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Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games

Sep 5, 2019 (Updated Dec 2, 2019)  
Libertalia
Libertalia
2012 | Card Game, Pirates
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?

Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T

To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!

All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.

Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)

So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!

Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
MechaTop
MechaTop
2020 | Miniatures
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!

Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L

MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!


Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.


The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.


Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
  
Daring Dustbunnies
Daring Dustbunnies
2019 | Bluff, Card Game, Racing
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.

Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.

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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.

Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.

Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.

Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.


Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.

The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.

The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.

I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.

Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

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. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!
  
Treasure Planet (2002)
Treasure Planet (2002)
2002 | Action, Animation, Family
A fun take on the classic Treasure Island tale (1 more)
A very gripping story with a lot of heart
(Personal opinion) I'm not a huge fan of 'space' pirates (1 more)
Predictable even without knowing the story
A fun film for the family
This is probably only the 3rd time I've seen this film in my life. I'm currently reading the classic novel 'Treasure Island' written by Robert Louis Stevenson, and I wanted to watch something similar to it, without watching the actual adaptations of the same name as I do not wish to spoil the events of the few chapters I have not yet read. I knew that Treasure Planet was different in many ways and so I knew it wouldn't be completely true to the story.

So, I would describe Treasure Planet to someone by saying "Think of space pirates, all of whom are different weird looking species of aliens, and a cyborg with one young human looking character who's a stereotypical rebellious teen, even including a history of trespassing with his hover board (referencing a skateboarding rebellious teen).

The film has a lot of connections to the source material with it's story, such as names, and roles within the story, but it has a lot of it's own to offer. As a Disney film you expect certain aspects with the story, and you know what's going to happen moments before it happens, which might take away some of the entertainment factor for some, but if you don't mind it, then it's a decent film. Adapting the classic tale and setting it in space, gives the writers a lot of freedom to make the characters look and act how they want. There's a spider like character, a cat humanoid, a dog humanoid, frog humanoids, a character who appears to be made of stone, and John Silver himself, known in the story for having one leg, actually has robotic replacements for his left side. He has a robotic leg, arm and eye, which add to his somewhat villainous appearance and attitude.

The voice cast for the film is good and each character certainly seems to sound how they look, and when there are the heart filled moments as there are in every Disney film, it really hits you and makes you sympathize with the characters.

Overall this would be a fun film to watch with the kids, and if you grew up with Disney, as I'm sure most people have, but you haven't seen this, I recommend at least giving it a chance. If you don't like it, it's understandable, but it is a fun take on Treasure Island, and the pirate theme as a whole.
  
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Kristy H (1252 KP) rated Roomies in Books

Mar 18, 2019  
Roomies
Roomies
Christina Lauren | 2017 | Contemporary, Fiction & Poetry, Romance
6
7.3 (3 Ratings)
Book Rating
Not as funny as I hoped, but engaging enough
Holland has been obsessed with a handsome subway busker for quite some time. One evening, he winds up rescuing her after she falls on the subway tracks, kicking off a whirlwind of events. Holland helps Calvin get an audition with her uncle Robert, a Broadway musical director. Calvin is infinitely talented, but, it turns out, also in the United States illegally. So Holland does something she never does: makes an impulsive decision. She'll offer to marry Calvin so he can stay in the country, live out his dream, and help her uncle's hit show. Calvin quickly becomes a Broadway star. As for Calvin and Holland--they quickly realize they may be more than roommates. But what will it take for them to admit it? And for each to move past their own issues?

This was my first Christina Lauren book, which I picked up after hearing lots of Goodreads friends praise the dynamic duo. I am always a sucker for a good, fun romance. I was surprised to find the book start with Holland already lusting after Calvin, whom she called "Jack," as she watched him from afar at the subway. The action gets underway quickly, and it did seem like they each agreed to their extreme plan (marriage to someone they'd never met!) rather rapidly and easily. Even Holland's protective uncles came on board very quickly.

