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Small World
Small World
2009 | Fantasy, Fighting, Territory Building
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.

The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?

DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T

Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.

One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.

Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.

The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.

Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
  
Tails and Fixers
Tails and Fixers
Charles Kaluza | 2015 | Philosophy, Psychology & Social Sciences, Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
This is an intriguing and interesting story that mixes a few ingredients together into a standard science fiction concept. The result is an engaging and moving story of survival and love.

The main protagonist is Floyd, an ex-military pilot. He is dying from kidney failure until he is given a lifeline - there is a new medical technique that can regenerate his kidneys using his own stem cells, but it will only work if he is put into 'hibernation' for 50 years. And oh, if you accept we will also be sending you on a 50 year trip to another solar system which has been broadcasting radio signals.

The book starts with Floyd waking at his destination and taking a crash course in the language of the alien planet's inhabitants. That is if there is anyone to speak to as 8 years before he arrived an asteroid struck the planet and left the surface desolated. Floyd must find if there any survivors and provide any assistance he can.

From the asteroid impact on, nothing goes to plan and Floyd must use his ingenuity just to survive himself, aided only by the ship's computer and whatever stores Earth thought to provide him with (the lack of beer being his main concern). Fortunately Floyd is very practical and able to improvise solutions to a number of problems as he struggles to survive in the hostile environment.

Once he has established a base he makes contact with the survivors of the asteroid impact, living in an underground bunker. There are humanoids with tails and also a genetically engineered slave race that do all the practical work - the Fixers.

Although they appear to be at least physically like Floyd their society is very alien indeed. Floyd immediately questions how their civilisation works and talks to a number of aliens - some he likes, others he dislikes enormously. Floyd must work out if he fits in and if so how.

The book certainly didn't go as I thought it would. Just as it seems the normal path will be followed in the narrative Kaluza takes a sharp turn and throws everything up in the air and sees how they land. This makes it an interesting read and stops it becoming bogged down in one mode or another. I found the end particularly - and unexpectedly - moving and it made a very suitable ending to what had gone before.

This is the best kind of science fiction. It uses the concept of the alien world to throw sharp relief on our understanding of subjects such as philosophy, genetics, engineering and sociology. There are some clever ideas (I particularly liked the way we got to see the results of Floyd's work beyond the end the novel in a very ingenious flash-forward sequence). The love story is well told and keeps the story balanced between the sometimes heavier going in the more profound themes without being too overworked.

Overall a book I enjoyed and wanted to keep coming back to. I will have to pick up another of the author's books sometime as he clearly has great ideas.
  
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Faris Badwan recommended track Jerusalem by Sleep in Dopesmoker by Sleep in Music (curated)

 
Dopesmoker by Sleep
Dopesmoker by Sleep
2003 | Rock
(0 Ratings)
Album Favorite

Jerusalem by Sleep

(0 Ratings)

Track

"There’s loads of dark metal bands that I really like: the first Mayhem record, Darkthrone, people like that. But in the end, ‘Jerusalem’ is heavier and more powerful than any of the dark metal bands. It takes the best elements of Black Sabbath and then amplifies them even further. “It’s a record that I always used to put on before I went out and I’d listen to the whole thing because it was so emotive. It gave me loads of energy, even though it’s so slow and doomy. I love the fact that they released it all as one, hour-long song and how it was able to come out in that form. It means it’s never been vetted really. For me, it’s the best heavy guitar record ever made. “There’s something almost meditative about ‘Jerusalem’ and part of the band Sleep went on to form another band, OM, which is extremely meditative. So in Sleep, you can really hear the meditative atmosphere aspects of it, I like how hypnotic it is, that’s the reason I would always put it on. “Black Sabbath and Led Zeppelin were my entry points to metal, then I read a book called Lords of Chaos which I suppose a lot of people who are interested in learning about black metal have read. Then moving on and listening to the first Mayhem record, I thought it was pretty much like punk, but rather than just being snarling and aggressive, it goes beyond that and turns into something really evil. And I realised I liked the roughness of metal. “’Jerusalem’ is a flow. You’re hearing the band in the room as it happens and because it’s so unplanned it feels like a jam, which makes it much more subtle. They probably played through the whole hour a load of different times and it was probably different every single time. That’s what I love about it, when you hear the record you’re really getting the atmosphere they created at that time and they managed to capture that on record. There isn’t another record quite like it, and I also love all the records that the band members of Sleep made after it. “Josh from The Horrors and I went to see Sleep live and – although the guitarist was barely able to stand up because he was very, very drunk – it sounded amazing. People don’t realise how hard it is to make this music sound so good on stage. It’s something I aspire to and it’s an invaluable skill, right down to the way you position the mics on stage. For me the best metal is lo-fi, it’s highly sought after, getting music to be distorted in the right way. There’s such attention on the guitar in this record. Some guitarists play with a lot of pedals, but it can be really inspiring when you have a guitarist who can make music with very little and Sleep do that. “The first time I heard it was on The Horrors second American tour in 2008. We went to LA, and went to the place everyone goes to, which is Amoeba Records. I got a copy of Dopesmoker, which is the album after Jerusalem and that’s how I first heard ‘Jerusalem.’ But all I remember at first was thinking how awful the artwork was. It was really terrible"

