Search
Search results
Purple Phoenix Games (2266 KP) rated Deckscape: The Mystery of Eldorado in Tabletop Games
Mar 12, 2021
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and never having played the Deckscape system, how did it fare for me? Decent. Read on.
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I 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 info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I 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 info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Purple Phoenix Games (2266 KP) rated YOHO (You Only Hang Once) in Tabletop Games
Jan 14, 2021
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
Purple Phoenix Games (2266 KP) rated Doctor Who: Time of the Daleks in Tabletop Games
Sep 2, 2021
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.
On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.
Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.
This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).
Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.
Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.
While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
Eilidh G Clark (177 KP) rated Nasty Women in Books
May 13, 2017
Nasty women is hard-hitting, eye-opening, and unashamedly honest.
‘Sometimes the role model you need is not an example to aspire to, but someone who reflects back the parts of yourself that society deems fit.’ -
Becca Inglis
Nasty Women, published by 404 ink, is a collection of essays about what it is, and how it feels to be a woman in the 21st century. When I first picked up the book, I assumed, like I think most readers would, that it would be an easy book to just pick up and put down whenever I had a spare ten minutes. Wrong, I was sucked into this book right from the beginning, and read it all in a day. That doesn’t mean it was an easy read, or perhaps easy is the wrong word – it isn’t a comfortable read - and it isn’t meant to be. Nasty women is hard-hitting, eye-opening, and unashamedly honest.
The book opens with ‘Independence Day’ by Katie Muriel. A story of mixed race and identity in Trump’s America, Muriel discusses her experience of inter-family racism, heightened by political differences, ‘This is not the first, nor is it the last family divide Trump will leave in his wake, but I refuse to think of him as some deity who stands around shifting pieces on a board in his golden war room.’ The anger in this piece is clear, but it is the rationalism and clarity of the writer that speaks volumes. Race, racism and xenophobia, is a prominent feature in these stories. Claire L. Heuchan, for example, talks about ‘Othering’ a term that readers will see repeatedly in this book, ‘Scotland,’ she writes, ‘is a fairly isolating place to be a black woman.’
Survival is a key trope in Nasty Women. Mel Reeve, in ‘The Nastiness of Survival,’ talks about being a survivor of rape and emotional abuse, ‘I do not fit the ‘right’ definition of someone who has been raped.’ This statement alone is filled with irony.
I was particularly drawn to Laura Waddell’s essay, ‘Against Stereotypes: Working Class Girls and Working Class Art.’ Laura talks about the difficulty of both gender and class inequality, and, in particular, the lack of working class writers and working class fiction being published, ‘I have read a lot of fiction’ she says, ‘I have read almost none from housing estates such as the one I grew up on. These stories are missing, from shelves, and from the record.’ As a Scottish fiction writer from a working-class background myself, these words resonate deeply.
Alice Tarbuck’s ‘Foraging and Feminism: Hedge-Witchcraft in the 21st Century’, is almost fun to read in a deeply devastating way. There is a desperate tone in this piece, and a desperate need to escape society. ‘There is beauty and bounty around us if we look for it, and perhaps that is all the magic we need. Or perhaps, what we need is real magic, whether that comes in the form of resistance and community or the form of blackthorn charms and skullcap tinctures, and howling to the moon.
I loved this book. This book gives women a voice. And it is loud! Well done 404 Ink, and all the contributors, for bravely breaking the silence.
Becca Inglis
Nasty Women, published by 404 ink, is a collection of essays about what it is, and how it feels to be a woman in the 21st century. When I first picked up the book, I assumed, like I think most readers would, that it would be an easy book to just pick up and put down whenever I had a spare ten minutes. Wrong, I was sucked into this book right from the beginning, and read it all in a day. That doesn’t mean it was an easy read, or perhaps easy is the wrong word – it isn’t a comfortable read - and it isn’t meant to be. Nasty women is hard-hitting, eye-opening, and unashamedly honest.
The book opens with ‘Independence Day’ by Katie Muriel. A story of mixed race and identity in Trump’s America, Muriel discusses her experience of inter-family racism, heightened by political differences, ‘This is not the first, nor is it the last family divide Trump will leave in his wake, but I refuse to think of him as some deity who stands around shifting pieces on a board in his golden war room.’ The anger in this piece is clear, but it is the rationalism and clarity of the writer that speaks volumes. Race, racism and xenophobia, is a prominent feature in these stories. Claire L. Heuchan, for example, talks about ‘Othering’ a term that readers will see repeatedly in this book, ‘Scotland,’ she writes, ‘is a fairly isolating place to be a black woman.’
Survival is a key trope in Nasty Women. Mel Reeve, in ‘The Nastiness of Survival,’ talks about being a survivor of rape and emotional abuse, ‘I do not fit the ‘right’ definition of someone who has been raped.’ This statement alone is filled with irony.
