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    XCOM®: Enemy Within

    XCOM®: Enemy Within

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    ***NOTE: Compatible with iPad 3, iPad mini 2, iPhone 5 and up. WILL NOT be able to run on earlier...

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Darren (1599 KP) rated Villain (1971) in Movies

Jul 25, 2019  
Villain  (1971)
Villain (1971)
1971 | Drama
5
5.0 (1 Ratings)
Movie Rating
Story: Villain starts as we see how gangster Vic Dakin (Burton) controls London, he has people that will grass on him to the cops with Inspector Bob Matthews (Davenport) trying to bring down the criminal.

Vic continues to use his business connections to stay ahead of the police, with Wolfe Lissner (McShane) being the latest person the inspectors are turning to try and give up Vic’s secrets.

 

Thoughts on Villain

 

Characters – Vic Dakin runs London with his criminal activities, he is feared by most people and if you cross him, you will get hurt if not killed. He has become over confident that he can get away with anything, making him one of the prime targets for everyone involved in law. Wolf Lissner works for Vic, he is one of the youngster members of the crew and the one that the police are trying to use to turn on him, even if he the one person that Vic will always turn to. Bob Matthews is the inspector that has been trying to bring down Vic for years, he has risen up the ranks, got the people in the gang, but never been able to get the conviction. Gerald Draycott is the politician that is being blackmailed to keep the business under wraps for Vic.

Performances – We do have two big names in his film, first Richard Burton that doesn’t get to show the skill he could bring to a film, while a younger Ian McShane shows us that he could be set for a career in this sidekick gangster role. The rest of the cast are doing all they need to without being in anyway stand out through the film.

Story – The story follows a gangster that has the power over London, the police have been hunting him for years, but he always finds a way to get out of trouble. This time they get closer than ever before and could finally take down one of the biggest gangsters in London. When it comes to the gangster genre, we don’t really ever get much different when it comes to where the story goes, this one is based loosely on the Kray brother, but for some reason only one of the twins. It does feel like we have seen everything before, we don’t get drawn into support either side of the battle and end up feeling like it is just another gangster film.

Crime – The crime world we enter shows us just where the criminals operate and just where the police will need to turn to, in any hope of bringing him down.

Settings – The film is mostly set in London which see just how the criminals operate, where they can get away from crime.


Scene of the Movie – The opening scene as we see just how Vic can operate.

That Moment That Annoyed Me – The final shot.

Final Thoughts – This is a typical British gangster film that starts with an intense opening, only to become a drag as the film unfolds.

 

Overall: British Gangster 101.
  
Fort: Cats and Dogs Expansion
Fort: Cats and Dogs Expansion
2021 | Card Game
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the expansion for the hit game Fort, and this expansion titled Fort: Cats & Dogs Expansion.

This expansion adds a bunch of Dog cards, some Cat cards, and four Doghouse tiles. The Dog and Cat components belong to their respective modules, and the expansion can be played with either module or both simultaneously.

The Dogs module will add Dogs to players’ starting decks. When a Dog is played, their need (the text immediately below their picture) must be fulfilled before their special action is completed. They may also be used as their normal icon to be played with the base game actions. Most Dog cards are then discarded to the players’ Doghouse. However, if Dogs end up in a player’s Yard, at the beginning of their turn they must discard the Dog to the neighbor’s Doghouse. The player with the most Dogs in their Doghouse at the end of the game scores a cool seven points!


Cats, however, are little terrors and have no loyalty to their owner and their special abilities may be lent to whomever currently controls the Cat card. Cats are attracted to certain players based on which cards are present in their Yard at the end of their turn. It is then that the Cat card moves to the player’s tableau and can offer ongoing effects. The other players may then attempt to lure the Cat card to their own Yards at the end of their turns as well. Players score more points at the end of the game for having more Cats attracted to their Yard.
In my opinion Fort did not need any expansions that change the game. However, after adding Cats & Dogs to my game I found that another level of attention must be paid to each turn if you wish to score these extra bonus points. For example, should a player monopolize all the Cats and also have the most Dogs, that will score them 17 bonus points at the end of the game! That is certainly nothing to sniff at. The cards feature great art, again by Kyle Ferrin, and the Doghouses are nice cardboard tiles. I still most certainly enjoy playing vanilla Fort, but I think that with other gamers who are familiar with the base game I will almost always include both Cats & Dogs modules in my games.

Official recommendation: If you are a fan of Fort, as we all are, then adding in Cats & Dogs may spice up your game for you. However, if you are a fan of Fort as is, then this is certainly not a must-have. I thoroughly enjoy this expansion, and like I mentioned – will probably always be adding it into my games, but Fort definitely stands on its own. It is a luxury expansion, yes, but it is also very affordable. So pick it up the next time you are filling your board game carts. I recommend it highly, and the value added far outweighs the cost for this reviewer. MORE FORT!!
  