Source
  
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Emma @ The Movies (1786 KP) rated Instant Family (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
Instant Family (2019)
Instant Family (2019)
2019 | Comedy, Drama
Going in to Instant Family I had some reservations. I'm a big fan of Rose Byrne, her performance in last year's Juliet, Naked was a delight to watch, but on the flipside Mark Wahlberg and comedy don't come high on my must see list. Thankfully those thoughts were quickly dismissed as the times I laughed out loud soared into the double digits.

This is a genuinely good film with just a couple of things that made me pause a little, I'll mention those later. The moments where I laughed it was out loud, like almost everyone else at the screening, and when I wasn't laughing I was probably crying, sometimes ugly crying.

Byrne and Wahlberg worked so well together and with Isabela Moner in the mix too we were treated to some great on screen chemistry. I'm hoping we'll see a lot more of Moner on our screens as she was able to pull her weight really well with all the fantastic actors in this.

A lot is obviously focused around Ellie, Pete and the kids, but outside of that dynamic I've got to give some love to Karen and Sharon. Octavia Spencer and Tig Notaro are such a fun double act, although for me Spencer will always steal the show. Their dynamic running the fostering program brought a smile to my face and while the reactionary humour may be predictable it lands so well that I couldn't care less that I knew it was coming.

My negatives about the films are so minute that they hardly seem worth mentioning. Pete (Wahlberg) has a tendency to be blunt and externalise what most of us would keep as inner dialogue. His script gives you those moments where you take a sharp breath and say "you shouldn't say that!" Ellie counteracts this by being the slight voice of reason so while you're taken aback by Pete's honesty you quickly come back to the normal flow of the film.

Out of my two quibbles this one caused me the most issues. Joan Cusack. She's great, I enjoy her work, but I really don't understand her inclusion in this. She pops up as a sort of cameo role near the end and it feels a little invasive on the dramatic moment we're witnessing, it just seems awkward and forced. It does at least lead to an amusing moment for Spencer so I think that probably gets it the pass.

Instant Family is definitely chock full of laughs and feels, despite my grumbles I still feel it deserves these five stars.

What you should do

It's a very entertaining film and perhaps surprisingly based on a true story, it's well worth a watch. I really think that everyone will get some entertainment out of this.

Movie thing you wish you could take home

If you could send Pete and Ellie round with their renovation skills it would be much appreciated.
  
Love, Death & Robots
Love, Death & Robots
2019 | Action, Animation, Comedy
CGI is amazing (1 more)
The Perfect Mix of Morbid Humour and Gore
The episodes are so short! (0 more)
A Masterpiece of the Weird and Fantastical
This is going to be a long one, I'm going to review each episode as they aren't linked or related in any way, but just know, they are all gorgeous works of art and you should totally go watch the whole thing ?.


Beyond the Aquila Rift - CGI was beautiful from the moment it started, I was like 'shiiiit this series is going to be everything I love'. This one is about a crew making a delivery in space, however nothing quite goes to plan. For me, it had a very 'Mass Effect' feel with the FTL travel. I was not expecting a full out sex scene in the first 6 minutes but then again the episodes are on average only 16 minutes long. It was rauncy yet somehow, still quite tasteful, but as with most animated stuff there was an excessive amount of topless boob shots. I won't spoil it, but it ended up as a horrific mind fuck that left a shiver down my spine ?.

