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Purple Phoenix Games (2266 KP) rated Nyctophobia: Vampire Encounter in Tabletop Games
Jun 12, 2019
When it comes to board gaming, there are many tried and true mechanics that appear in most games. If it ain’t broke, don’t fix it, right? That being said, it’s always neat when a game creates an entirely new mechanic that has never been seen before. Nyctophobia is one of those games. When I heard about it, I knew I had to try it. It’s quite a clever idea and it makes for a unique and fun game!
DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L
A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?
Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.
I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.
The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!
Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.
https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/
DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L
A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?
Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.
I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.
The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!
Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.
https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/
Gareth von Kallenbach (980 KP) rated Tusk (2014) in Movies
Jun 19, 2019
To legions of his many fans, writer, director, producer, and podcaster Kevin Smith is a man fanboys find easy to root for. His films have become pop-culture gold to comic book, science fiction, and general geekdom fans the world over. Smith has built a career on independent films with characters that are as real as they are raw and raunchy. The crude nature of his jokes often put him in a “love them or hate them” category for many critics as it is definitely not a style that is for the masses. That being said, the films are witty, honest, and most times relatable, no matter how bad the situations and the characters become. Recently, Smith took a detour to the darker side with his film “Red State” that looked at a group of kids who became the victims of a fanatical cult leader and his followers.
While Smith was reportedly working to get funding for “Clerks 3”, an idea was presented to him during his Smodcast about a guy in rural Canada who is offering free room and board to anybody who would live with him on the condition that they wear a walrus costume from time to time. Buoyed by his followers on Twitter, Smith decided to make a horror film based on the situation even after learning that the incident in question was the result of a prank by a comedian.
In his new film Tusk, we are introduced to a successful podcaster named Wallace (Justin Long), who along with his costar Teddy (Haley Joel Osment), run a show called the Not See Party, whose name leads to several double takes and comical and uncomfortable situations down the line. Wallace’s girlfriend Ally (Genesis Rodriguez) wishes to accompany Wallace to his trip up to Canada in order to interview someone for a show.
Since Teddy is not a flyer, Wallace travels to locations to interview people and then in turn tells the stories to Teddy so the two can comment about them on air. Ally longs for the Wallace of old who was a struggling comedian as she believes that the successful Wallace is not that fun to be around as he no longer makes her a priority in life. Wallace admits as much when he discloses a series of infidelities to Teddy and dismisses them as nothing more than clearing of the head while traveling or before doing a live show for an audience.
Upon arriving in Manitoba, Wallace learns that his intended interview has befallen tragedy and faced without a topic for his next show, Wallace is intrigued by a flyer from a man offering room and board as well as plenty of stories.
Wallace makes contact with the individual and travels two hours into rural Manitoba at night to meet the man at his expansive estate. Upon meeting Howard Howe (Michael Parks), Wallace is captivated by the elderly wheelchair-bound gentleman and his tales of life at sea including meeting Ernest Hemingway during the war. As Wallace sat spellbound by the tales Howard is telling him, he soon falls unconscious as a result of being drugged by his host. Things take a very dark turn the following morning when Howard learns that he has lost a leg of which Howard proclaims was the tragic result of a spider bite. Things become a living nightmare as Wallace quickly learns just how devious and diabolical Michael’s plans are for him and trapped in a remote area his humanity and faith are slowly stripped away by the situation he finds himself in.
Teddy and Ally travel to Manitoba due to a frantic call Wallace makes and not finding much assistance from the local authorities, turn to quirky and eccentric former homicide detective Guy LaPointe (Johnny Depp), who fears that Wallace has become the victim of an elusive killer whom LaPointe has been trying to find for years.
What follows is a dark, disturbing, and utterly captivating thriller in a race against time with the very essence and humanity of Wallace hanging in the balance.
While Smith inserts his trademark humor into the film, this is very much a psychological thriller and not a comedy. Depp does a fantastic job and is almost unrecognizable in his role as a homicide detective who is scheduled to appear in a subsequent film currently shooting. While it seemed a bit of a stretch that Ally would want be involved with Wallace, there was nonetheless a good bit of chemistry between them even though the majority of their scenes are shown via flashback.
Long and Parks propel the story as it is pretty much about the dramatic struggle between the two of them. Parks is captivating and creepy while the brash Wallace gets a lesson in humanity and what truly matters in life. While some will no doubt find the subject matter highly disturbing and may be quick to dismiss the film, this is one of the more clever and enjoyable thrillers in recent years and proves that Smith is a filmmaker capable of doing things other than his trademark comedies and should be encouraged to continue to broaden his horizons.