I was particularly drawn to Laura Waddell’s essay, ‘Against Stereotypes: Working Class Girls and Working Class Art.’ Laura talks about the difficulty of both gender and class inequality, and, in particular, the lack of working class writers and working class fiction being published, ‘I have read a lot of fiction’ she says, ‘I have read almost none from housing estates such as the one I grew up on. These stories are missing, from shelves, and from the record.’ As a Scottish fiction writer from a working-class background myself, these words resonate deeply.
Alice Tarbuck’s ‘Foraging and Feminism: Hedge-Witchcraft in the 21st Century’, is almost fun to read in a deeply devastating way. There is a desperate tone in this piece, and a desperate need to escape society. ‘There is beauty and bounty around us if we look for it, and perhaps that is all the magic we need. Or perhaps, what we need is real magic, whether that comes in the form of resistance and community or the form of blackthorn charms and skullcap tinctures, and howling to the moon.
I loved this book. This book gives women a voice. And it is loud! Well done 404 Ink, and all the contributors, for bravely breaking the silence.
Daniel Boyd (1066 KP) rated Neighbors 2: Sorority Rising (2016) in Movies
Jul 19, 2017
An Unnecessarily Good Time
When the trailers for the first Bad Neighbours movie were released, I really wanted to see it as I’m a big fan of Seth Rogen comedies, but when it was released I was really underwhelmed. Then I heard they were making a sequel and while I’m sure that the first movie made money I just thought that a sequel to Neighbours was totally unneeded. I love it when I’m wrong. Bad Neighbours 2 is a million times better than the first movie and it is also a lot better than the trailers show it to be. The trailers make it out to be a silly slapstick dick joke movie, but some of the comedy is actually really original and more subtly hidden in the dialogue in the script. The slapstick humour is kept to a minimum and the comedic timing from the whole cast is spot on. To be honest going in, I thought that the sorority would annoy me and detract from the comedy in the film, but they were probably the best element in the movie. There was a heavier girl in the movie playing one of the sorority members and I initially thought she would be no more than the Melissa McCarthy or Rebel Wilson character in the movie, where she would just say I’m fat and fall over and say a dirty word and call it comedy but she actually pleasantly surprised me and she was possibly the funniest character in the movie. This film was a breath of fresh air and it totally trumped it’s predecessor. Comedy directors should take note this is how you make a good sequel to a comedy flick.
Don’t get me wrong, its not a perfect comedy by any means and some of the laughs do fall flat, but the vast majority of them do land and there were a few times where I belly laughed really loudly in the picture hall and that is something that has not happened in a while, probably not since Deadpool back in January. If you are looking to switch your brain off and enjoy a good juvenile summer comedy then I would definitely recommend this to you. Zac Effron is kind of doing a Channing Tatum impression these days in a lot of ways, but he, (like Tatum,) is so likable and charming that he pulls it off. His character, as well as Dave Franco’s character and the other guys from the first movie’s fraternity that are also in the sequel are much better written and portrayed across the board in this movie. This film is just superior in every way and it marks a rare occasion when a comedy sequel actually outshines the previous film. Don’t get me wrong though this isn’t the wittiest dialogue ever put to film either, there are plenty of dick jokes and some lazy slapstick, but for the most part the laughs are a bit deeper than what you would expect going in.
Overall I really enjoyed this movie for what it was and it really pleasantly surprised me in a big way. I’d also see it again as I’m sure there are a few jokes I missed the first time around.
Don’t get me wrong, its not a perfect comedy by any means and some of the laughs do fall flat, but the vast majority of them do land and there were a few times where I belly laughed really loudly in the picture hall and that is something that has not happened in a while, probably not since Deadpool back in January. If you are looking to switch your brain off and enjoy a good juvenile summer comedy then I would definitely recommend this to you. Zac Effron is kind of doing a Channing Tatum impression these days in a lot of ways, but he, (like Tatum,) is so likable and charming that he pulls it off. His character, as well as Dave Franco’s character and the other guys from the first movie’s fraternity that are also in the sequel are much better written and portrayed across the board in this movie. This film is just superior in every way and it marks a rare occasion when a comedy sequel actually outshines the previous film. Don’t get me wrong though this isn’t the wittiest dialogue ever put to film either, there are plenty of dick jokes and some lazy slapstick, but for the most part the laughs are a bit deeper than what you would expect going in.
Overall I really enjoyed this movie for what it was and it really pleasantly surprised me in a big way. I’d also see it again as I’m sure there are a few jokes I missed the first time around.
Connor Sheffield (293 KP) rated You Died, But a Necromancer Revived You in Video Games
Apr 19, 2019
Fast Paced Action (5 more)
Ever changing maps
Traps that make you think
Great art design
Great level design
Simple gameplay
Let Me Die!
You Died but a Necromancer Revived You......but you'll wish you had just stayed dead as you face the same levels over and over and over again. Speed and Accuracy are mandatory.
This game is so simple with no other controls to worry about other than your movement using the analog stick, or the D-Pads. The skill to get through the levels however becomes increasingly more difficult, and rapidly more frustrating as you will die.....over and over and over again, only to either respawn at the first level, or if you play on easy mode, you just have to play that same floor again where you just died, but don't bother memorising the traps placements, cos this game doesn't let you off the hook that easily....the maps change even when your playing the same floor you just died on.