Tokyo Highway
Tokyo Highway
2016 | Action
Living in Iowa/Illinois, the saying is that we only have 2 seasons: winter and road construction. Our winters can certainly be brutal, and our road workers and civil engineers deserve major props for the work they do for our communities! Let’s put ourselves in their shoes for a minute. Can you design a structurally secure overpass? How about figuring out the logistics to create an underpass? If a part of your roadway is damaged, can you fix it without causing further harm? These are all things that you must consider in the minimalistic game of Tokyo Highway.

Tokyo Highway is a dexterity game of route building in which players are trying to create a roadway on which their cars will travel. The first player to place all of their cars on the highway is the winner. Originally, Tokyo Highway was for only 2 players, but an expansion has come out to accommodate up to 4 players. This review will address all player counts! To begin the game, hand out components and set up as described in the rulebook for your chosen player count. Select a starting player, and you are ready to begin.

On your turn, you will perform 3 actions: build a column, build a road, and place a car. When building a column, there are 2 things to remember – the column must create a continuation of your existing road, and it must be built exactly 1 level above or 1 level below the column from which it is based. For example, to play off of a column with a height of 2, you must either play a height of 1 or a height of 3. To build a road, take one of your road sticks and place it on the columns so it connects the newly built column to its predecessor. The last part of your turn is to place a car on your road stick, if you have met the placement requirements. The requirements for placing a car are that your new section of road must cross an opponent’s road, either by being the first road to cross over it, or being the first road to cross under it. You may place additional cars on your road stick for additional roads that your segment crosses above/below.


There are a couple of twists in the game, though! First, each player begins the game with a certain amount of Junctions. When you choose to play a Junction, you are allowed to create a column of any height, regardless of the height of its predecessor. Another special power of Junctions is that once you place a Junction, you have the option to branch 2 roads from that single point, instead of only 1 like with regular columns. The other twist? If at any point during your turn, you knock over an opponents’ cars, roads, or columns, you are penalized and must give that opponent the number of equivalent pieces that were toppled from your own personal supply. You then fix the damage, and continue your turn as normal. The game end is triggered when either 1 player has placed all of their cars, or when a player runs out of construction components. The player who places all of their cars first is the winner, or a player that runs out of components loses the game and the other players continue until the game end is triggered again.
For such a seemingly simple game, Tokyo Highway challenges players on 2 fronts: dexterity and strategy. Obviously, your dexterity is put to the test as you try to move steadily, build secure roads, and not topple over any other components in play. It really is harder than it looks, and creates a good physical challenge for players. Strategy comes into play because you have to plan turns in advance and try to anticipate your opponent’s movements in order to create opportunities to place your cars. You’ve got to strategize where you want to build under or over, and then set yourself up for those builds. But you’ve also got to keep an eye on your opponent, because they might unknowingly (or purposefully…) disrupt your strategy with a placement of their own. Players are never idle in this game, everyone is engaged throughout as they plan ahead for success.

My biggest qualm with Tokyo Highway are the rules regarding knocking down roadways on your turn. According to the rules, if you knock anything down, you forfeit components from your supply, and then rebuild the destroyed area. However, as the game progresses and gets more intricate, with roads crossing very tightly together, one misstep could destroy nearly the entire structure. And it is difficult to rebuild since the highway placements vary with literally every turn, and unless you take a picture after every turn, chances are you can’t recreate it from memory. At that point, continuing the game is futile, and then who wins? You either have to restart the game, or just call it then and end it.


The components of Tokyo Highway are pretty great. Everything is sturdy and wooden, and will definitely withstand the test of time. They feel great in hand and are simply just fun to fiddle with between turns! It is a simple and minimalistic game overall, and the components reflect that wonderfully.
So overall, how is Tokyo Highway? I think it is a game with a nearly perfect balance of dexterity and strategy. You must employ both of those to succeed, because focusing on only one will get you nowhere. It definitely offers more than meets the eye, and that is a fun surprise. There is no set game board or layout, so literally every game will be different, allowing for seemingly infinite replayability. It is definitely a game that keeps players engaged and on their toes. Although there are a few issues regarding dexterity ‘accidents,’ the gameplay overall flows well and is logical. Purple Phoenix Games gives Tokyo Highway a speedy 8 / 12.
  
    Carbo - Notes & Sketches

    Carbo - Notes & Sketches

    Productivity and Business

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    Carbo includes new drawing capabilities, iPad Pro / Apple Pencil / 3D Touch support, latest iOS: App...

    Legend of Grimrock

    Legend of Grimrock

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    With over 1 million copies of the series sold on PC, the ultimate dungeon crawling RPG is now...

Raccoon Tycoon
Raccoon Tycoon
2018 | Animals, Economic
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.

Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.

What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.

I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.

Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).

I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.

https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/