Some pros--a somewhat diverse cast, including Holland's adorable gay uncles, who were often couple goals. I enjoyed getting some insight into a Broadway musical, as well as the immigration process, although I bet both of those were sugarcoated a bit. Still, I found Holland a bit of a doormat; she frustrated me with her lack of ability to stand up for herself. While her inability to find herself is the premise of the book, a strong romance only works for me if I'm invested in the characters, and I just didn't always feel it with Holland and Calvin. Holland was too wishy washy and I never felt like I got to know Calvin enough. It was frustrating, because I could see moments of humor in the book, but never enough to truly win me over. I needed more to fully root for the couple. That's not to say I didn't enjoy the book: it's cute and fun at times, and an easy read.

Overall, I had a tough time warming up to the main characters, and I didn't always find the funny situations that humorous. The premise was a little crazy, but was engaging enough. I'll be curious to see how I feel about my next Christina Lauren read.
  
Avengers: Endgame (2019)
Avengers: Endgame (2019)
2019 | Sci-Fi, Thriller
The cast specifically RDJ as Tony Stark, Karen Gillan as Nebula and Chris Evans as Steve Rogers That Final hour is just incredible Cap and Tony's ending to their arcs The score (0 more)
Wish some characters had more moments to shine (0 more)
"Part of the journey is the end"
A satisfying conclusion to the Infinity Saga, the best way to describe Avengers: Endgame is Fan Wish Fulfillment: The Movie. Seriously, this film lives and breathes fan service from top to bottom, yet it WORKS. Rather than coming off as obnoxiously pandering, the film’s use of fan service is more secondary to everything else, often being used in ways that are creative and even add to the comedy. And speaking of comedy, Avengers: Endgame is unquestionably one of the funniest films in the MCU, yet the comedy never detracts from the heart or the emotional weight of the film itself.

It’s legitimately shocking how much the Russo Bros have improved as filmmakers. Not only do they perfectly nail tonal consistency here, but most, if not all, of the drama scenes are well handled, the direction of actors is great, and even in terms of just visual composition (especially cinematography) and editing, they show major improvement here compared to their previous MCU works. There’s also some neat production design and Alan Silvestri provides a fantastic score.

Co-writers Christopher Markus and Stephen McFeely’s screenplay is easily one of the strongest aspects of Avengers: Endgame. While some characters won’t get as much focus as others, the characters who are primarily focused on (Nebula, Tony, Steve and Hawkeye) each have legitimately really great, character arcs, and the way it ties them into the film’s theme of loss only makes them even better.


But despite the shockingly strong writing and direction, Avengers: Endgame mostly works so well due to its mostly committed ensemble. The acting is mostly pretty solid-strong across the board, with the standouts being Robert Downey Jr, Karen Gillan and Chris Evans who are excellent. That said, Chris Hemsworth, Brie Larson (in very minimal screen time), Jeremy Renner, Scarlett Johansson, Mark Ruffalo,Paul Rudd, Bradley Cooper, Josh Brolin and Don Cheadle all have their moments as well.

If Avengers: Endgame really is a farewell to many characters people have grown to love, then it is almost certainly a rewarding and satisfying one, and the third act features one of the best battle sequences in any comic book film. It might not be absolutely perfect, but it’s well performed, strongly written & directed, thoroughly entertaining and incredibly satisfying, and you’ll laugh, cheer and most definitely even cry. Without a doubt one of the absolute best MCU installments to date.
  
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Dean Gregory (18 KP) rated Hive in Tabletop Games

May 25, 2019 (Updated May 25, 2019)  
Hive
Hive
2001 | Abstract Strategy, Animals
Perfect information strategy (4 more)
Portable
High quality pieces
Easy to learn with plenty of replay value
Can be played on relatively small tables
Potentially biased towards whoever starts first (1 more)
Limited defensive tactics without certain add-ons
A Modern Chess
Hive is a fine example of a game that is easy to learn, but difficult to master. The premise is simple - use your bugs to surround your opponents queen bee while preventing them from doing the same to you. The playing space, referred to as the Hive, is defined by the pieces themselves, without the need for a board.

