This is one of the most fun coming of age movies I have ever seen, the adventure is fantastic, the comedy hits and the pairing works all day long.
Overall: Must watch cinema for the family.
Darren (1599 KP) rated Midsommar (2019) in Movies
Jul 4, 2019
Director: Ari Aster
Writer: Ari Aster (Screenplay)
Starring: Florence Pugh, Will Poulter, Jack Reynor, William Jackson Harper, Liv Mjones, Anna Astrom, Julia Ragnarsson
Plot: A couple travels to Sweden to visit a rural hometown's fabled mid-summer festival. What begins as an idyllic retreat quickly devolves into an increasingly violent and bizarre competition at the hands of a pagan cult.
Runtime: 2 Hours 20 Minutes
There may be spoilers in the rest of the review
Verdict: The Wicker Man on Acid
Story: Midsommar starts when young lady Dani (Pugh) has her family die suddenly, turning to the only person left in her life, her boyfriend Christian (Reynor) who has started to move away from their relationship. Christian and his friends Josh (Harper), Mark (Poulter) and Pelle (Blomgren) are planning a trip to Pelle’s home in Sweden for a special mid-summer festival.
Christian trying to do the right thing for Dani, invites her along, but it isn’t long before the festival turns into a cultural nightmare for the outsiders who have never seen the customs before.
Thoughts on Midsommar
Characters – Dani is a young lady that has suffered a heart-breaking tragedy in her life, leaving her along in the world, struggle to get over the loss of her family, she is unsure about her relationship with her boyfriend and agrees to go with him on the trip to Sweden. Dani is trying her best to get on with her life, which is seeing her have the good and bad days, while on the commune she starts to relax more in life. Christian is the student boyfriend of Dani, he is starting to question the relationship about to end it before the tragedy strikes, he invites her believing she won’t go, while also hoping to find out whether they should stay together. Josh is a student friend of Christian, who has been working on his paper on different cultures, he sees this event a major part of his studies, only he doesn’t seem to respect enough cultures. Mark is the comic relief, he wants to go to Sweden to meet women, he is quick to turn to drink or drugs, while always putting his foot in it.
Performances – Florence Pugh is the star of the show, she does show the grief required in her role, which shows us how hard to is finding life. Jack Reynor has finished turning his career around after Transformers, with one that must make people take him seriously now. Will Poulter will make you laugh with nearly everything he says, while William Jackson Harper will make you dislike his characters arrogance quickly.
Story – The story here follows a young woman dealing with grief of losing her family, trying to get away from her past by getting away from the world with the festival which soon sees her trapped with her friends with a cult that has strict rules. Much like Hereditary, we are tackling grief on a personal level, unlike Hereditary we find ourselves not seeing a timeline to make us understand the recover process that Dani is trying to go through. The story does have a huge problem for me though, is that this is a story which the people should just walk or run away after seeing the first major incident, not just calmly say ‘sure this is a different culture we should see what happens next’ this is easily one of the biggest let down in any horror. We also do spend way too much time just turning to drugs as an excuse rather than trying to solve the real problems and the students just being arrogant not seemingly wanting to do anything with their lives.
Horror/Mystery – The horror in this film comes from graphic imaginary that we see from the injuries, we do have tension growing and the make up team should be praised for just how real everything looks. The mystery comes from just what is happening with this cult and what they will do next.
Settings – The film is set in the Swedish countryside away from the world, the only type of place a cult could operate in around the modern day. The sets are the best thing about this film because they are crafted which such love and you can’t help but think everything you see is a clue to what is happening.
Special Effects – The effects in the film do bring us the graphic images of the injuries that people are going through. The make up team work wonders on this film.
Scene of the Movie – Dancing.
That Moment That Annoyed Me – Just using drugs to explain why these people are friends.
Final Thoughts – This is a horror that is set and created wonderfully on the outside, only to fall short on the story which only drags along without reaching any levels of scares.
Overall: Not reaching the potential.
Rating
Writer: Ari Aster (Screenplay)
Starring: Florence Pugh, Will Poulter, Jack Reynor, William Jackson Harper, Liv Mjones, Anna Astrom, Julia Ragnarsson
Plot: A couple travels to Sweden to visit a rural hometown's fabled mid-summer festival. What begins as an idyllic retreat quickly devolves into an increasingly violent and bizarre competition at the hands of a pagan cult.
Runtime: 2 Hours 20 Minutes
There may be spoilers in the rest of the review
Verdict: The Wicker Man on Acid
Story: Midsommar starts when young lady Dani (Pugh) has her family die suddenly, turning to the only person left in her life, her boyfriend Christian (Reynor) who has started to move away from their relationship. Christian and his friends Josh (Harper), Mark (Poulter) and Pelle (Blomgren) are planning a trip to Pelle’s home in Sweden for a special mid-summer festival.
Christian trying to do the right thing for Dani, invites her along, but it isn’t long before the festival turns into a cultural nightmare for the outsiders who have never seen the customs before.
Thoughts on Midsommar
Characters – Dani is a young lady that has suffered a heart-breaking tragedy in her life, leaving her along in the world, struggle to get over the loss of her family, she is unsure about her relationship with her boyfriend and agrees to go with him on the trip to Sweden. Dani is trying her best to get on with her life, which is seeing her have the good and bad days, while on the commune she starts to relax more in life. Christian is the student boyfriend of Dani, he is starting to question the relationship about to end it before the tragedy strikes, he invites her believing she won’t go, while also hoping to find out whether they should stay together. Josh is a student friend of Christian, who has been working on his paper on different cultures, he sees this event a major part of his studies, only he doesn’t seem to respect enough cultures. Mark is the comic relief, he wants to go to Sweden to meet women, he is quick to turn to drink or drugs, while always putting his foot in it.
Performances – Florence Pugh is the star of the show, she does show the grief required in her role, which shows us how hard to is finding life. Jack Reynor has finished turning his career around after Transformers, with one that must make people take him seriously now. Will Poulter will make you laugh with nearly everything he says, while William Jackson Harper will make you dislike his characters arrogance quickly.
Story – The story here follows a young woman dealing with grief of losing her family, trying to get away from her past by getting away from the world with the festival which soon sees her trapped with her friends with a cult that has strict rules. Much like Hereditary, we are tackling grief on a personal level, unlike Hereditary we find ourselves not seeing a timeline to make us understand the recover process that Dani is trying to go through. The story does have a huge problem for me though, is that this is a story which the people should just walk or run away after seeing the first major incident, not just calmly say ‘sure this is a different culture we should see what happens next’ this is easily one of the biggest let down in any horror. We also do spend way too much time just turning to drugs as an excuse rather than trying to solve the real problems and the students just being arrogant not seemingly wanting to do anything with their lives.
Horror/Mystery – The horror in this film comes from graphic imaginary that we see from the injuries, we do have tension growing and the make up team should be praised for just how real everything looks. The mystery comes from just what is happening with this cult and what they will do next.
Settings – The film is set in the Swedish countryside away from the world, the only type of place a cult could operate in around the modern day. The sets are the best thing about this film because they are crafted which such love and you can’t help but think everything you see is a clue to what is happening.
Special Effects – The effects in the film do bring us the graphic images of the injuries that people are going through. The make up team work wonders on this film.
Scene of the Movie – Dancing.
That Moment That Annoyed Me – Just using drugs to explain why these people are friends.
Final Thoughts – This is a horror that is set and created wonderfully on the outside, only to fall short on the story which only drags along without reaching any levels of scares.
Overall: Not reaching the potential.
Rating
Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.