Secret War - Again, CGI was epic and the story was the perfect mix of unsettling, gory, and tragic. It follows a platoon of Red Army soldiers who are hunting down mysterious 'monsters'. There's blood, there's guts, a guy has an arm off at one point - what more could you ask for?

Sonnie's Edge - Immediately feels hellishly grunge and rave. I absolutely adored the blacklight effects and a strong female styling, the fight is gorgeous, the monsters have almost a Kaju feel which really made me happy as I love Pacific Rim. Of course this epicness is immediately ruined by a sloppy scene (I won't spoil it) which cemented the fact in my mind this was written by a man (I checked later and found I was correct), it does save itself with a fantastic twist at the end though so it was still an amazing short.

Sucker of Souls - This had a great grungy cartooning that felt half Kill Bill, half 2003 TMNT. It ended up being a real bad day for an archaeological expedition. Gore injected with humour is always a favourite of mine and this ticked all those boxes, including a wisecracking explosives expert (looking at you Gary!) If we've learnt anything from Indiana Jones and Rick O'Connell it's, don't fuck with tombs. This time was no different.

Three Robots - There's something just so fucking fantastic about robots going on holiday and speculating about 'human' stuff. It's just the perfect injection of morbid humour and I love it. The twist at the end had me laughing harder than I had any right to ?.

Ice Age - I haven't seen Topher Grace since That 70's Show so I was like 'heeeey cool'. This was the first one that wasn't soley animation so that was really cool. They find a civilization in their freezer - yes, you read that right, their freezer - and the story is awesome ?. It's a neat reflection on humans and our place in the world.

The Witness - Set in a brightly coloured city the animation here feels very Borderlands-y, which is super cool because I fricking love that game ?. There's murder, full frontal nudity, erotic dancing, and an ending that will tear your head right off. Pretty neat all in all.

Suits - Great Googamooga, this is my absolutely favourite so far, a perfectly normal looking farm, complete with adorable hick accents, discovers a breach in their fence. This isn't just any breach, this is an alien style swarm complete with Mech Warrior suits and a woman named Mel, who I'm convinced is Tank Girl as an old lady. 17 minutes of utter badassery you do not want to miss. Utterly LOVED it, and would 10/10 watch this as its own series.

When the Yogurt Took Over - Ok so the name - I was like 'should I take this seriously? Oooor' ?. Weirdly serious - yet hysterical. A five minute journey into what happened when Yogurt became sentient. You will not be disaappointed ?.

Good Hunting - With animation that reminds me of The Last Airbender, it's a story of magic, friendship, and the industrial age. A beautiful and tragic story, with horrific overtones of what greed and 'progress' can do.

The Dump - The animation this reminds me of would be sorta like, if the people at Pixar got high with Tim Burton. There was one random thing - I found Pearly's dick swing in the wind much funnier than any sane person probably would ?. A great story about man's best friend and let me tell ya, everyone needs an Otto ❤.

Shape-Shifter - There's something so deeply interesting about putting the supernatural into regular life. Two men, who are not human, in the US marines. Insanely intense story for under 15 minutes. Gorgeous CGI work too.

Helping Hand - This had a great "Gravity" feel to it, when everything goes wrong you just keep going, give a little and then a little more and you achieve the impossible. Breathtaking space visuals is just an added bonus ?.

Fish Night - Telltale style animation, depicts a story of a father and son on the road. The car breaks down and something both magical and tragic happens. The ending left me reeling ?.

Lucky 13 - The CGI in this one was so good it took me half the time to figure out that it wasn't real. Lucky 13 was to Cutter like the Normandy was to Joker. Just - the best goddamn ship ❤.

Zima Blues - Animated in a style similiar to Archer, this was an interesting piece about art and how it effects us, we search for meaning through it sometimes it's about appreciating the little things ❤.

Blindspot - 90's animation and a rad story about robots. This is my second favourite after Suits, would 10/10 watch as its own movie ?.

Alternate Histories - Did not stop laughing the entire time. Utter gold. I will recommend one thing - pause it at the blue screen bit, you won't be disappointed ?.

The only thing I'm sad about is there wasn't more of this to watch, it was incredible ?.
  
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Daniel Boyd (1066 KP) Apr 22, 2019

Really enjoyed reading through your individual reviews, agree with you 1000% about Sonnie's Edge

Divinus
Divinus
2022 | Dice Game, Fantasy, Mythology
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.

Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Gamefound campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.

Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.


Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!

So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.

All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.

I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
  
Shadow of Night
Shadow of Night
Deborah E. Harkness | 2012 | Fiction & Poetry
7
8.6 (15 Ratings)
Book Rating
Shadow of Night is the second book of Deborah Harkness’ All Souls Trilogy. As with the first one, Harkness takes you on adventure with her two protagonists, a witch named Diana and a vampire named Mathew. However, unlike the first one, this book is placed in Elizabethan England. Though the characters remain the same at heart, they change to better suit each other and the time period, as it is needed. With the imminent danger around every corner, the two are still not able to find piece, but Diana is able to learn more about her powers while she learns about her vampire lover in the process.

The details in the book are beautifully done and give a great visual to how it must have looked in 1590, where the main storyline is. The clothing style was accurate and there were a great many nods to our history. However, even though some of it remained factual, or close to, there was no denying that there was whole lot of fiction intertwined to help create the illusion that witches, vampires, and daemons exist. Harkness has a way with her facts and her words to create such a wonderful woven story to have the facts and the fictions mix that you could practically believe that it could all be true and we just would never know about it. I am again truly amazed by the story and how it seems to flow from the first book to the second book so flawlessly. I am hardly able to express such enthusiasm I have for Harkness and her wonderful tale. Once again, she was able to submerge me into a tale that caused emotions to wax and wane in my soul.

With all the tears, joys, and laughs this book was able to get out of me, I thought the ending felt a tad bit rushed, and though I am grateful for the speed of the final chapters and how it sort of answered more questions while leaving the conclusions of the trilogy still to come, I feel I would have liked a bit more out of the characters in their reunions. With new characters being introduces slightly at the end, it left a lot of questions on what was going on. I understand that the last book in this trilogy would be what wrapped everything up, but I can’t help but feeling a little more should have been included about some of the characters that had been introduced. I will hold my breath on this matter though and wait to see how the trilogy ends.

I did find that Harkness was able to pin point things normal couples seem to be troubled with, such as jealousy and secrets, never mind should that couple have secret abilities or be of another entire species. I was overjoyed to see that even fictional characters could do something I see normal people due in reality without all the melodramatics that most romance novels and romantic comedies would have us believe. To watch the main characters have the differences, stand their ground, and even argue about things like secrets, other people, and insecurities makes it feel more at home. Not every romance should be almost perfect with a few flaws; Couples fight and through the power of love, the stay together. Even though they have chance to fall apart, it never ceases to amaze how simple communication, even between a d vampire and a witch, can make troubles and misunderstandings cease to exist. Even with the couple at ends at times, and the world seemingly against them, it was fun to watch them explore the world and themselves, if not to just become themselves more and learn how powerful love and trust could be.

I believe this book is 3 stars out of 4 stars for it rating. It is truly an amazing book and has the potential to stand alone, it is clear that without certain prior knowledges, a reader could get lost at the end of what is happening. Shadow of Night is as beautifully written as was A Discovery of Witches and I definitely would recommend it, if the person was will to start at the beginning with A Discovery of Witches. Luckily both can be bought on Amazon and in other places that sell books.
  
Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
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Chris Sawin (602 KP) rated A Nightmare on Elm Street (2010) in Movies

Jun 22, 2019 (Updated Jun 23, 2019)  
A Nightmare on Elm Street (2010)
A Nightmare on Elm Street (2010)
2010 | Drama, Horror, Mystery
7
5.7 (22 Ratings)
Movie Rating
Nancy (Rooney Mara) thinks she's suffering from an average case of nightmares that are causing her to lose sleep. A burned man with blades on his fingers haunts her dreams. She doesn't think much of it until her friends start getting picked off one by one while they sleep and are dreaming of the same man. Something happened during their childhood that connects them to this man that their parents are trying to cover up. As far as anyone else is concerned, Freddy Krueger (Jackie Earle Haley) never existed. What their parents refuse to believe is that Freddy exists in the dreams of their children causing them to remember their past and kill them. Now it's up to Nancy and her friend Quentin (Kyle Gallner) to figure out how the pieces of the puzzle fit before they become Freddy's next victims.