I've come the think of Hive as Chess Lite. This is because it has a similar sort of depth, in that the key to success lies in the player's understanding of each bug's strengths and weaknesses in a given situation. Also, one of the focal points of the game is trapping a particularly vulnerable piece - the king in Chess, and the queen bee in Hive.

One of the best aspects of the game is how it adapts to the space it is played in. Players have a degree of control over how the Hive grows as they place their pieces and move them around. This means if you play on a small table, you can easily make the game fit. However, some games I have played have ended up getting a little out of control and outgrowing the playing space, which ruled out some moves available.

There is a travel version of the game available in which the pieces are about a third of the size, but even in the full size version, it lends itself to travel fairly well. Both versions of the game come with handy travel bags which take up little space, so for the gamer on the go, this one would certainly suit your collection.

One minor gripe I have is that the way the pieces move around and affect each other leads to only a handful of defensive strategy, which means that particularly for more experienced players, the game can be heavily skewed in favour of whoever goes first. However if you're willing to invest in it a little more, there are a few add-on pieces available that can mitigate this somewhat, while also adding more spice to the game.

Overall, this has proved to be among my favourite and most endearing games I own. It is endlessly replayable, the components are a joy to hold and use, it appeals to both my casual gamer friends as well as those who enjoy a deeper strategy experience, and while it offers plenty as a base game, the add-ons really work as wildcards to change things up.

Highly recommended.
  
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The Marinated Meeple (1853 KP) May 30, 2019

I own this and still haven't played it yet... ugh.... keep the reviews coming, I've got kudos to give....

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Becca Major (96 KP) rated Black in TV

May 26, 2018  
Black
Black
2017 | Drama, International, Mystery
Premise (3 more)
Story
Mystery
Interesting world-building
THAT TERRIBLE ENDING (1 more)
Manipulative asshat hero
"Black" is just weird, okay?
"Black" is a very weird show because it is a steaming pile of questions. What Black is actually about is a detective who kinda befriends a psychic woman right before getting shot, and the Grim Reaper that possesses his dead body for his own purposes. Oh, and the psychic and the reaper develop feelings for each other, because of course they do.

The Characters
The main female character is Kang Ha-ram, an unfortunate woman who is able to see black smokey clouds on the backs of people who are about to die. Then, if she touches them, she can see exactly how they die. She lives alone, has trouble keeping a job, and has a terrible relationship with her family. Out of all the characters in this show, she is the most relatable. It’s also nice to see a headstrong female character who is also compassionate and damaged.
The main male character, however, is the Grim Reaper. His designated number is 444, but he chooses to call himself Black pretty early on (as an homage to "Meet Joe Black" though I can't say anything about it because I haven't actually seen the movie). He's... interesting. On one hand, I hate him. I hate that he manipulates Ha-ram. I hate that he lies to her about everything, and still has the audacity to jerk her around. I hate that he is prejudiced and egotistical. On the other hand, after he's been on Earth for a little while, he starts to pick up on the nuances of human interaction, so I can't hate him too much.

The Story
The story caught my attention early on. It is first and foremost a mystery and a cold-case mystery at that. Shortly after Black takes over the life of detective Han Mu-gang, he is roped into a case of teenage prostitution, murder, and political cover-ups. It's very good and keeps you guessing. Plus there's the romance between Ha-ram and Black to worry about. Unfortunately, the entire final episode is terrible. It literally feels like they threw darts at a board to figure out how to finish the show.

Final Thoughts
It's a good show that could use a much better finale. It has strong characters and a hella good story. The effects are good, and the acting is great. If you like mysteries or need a change of pace, then give it a shot.

[I wrote a little bit more about this on my personal blog, and I plan to do a few more posts about Black on it. Check it out if you are interested. https://rebecca-major.com/2018/05/24/black-a-spoiler-free-k-drama-review/]