As it stands the film should delight fans of Smith but also allows him to expand his audience into new areas as this truly is one of the more memorable and entertaining films of the year.
http://sknr.net/2014/09/19/tusk/
While Smith was reportedly working to get funding for “Clerks 3”, an idea was presented to him during his Smodcast about a guy in rural Canada who is offering free room and board to anybody who would live with him on the condition that they wear a walrus costume from time to time. Buoyed by his followers on Twitter, Smith decided to make a horror film based on the situation even after learning that the incident in question was the result of a prank by a comedian.
In his new film Tusk, we are introduced to a successful podcaster named Wallace (Justin Long), who along with his costar Teddy (Haley Joel Osment), run a show called the Not See Party, whose name leads to several double takes and comical and uncomfortable situations down the line. Wallace’s girlfriend Ally (Genesis Rodriguez) wishes to accompany Wallace to his trip up to Canada in order to interview someone for a show.
Since Teddy is not a flyer, Wallace travels to locations to interview people and then in turn tells the stories to Teddy so the two can comment about them on air. Ally longs for the Wallace of old who was a struggling comedian as she believes that the successful Wallace is not that fun to be around as he no longer makes her a priority in life. Wallace admits as much when he discloses a series of infidelities to Teddy and dismisses them as nothing more than clearing of the head while traveling or before doing a live show for an audience.
Upon arriving in Manitoba, Wallace learns that his intended interview has befallen tragedy and faced without a topic for his next show, Wallace is intrigued by a flyer from a man offering room and board as well as plenty of stories.
Wallace makes contact with the individual and travels two hours into rural Manitoba at night to meet the man at his expansive estate. Upon meeting Howard Howe (Michael Parks), Wallace is captivated by the elderly wheelchair-bound gentleman and his tales of life at sea including meeting Ernest Hemingway during the war. As Wallace sat spellbound by the tales Howard is telling him, he soon falls unconscious as a result of being drugged by his host. Things take a very dark turn the following morning when Howard learns that he has lost a leg of which Howard proclaims was the tragic result of a spider bite. Things become a living nightmare as Wallace quickly learns just how devious and diabolical Michael’s plans are for him and trapped in a remote area his humanity and faith are slowly stripped away by the situation he finds himself in.
Teddy and Ally travel to Manitoba due to a frantic call Wallace makes and not finding much assistance from the local authorities, turn to quirky and eccentric former homicide detective Guy LaPointe (Johnny Depp), who fears that Wallace has become the victim of an elusive killer whom LaPointe has been trying to find for years.
What follows is a dark, disturbing, and utterly captivating thriller in a race against time with the very essence and humanity of Wallace hanging in the balance.
While Smith inserts his trademark humor into the film, this is very much a psychological thriller and not a comedy. Depp does a fantastic job and is almost unrecognizable in his role as a homicide detective who is scheduled to appear in a subsequent film currently shooting. While it seemed a bit of a stretch that Ally would want be involved with Wallace, there was nonetheless a good bit of chemistry between them even though the majority of their scenes are shown via flashback.
Long and Parks propel the story as it is pretty much about the dramatic struggle between the two of them. Parks is captivating and creepy while the brash Wallace gets a lesson in humanity and what truly matters in life. While some will no doubt find the subject matter highly disturbing and may be quick to dismiss the film, this is one of the more clever and enjoyable thrillers in recent years and proves that Smith is a filmmaker capable of doing things other than his trademark comedies and should be encouraged to continue to broaden his horizons.
As it stands the film should delight fans of Smith but also allows him to expand his audience into new areas as this truly is one of the more memorable and entertaining films of the year.
http://sknr.net/2014/09/19/tusk/
Purple Phoenix Games (2266 KP) rated Scoville in Tabletop Games
Jan 14, 2020
Have you ever had that thought, where you were sitting, wondering, has there ever been a board game based on “x” theme? Something really obscure, that you were for sure no one has ever thought of before. I think those of us that are avid collectors have this thought often, and it can be quite amusing at times. Sometimes the thought enters our head as this grand world domination scheme where you are going to be the first person to invent this new abstract and ludicrous board game that everyone is going to buy, making you filthy rich! And other times, the thought is just one of those that exists at the very far back stretches of your brain, jusssst to see how comical a title/theme you can come up with. Well, let me welcome everyone to “Scoville” – the board game I bet you never thought existed…..well, until now that is.
