Gareth von Kallenbach (980 KP) rated Wreck-It-Ralph (2012) in Movies
Aug 7, 2019
Suffice it to say I remember very clearly when video games were only a quarter, and how timeless classics ranging from Space Invaders, Donkey Kong, and countless other arcade treasures became cultural icons as well as school yard conversation topics in the pre-Internet days.
Walt Disney Studios have crafted an amazing visual spectacle that combines numerous references to gaming greats old and new with their new movie “Wreck-it Ralph”. The film stars John C. Reilly as Ralph, the villain of a very popular arcade game called Fix it Felix. When the arcade closes for the evening Felix Jr. (Jack McBrayer), and the other residents the game enjoy carefree life of companionship and socialization while Ralph is relegated to a pile of bricks in the town dump and forced to watch the frivolity enjoyed by his workmates from a distance.
His only relief comes when he travels to a central gaming hub and enjoys the company of other gaming villains in a support group. During one such group, Ralph drops the shocking revelation that he wishes to become a hero. Not only does this disclosure shock his fellow gaming villains but the cast of his game, one of whom taunts Ralph to go off and win a hero’s medal elsewhere.
Undaunted, Ralph sets off and finds himself in a brand-new 3-D shooter called Heroes Duty. It is here that Jack meets Sgt. Calhoun (Jane Lynch), a grizzled and bitter veteran who’s been programmed to have the most tragic back story ever developed for gaming persona. Despite his bumbling actions, Ralph achieves his medal and plans to returns to his own game in triumph. Unfortunately in the time that he is been away, the arcade owner believes that his game is defective since Ralph is missing from it and labels the game out of order.
This is a terrible situation especially for older game, as once a game is un-plugged, all of the characters contained within are lost forever. On his way back to his game, Ralph finds himself in a colorfully festooned sugar and treat filled racing game as he attempts to retrieve his medal and set things right unaware that an even bigger threat is looming that threatens all the game characters in the arcade.
Assisting Ralph is Vanellope von Schweetz, (Sarah Silverman), who is an impish glitch that Ralph views as a kindred spirit as she is also ostracized by her fellow game cast. With the gigantic race looming, and the loony King Candy (Alan Tudyk), making things difficult Ralph must rise up and become more than he ever thought he could be to save the day.
The 3-D animation the film the spectacular but what really makes the movie is fine performances by Riley, Lynch, and Silverman, as well as the amazing supporting work by Tudyk, McBrayer, and the rest of the cast. The jokes are extremely clever and come at you at a fairly steady pace. The film was nearly 2 hours in length so parents be warned that this and the PG rating might make things a little harder than usual for extremely young viewers.
There were several fantastic jokes that clearly went over the heads of many of the younger viewers during our test screening as they were geared at those who grew up with arcades and the original Nintendo console.
The film did have a few pacing issues but they were minor and did not as a whole take away from my overall enjoyment of the film. While it falls just short of being considered a modern classic, the movie is definitely one of the more enjoyable films of the year and one that I hope spawns several follow-ups as it was pure Disney magic and gaming nostalgia blended to perfection.
Purple Phoenix Games (2266 KP) rated Port Royal in Tabletop Games
Jun 12, 2019
Port Royal is the central hub for trading and commerce in the kingdom. Ships from distant countries come in to trade, and crew-members-for-hire wander the docks looking for work. Do you have what it takes to make a name for yourself in this bustling port? Put your bargaining skills to the test to find out!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Port Royal is a card drafting game of press-your-luck in which players are trying to amass 12 or more Influence Points. Each turn is played in two phases: the Discovery Phase and the Trade and Hire Phase. During the Discovery Phase, the active player draws cards one at a time to create the Harbor for that turn. The cards revealed will either be Characters, Ships, Missions, or Tax cards. The active player can draw as many or as few cards as they would like, with one catch – if you reveal a ship with a flag matching one already in the Harbor, the turn is a bust and all cards are discarded! Think wisely before trying to push your luck when creating the Harbor! If you’re too risky, you could bust, but if you play it too safe, you won’t have many card choices for the next phase. During the Trade and Hire Phase, players interact with cards in the harbor. The number of cards players can take depends on the number of different ships in the Harbor. Players can hire characters by paying their hiring cost in gold, can discard ship cards and collect gold for performing a “trade,” or can complete Mission cards if they have the required symbols on their hired cards. The Discovery Phase is performed by the active player alone, but the Trade and Hire Phase can be performed by each player, in order, after the active player. If you decide to act on another player’s turn, you must pay them one gold coin. The game ends at the end of a round in which one player has amassed 12 or more Influence Points, collected from Character and Mission cards. The player with the most points wins!
One thing that I really like about Port Royal is that it’s a competitive game, but not a confrontational game. Besides paying to act on another player’s turn, there’s not a lot of player interaction, and as someone who can get pretty competitive, I really appreciate that. Yes, we are competing against each other, but with so little interaction, I’m more focused on my own strategy and cards than I am in trying to sabotage my fellow players. Another thing I like about Port Royal is the push-your-luck aspect of the Discovery Phase. I like it more than other push-your-luck games because all decisions are made by the active player – you’re not having to bluff or directly compete with another player when drawing your Harbor cards. It’s still a game of chicken, but against yourself. There’s still the element of push-your-luck, but it feels a little more safe than nerve-wracking.
All that being said, what I don’t like about Port Royal is the actual gameplay. Since there’s so little player interaction and the entire Discovery Phase is performed by one player alone, it feels like there’s a bit of downtime. Unless you’re the active player, you only get to act during half of every turn, so time is spent just sitting and watching other players. It ultimately all comes down to how quickly everyone performs their turns, but there’s just not a ton of engagement in my opinion. Don’t get me wrong – it’s a neat game. It just feels a little boring to play sometimes. It also takes some time to build up momentum to successfully execute a strategy. Everyone starts with 3 gold coins, but most cards cost more, and depending on when you get to act in the Trade and Hire Phase, any cards you could have afforded may already have been taken. So it might take several rounds before you’re able to really begin implementing a solid strategy, with the first few rounds just being a card-grab.
For the most part, I enjoy playing Port Royal. It’s mildly strategic, but the lack of interaction can make it feel a little stale sometimes. It’s not a game I pull out every single game night, but it’s one that I would most likely play if someone suggested it. Purple Phoenix Games gives Port Royal a buccaneer’s 7 / 12.
https://purplephoenixgames.wordpress.com/2019/04/16/port-royal-review/
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Purple Phoenix Games (2266 KP) rated SYNK! in Tabletop Games
Apr 27, 2021
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.