A Nightmare on Elm Street is one of the most beloved horror classics of all time. The original introduced us to Fred Krueger who would later be known as "Freddy" and evolve into one of the most popular icons in the horror genre. 26 years later, the film has been remade and Jackie Earle Haley has replaced Robert Englund as the dream-stalking child killer. Fans of the original franchise were left wondering if there was a slight chance of this being somewhat decent and if Haley's version of Freddy wouldn't be cringeworthy. Truth be told, the film may not be as bad as you're expecting.

This remake rests on the shoulders of Haley's portrayal of Freddy. If die hard horror fans can get past constantly comparing him to Englund, then they'll realize that Haley doesn't do a bad job. His Rorschach voice was actually a great choice for the role as it seemed to reverberate off the walls of the theater throughout the entire film. His stalking methods were a bit different than expected. Haley's Freddy doesn't talk as much as Englund's and seems to be off-screen just as often as he is on. The wisecracking has been toned way down, as well, but he does manage to squeeze in, "How's this for a wet dream?" Haley's version of Freddy is angry. He is PISSED that these kids squealed on him and he wants them to pay, but wants to dish out his revenge in a way that lets him have fun at the same time. His body language speaks volumes, too. His bladed fingers itch in anticipation of the kill. In fact, it seems like his fingers talk more than he does. The realistic burn victim route with the make-up seems like it's just as much a blessing as it is a curse. Freddy's eyes look really weird. They're too small and beady. He looks like kind of like a monkey when you do catch a full glimpse of his face. That's a shame, too. Since everything else looks pretty fantastic.

The storyline seems to basically follow the same path as the original film, but it probably should have skipped some of the new detours it makes along the way. Kris dreams of herself as a child with bloody claw marks across her torso and then finds the same dress with four gashes in her attic, but she doesn't have any scars from this rather severe injury she obtained when she was five? Even if the explanation was she had some sort of cosmetic surgery, wouldn't that be just as traumatic for a child? The CG version of the scene where we see Freddy coming out of the wall in the remake is probably the weakest in the entire film. The scene in the original is one of its most memorable visuals. In the remake, it's botched thanks to crummy CG. Even in comparison to the rest of the CG in the film, it doesn't measure up. It's the one scene that I wasn't able to look past. However, the micronaps idea is truly fantastic for the film. That was one thing I highly approved of going into it. The way that is pulled off is one of the highlights of the remake. It's one of those ideas that fits so perfectly, you're surprised it wasn't in the original film. Fred Krueger's background is where the film really goes into its own territory though. Fred was a gardener who lived in the basement of Badham Pre-School and the children were his life. He apparently took them to his "cave" where they emerged with scratches on their bodies. The parents of Elm Street don't bother trying to inform the police. They just burn Krueger alive as retribution to what he did to their children. While the original franchise never really came right out and said that Freddy was a child molester, it always strongly hinted at it. The remake seems to basically come right out and say that he is one without actually saying it. The evidence they find in his "cave" solidifies that fact. Maybe they felt like they needed to do that since this is such a "serious" version of Freddy...? Certain things just don't add up in the long run. Quentin and Nancy are driving in a car at one point and Quentin has a micronap where he sees Freddy in front of the car. He swerves out of the way to avoid hitting him and winds up in this boggy marsh off the side of the road. The question is WHY would you swerve out of the way of a man who was trying to kill you?

The kills seem to get more gruesome as the film goes on. It's a nice route to go, really. The last kill of the film is probably the one you'll remember most. I wasn't too incredibly attached to Nancy in the original film, but Rooney Mara's version was really boring. You don't care about what happens to her at all. You're more interested in what happens to her friends. She's an art student that can't sleep and is connected to Freddy somehow. That's pretty much all that's revealed. Why should we care that she may die?

A Nightmare on Elm Street certainly has its misfires when it comes to special effects and its storyline, but the problems it has aren't really any different than the problems most modern day horror movies have. At least the acting wasn't terrible like in an 80s slasher and the CG effects aren't incredibly outdated or anything. The film was designed to appeal to the demographic going to movie theaters to see a horror movie in 2010 and it seems to do that very well. Sure, it probably doesn't live up to the original film, but not many remakes do. If people see this without seeing the original film first, they'll probably love the remake. For original Freddy fans though, it'll probably come down to Haley's portrayal of Freddy. If you can see the film without any expectations or with finally accepting the fact that Robert Englund is no longer Freddy, it actually isn't quite as terrible as you may have originally thought. Strangely enough, it's even entertaining at times. Go figure.