“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.
Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.
While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)
While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.
Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.
While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)
While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
Tekhenu: Obelish of the Sun
Tabletop Game
Four millennia ago on the eastern bank of the Nile river was laid the foundation of the Temple of...
Darren (1599 KP) rated The Yards (2000) in Movies
Jul 25, 2019
Story: The Yards starts when Leo (Wahlberg) gets released from prison, needing to lock down a job his Aunt Kitty (Dunaway) sets him up with her husband Frank Olchin (Caan) who runs a railway construction company in Queens. Without the skills set, he can’t be given a job, but his bag man Willie (Phoenix) who is also Leo’s best friend recruits him to do the dirty work for the company.
When a job goes wrong Willie and Leo both commit an act of violence, only Leo can be identified, he must go on the run while finding everybody trying to hunt him down, trying to expose the truth before it is too late, with only is mother Val (Burstyn) and cousin Erica (Theron) to trust.
Thoughts on The Yards
Characters – Leo is an ex-con that is released from prison, he best friend and Uncle offer him two different jobs, one he isn’t qualified for and one would mean working against the law. He finds himself on the wrong side of the law after a job goes wrong needing to do anything he can to clear his name, while being considered the most wanted man in Queens. Willie is the best friend of Leo, he has made a career being the bag man for Frank which will see him complete the deals to make the business succeed. He ends up leading Leo down the wrong path, when it is him that makes the biggest mistake. Erica is the cousin of Leo and girlfriend to Willie, she is completing her education and gets caught between who to remain loyal towards. Frank runs the corrupt railway construction company that has nearly every political figure in his back pocket. He keeps himself looking clean, letting his men do the dirty work, leading to him being forced into a difficult decision. Val is the mother of Leo that has always tried to give him everything he could give him in life, left to suffer when he gets blamed for the crimes.
Performances – Mark Wahlberg is strong in the leading role, he gives us a performance that shows his regret, confusion and worries about the future he is meant to have once out of prison. Joaquin Phoenix brings us a performance which shows us just how he can make us hate a character. Charlize Theron in the supporting role shows us everything she needs to without getting the same spotlight as the rest of the cast, while James Caan works in the corrupt businessman role with ease. The rest of the cast are solid without doing anything outside the comfort zones.
Story – The story here takes us into the world of corruption within the Queens railway service construction company that pays off to get jobs after doing their own dirty work to make others look worse, we follow one ex-con being placed into this world who sees the bad only to become the prime suspect in the investigation of a murder. The story does try to keep us guessing to what will happen and who Leo could trust only for it to become to run of mill in the genre to make it new or original. It might be loosely based on a real case, it however doesn’t offer enough to make things feel like we could see too much going on, rather than focusing on the cover up itself.
Crime/Romance – The crime world we enter is the political corruption of construction which shows us how quickly people can turn on each other without doubt. The romance side of this story takes a back burner which is here to show how difficult of a position Erica is put into.
Settings – The film is set in Queen which shows us how the community will come together to work together or turn on somebody.
Scene of the Movie – The incident.
That Moment That Annoyed Me – The story is overly generic.
Final Thoughts – This is an interesting crime story that does everything by the book without doing anything overly special.
Overall: Simple crime film.
When a job goes wrong Willie and Leo both commit an act of violence, only Leo can be identified, he must go on the run while finding everybody trying to hunt him down, trying to expose the truth before it is too late, with only is mother Val (Burstyn) and cousin Erica (Theron) to trust.
Thoughts on The Yards
Characters – Leo is an ex-con that is released from prison, he best friend and Uncle offer him two different jobs, one he isn’t qualified for and one would mean working against the law. He finds himself on the wrong side of the law after a job goes wrong needing to do anything he can to clear his name, while being considered the most wanted man in Queens. Willie is the best friend of Leo, he has made a career being the bag man for Frank which will see him complete the deals to make the business succeed. He ends up leading Leo down the wrong path, when it is him that makes the biggest mistake. Erica is the cousin of Leo and girlfriend to Willie, she is completing her education and gets caught between who to remain loyal towards. Frank runs the corrupt railway construction company that has nearly every political figure in his back pocket. He keeps himself looking clean, letting his men do the dirty work, leading to him being forced into a difficult decision. Val is the mother of Leo that has always tried to give him everything he could give him in life, left to suffer when he gets blamed for the crimes.
Performances – Mark Wahlberg is strong in the leading role, he gives us a performance that shows his regret, confusion and worries about the future he is meant to have once out of prison. Joaquin Phoenix brings us a performance which shows us just how he can make us hate a character. Charlize Theron in the supporting role shows us everything she needs to without getting the same spotlight as the rest of the cast, while James Caan works in the corrupt businessman role with ease. The rest of the cast are solid without doing anything outside the comfort zones.
Story – The story here takes us into the world of corruption within the Queens railway service construction company that pays off to get jobs after doing their own dirty work to make others look worse, we follow one ex-con being placed into this world who sees the bad only to become the prime suspect in the investigation of a murder. The story does try to keep us guessing to what will happen and who Leo could trust only for it to become to run of mill in the genre to make it new or original. It might be loosely based on a real case, it however doesn’t offer enough to make things feel like we could see too much going on, rather than focusing on the cover up itself.
Crime/Romance – The crime world we enter is the political corruption of construction which shows us how quickly people can turn on each other without doubt. The romance side of this story takes a back burner which is here to show how difficult of a position Erica is put into.
Settings – The film is set in Queen which shows us how the community will come together to work together or turn on somebody.
Scene of the Movie – The incident.
That Moment That Annoyed Me – The story is overly generic.
Final Thoughts – This is an interesting crime story that does everything by the book without doing anything overly special.
Overall: Simple crime film.
Purple Phoenix Games (2266 KP) rated Dingo's Dreams in Tabletop Games
Mar 25, 2020
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!
The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.
On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.
Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.
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Kristy H (1252 KP) rated Fresh Complaint in Books
Jan 10, 2018
Jeffrey Eugenides' short story collection features a variety of stories written across the course of his career, many featured earlier in various publications in previous forms. From the sperm switching antics of "Baster" to the complications of nationality and marriage in "Fresh Complaint" to money and morality in "Great Experiment," we're treated to Eugenides' usual excellent writing and perspective on characters and life.
I often skip story collections, as I tend to feel a loss with them, as if the tale is unfinished, and I just want more details about each character and their motivations and end-state. I picked up FRESH COMPLAINT based solely on my love for Eugenides (Middlesex is an all-time favorite). I won't lie: I still felt that same unfinished feeling at the end of most of the stories. Clearly I just am meant more for long-form fiction. I also hadn't realized when I picked up the book that most of the stories were previously published, but luckily I am not usually reading The New Yorker and such, so I hadn't come across any of these previously.
One of the most exciting discoveries for me was, upon completing "Baster," confirming that it was indeed the premise for the silly film "The Switch" with Jason Bateman and Jennifer Aniston that is an incredibly guilty pleasure of mine. The story differs from the film, but you can clearly see how it's the base, and it's quite enjoyable.
Another favorite of mine was "Fresh Complaint," the final story in the collection, and clearly where it gets its title. We meet a young woman, Prakrtri, who is struggling with the fact that her family is trying to arrange a marriage for her, and a college professor who is traveling for work. How their paths cross is quite interesting. It's detailed, touching, and yet disturbing.
My other favorite was "Great Experiment" featuring an editor, Kendall, in his mid-thirties. He's comparing himself (unfavorably) to his peers, as he struggles financially in his job and resentfully watches his wealthy boss live well while not even providing Kendall health insurance. The story takes an interesting turn, and, as with much of Eugenides work, seems to have a greater message for us.
Overall, I didn't enjoy this as much as an Eugenides novel, because there just isn't the time to fall for his nuanced characters. I still enjoyed many of the stories and realize I probably gravitated toward "Fresh Complaint" and "Great Experiment" because they were some of the longer tales in the collection. If you like Eugenides, you may want to pick up this collection (provided you haven't already read the stories elsewhere). If you haven't read him in any form, go find Middlesex instead. 3.5 stars.
I often skip story collections, as I tend to feel a loss with them, as if the tale is unfinished, and I just want more details about each character and their motivations and end-state. I picked up FRESH COMPLAINT based solely on my love for Eugenides (Middlesex is an all-time favorite). I won't lie: I still felt that same unfinished feeling at the end of most of the stories. Clearly I just am meant more for long-form fiction. I also hadn't realized when I picked up the book that most of the stories were previously published, but luckily I am not usually reading The New Yorker and such, so I hadn't come across any of these previously.
One of the most exciting discoveries for me was, upon completing "Baster," confirming that it was indeed the premise for the silly film "The Switch" with Jason Bateman and Jennifer Aniston that is an incredibly guilty pleasure of mine. The story differs from the film, but you can clearly see how it's the base, and it's quite enjoyable.
Another favorite of mine was "Fresh Complaint," the final story in the collection, and clearly where it gets its title. We meet a young woman, Prakrtri, who is struggling with the fact that her family is trying to arrange a marriage for her, and a college professor who is traveling for work. How their paths cross is quite interesting. It's detailed, touching, and yet disturbing.
My other favorite was "Great Experiment" featuring an editor, Kendall, in his mid-thirties. He's comparing himself (unfavorably) to his peers, as he struggles financially in his job and resentfully watches his wealthy boss live well while not even providing Kendall health insurance. The story takes an interesting turn, and, as with much of Eugenides work, seems to have a greater message for us.
Overall, I didn't enjoy this as much as an Eugenides novel, because there just isn't the time to fall for his nuanced characters. I still enjoyed many of the stories and realize I probably gravitated toward "Fresh Complaint" and "Great Experiment" because they were some of the longer tales in the collection. If you like Eugenides, you may want to pick up this collection (provided you haven't already read the stories elsewhere). If you haven't read him in any form, go find Middlesex instead. 3.5 stars.
Connor Sheffield (293 KP) rated Yoshi's Crafted World in Video Games
Apr 17, 2019
Simple mechanics (3 more)
Beautiful Art style
Yoshi (all of them)
Some level of difficulty in some areas
Tons of adorable fun for all ages!
So Yoshi's crafted world was one of the two games I recieved as part of a bundle deal when I bought my Nintendo Switch Console. I was looking forward to playing the game as I hadn't played a Yoshi based game for some time and Yoshi is one of my all time fave characters. I didn't get chance to play wooly world as I haven't owned a new Nintendo console since DS Lite and the Wii. (I know it sucks, I just never had the money for them and by the time I did the next gen console was out and I was torn)
Anyways, as I began playing Yoshi's Crafted world and working my through the many incredibly awesome looking levels which not only have collectibles but has a flip side to each level in which you go through the level from the back which adds to the awesome game design as a whole, I realised that whilst it all looked new and had a new interesting yet simple plot to play through, the gameplay was the same mechanics that we've been playing for years in almost all the Mario Themed 2D platformers/side scrollers. You run across, bounce on enemies heads, throw eggs to smash things, collect coins and move on to the next level, then repeat. It works as a mechanic but at the same time I felt like there wasn't much of a change. However, they did add some more directions to this game, as you no longer just side scroll (although that is the majority of the game) but on the levels there will be certain areas where you can turn and head either towards the screen or away from it, in order to reach secrets or to simply continue through the level. So they mixed it up a little bit, but not much in my opinion.
One aspect I enjoyed was the outfits you could buy which worked as armour in a way. The designs are all made to look as though they are crafted out of cardboard boxes and other household items (hence the name 'crafted world') and this gives the game and adorable and very clever asthetic.
However if you're a fan of sidescrollers, the Mario world or just Yoshi in general then I would recommend giving it a go because it is fun, especially if you get a friend to join you and you can choose which outfits you want to wear and more importantly which colour Yoshi you want to be.
Anyways, as I began playing Yoshi's Crafted world and working my through the many incredibly awesome looking levels which not only have collectibles but has a flip side to each level in which you go through the level from the back which adds to the awesome game design as a whole, I realised that whilst it all looked new and had a new interesting yet simple plot to play through, the gameplay was the same mechanics that we've been playing for years in almost all the Mario Themed 2D platformers/side scrollers. You run across, bounce on enemies heads, throw eggs to smash things, collect coins and move on to the next level, then repeat. It works as a mechanic but at the same time I felt like there wasn't much of a change. However, they did add some more directions to this game, as you no longer just side scroll (although that is the majority of the game) but on the levels there will be certain areas where you can turn and head either towards the screen or away from it, in order to reach secrets or to simply continue through the level. So they mixed it up a little bit, but not much in my opinion.
One aspect I enjoyed was the outfits you could buy which worked as armour in a way. The designs are all made to look as though they are crafted out of cardboard boxes and other household items (hence the name 'crafted world') and this gives the game and adorable and very clever asthetic.
However if you're a fan of sidescrollers, the Mario world or just Yoshi in general then I would recommend giving it a go because it is fun, especially if you get a friend to join you and you can choose which outfits you want to wear and more importantly which colour Yoshi you want to be.
Purple Phoenix Games (2266 KP) rated Valeria: Card Kingdoms in Tabletop Games
Jun 12, 2019
Imagine yourself a Duke/Duchess. You have land that needs to be developed. You have paltry starting resources and access to a Farmer to produce goods and a Knight to protect them. You need to build the greatest Dukedom/Duchy to prosper for generations and fend off the impending monster attack. In typical RPG fashion I ask you, “What. Do. You. Do?”
DISCLAIMER!! This review is for vanilla Valeria: Card Kingdoms. We have plans to add in the expansions in the near future. Once we do, we will add that information to this review or to a new review and link to it from here. -T
Okay, I have to admit, I Kickstarted Villages of Valeria (VoV) and Quests of Valeria (QoV) before picking up Valeria: Card Kingdoms (VCK). Why? Well, because I was wary of shared universe games at the time, so I tried one: Villages of Valeria. Dude, it’s a great game (review to come). When I Kickstart something I usually tend to go all-in. So I have the good stuff. Same with Quest for Valeria (review to come). I simply missed the boat on the first installment because I was late to the game.
Fast forward to me actually buying the game and trying it out. The mechanics felt very familiar (thanks Machi Koro), and the iconography was very familiar too (thanks VoV and QoV). But VCK excelled and rocked my world so much that I just cannot get enough of it.
Without paraphrasing the rulebook and teaching the entire game here, I’ll give a quick rules synopsis. You roll 2d6 on your turn and activate cards based on what you roll. Rolled a 3 and a 5? Ok, activate the 3 card. Also the 5 card. So far it sounds just like Machi Koro right? Here’s where it improves on MK. You also activate the 8 card (because 3+5=8). BUT ALSO EVERYONE ELSE ACTIVATES THEIR 3, 5, and 8 CARDS. Then you take two actions, which could be recruiting more citizen cards to activate when rolled, getting resources, defeating monsters, adding buildings to your Dukedom/Duchy. Most VP at the end of the game wins.
Roll dice, activate cards, take actions, win the game. It’s so simple, but yet so so so much fun. The game looks incredible when setup, there are a ton of card areas, monsters, the dice are big and chunky, game play is super fast, and you are always involved – even on your opponents’ turns. What more could you ask for? I’ll tell you: a super positive Purple Phoenix Games score of 22 / 24. It’s my favorite game of all time, after all.
https://purplephoenixgames.wordpress.com/2019/01/09/valeria-card-kingdoms-review/
DISCLAIMER!! This review is for vanilla Valeria: Card Kingdoms. We have plans to add in the expansions in the near future. Once we do, we will add that information to this review or to a new review and link to it from here. -T
Okay, I have to admit, I Kickstarted Villages of Valeria (VoV) and Quests of Valeria (QoV) before picking up Valeria: Card Kingdoms (VCK). Why? Well, because I was wary of shared universe games at the time, so I tried one: Villages of Valeria. Dude, it’s a great game (review to come). When I Kickstart something I usually tend to go all-in. So I have the good stuff. Same with Quest for Valeria (review to come). I simply missed the boat on the first installment because I was late to the game.
Fast forward to me actually buying the game and trying it out. The mechanics felt very familiar (thanks Machi Koro), and the iconography was very familiar too (thanks VoV and QoV). But VCK excelled and rocked my world so much that I just cannot get enough of it.
Without paraphrasing the rulebook and teaching the entire game here, I’ll give a quick rules synopsis. You roll 2d6 on your turn and activate cards based on what you roll. Rolled a 3 and a 5? Ok, activate the 3 card. Also the 5 card. So far it sounds just like Machi Koro right? Here’s where it improves on MK. You also activate the 8 card (because 3+5=8). BUT ALSO EVERYONE ELSE ACTIVATES THEIR 3, 5, and 8 CARDS. Then you take two actions, which could be recruiting more citizen cards to activate when rolled, getting resources, defeating monsters, adding buildings to your Dukedom/Duchy. Most VP at the end of the game wins.
Roll dice, activate cards, take actions, win the game. It’s so simple, but yet so so so much fun. The game looks incredible when setup, there are a ton of card areas, monsters, the dice are big and chunky, game play is super fast, and you are always involved – even on your opponents’ turns. What more could you ask for? I’ll tell you: a super positive Purple Phoenix Games score of 22 / 24. It’s my favorite game of all time, after all.
https://purplephoenixgames.wordpress.com/2019/01/09/valeria-card-kingdoms-review/