Part of you might think at first, I'll wait for the trap to go before I move, but oh no, once again speed and accuracy are key here, you have to time your runs right, get through the traps, try not to get shot, stabbed, squashed, or even more so....try not to run off the edge into a floor full of spikes....it's not as easy to avoid as you might think, one small step in the wrong direction of those floors and you're gone.
This game is addictive, but so utterly frustrating and I had a good laugh on my own the first 100 times I died but I can imagine that with 3 other players on the board in 4-Player Co-Op mode, it will leave you in stitches (hopefully not literally....leave that to your character to injure themselves).
Difficulty levels I have seen this far are simply Easy, or Normal. I don't know if a hard difficulty unlocks after complete the game, because honestly at the minute....I can't complete it. The levels where you face the Necromancer himself are super frustrating and very difficult to do without messing up again and again. However, don't thin easy level makes the traps etc any easier....all it does is simply keep you on the floor you died (unless its a boss battle). The difficulty level of the traps does not change and in Normal mode, if you die, you go right back to the beginning of the level, but luckily there are checkpoints along the way so you don't start from square one again.
Oh and did I mention that as time goes on, the floor eventually starts blowing up behind you, making you rush through to the end.
There are a variety of awesome 8-bit characters to choose from, which gives this whole game a great nostalgic vibe of playing retro games, but with so much added in that it stills feels modern and definitely a game you'll keep going back to. Especially for a game night with friends.
I highly recommend this game for anyone who's a fan of action packed arcade games with a retro feel.
Just try not to throw the remote.
This game is so simple with no other controls to worry about other than your movement using the analog stick, or the D-Pads. The skill to get through the levels however becomes increasingly more difficult, and rapidly more frustrating as you will die.....over and over and over again, only to either respawn at the first level, or if you play on easy mode, you just have to play that same floor again where you just died, but don't bother memorising the traps placements, cos this game doesn't let you off the hook that easily....the maps change even when your playing the same floor you just died on.
Part of you might think at first, I'll wait for the trap to go before I move, but oh no, once again speed and accuracy are key here, you have to time your runs right, get through the traps, try not to get shot, stabbed, squashed, or even more so....try not to run off the edge into a floor full of spikes....it's not as easy to avoid as you might think, one small step in the wrong direction of those floors and you're gone.
This game is addictive, but so utterly frustrating and I had a good laugh on my own the first 100 times I died but I can imagine that with 3 other players on the board in 4-Player Co-Op mode, it will leave you in stitches (hopefully not literally....leave that to your character to injure themselves).
Difficulty levels I have seen this far are simply Easy, or Normal. I don't know if a hard difficulty unlocks after complete the game, because honestly at the minute....I can't complete it. The levels where you face the Necromancer himself are super frustrating and very difficult to do without messing up again and again. However, don't thin easy level makes the traps etc any easier....all it does is simply keep you on the floor you died (unless its a boss battle). The difficulty level of the traps does not change and in Normal mode, if you die, you go right back to the beginning of the level, but luckily there are checkpoints along the way so you don't start from square one again.
Oh and did I mention that as time goes on, the floor eventually starts blowing up behind you, making you rush through to the end.
There are a variety of awesome 8-bit characters to choose from, which gives this whole game a great nostalgic vibe of playing retro games, but with so much added in that it stills feels modern and definitely a game you'll keep going back to. Especially for a game night with friends.
I highly recommend this game for anyone who's a fan of action packed arcade games with a retro feel.
Just try not to throw the remote.
Movie Metropolis (309 KP) rated Geostorm (2017) in Movies
Jun 10, 2019
The 90's are back
I’ve got to start by telling you I wasn’t holding out much hope for Geostorm and that’s for quite a few reasons. Firstly, Gerard Butler’s career has been on a bit of a slide recently.
Last year was particularly rough for the Scotsman, with London Has Fallen and Gods of Egypt receiving less than 2 stars here at Movie Metropolis. Secondly, Geostorm has had one of the most turbulent productions of any blockbuster in recent memory.
It actually completed main shooting in 2014 but after a negative audience reaction, it’s release date was pushed back numerous times and costly reshoots were drafted in to sort out the presumed mess. Now, in Autumn 2017 it’s arrived. But what’s it like?
After an unprecedented series of natural disasters, the world’s leaders banded together to create an intricate net of satellites to control the global climate and keep people safe. But now, something is wrong: the system built to protect the planet is attacking it, and it becomes a race against the clock to uncover the real threat before a worldwide geostorm wipes out everything and everyone along with it.
Sounding like something straight from the SyFy channel, Geostorm’s premise is utterly ridiculous but disaster movies have never been particularly well-known for their deep, meaningful and accurate storylines. In fact, some of the very best films in the genre, Deep Impact, Armageddon, Volcano wrestled with significant plot holes – audiences don’t care about that when they can watch the planet getting destroyed.
Morbid, right? Most definitely, but the same applies here. The special effects are so darn good, as a tidal wave obliterates Dubai, and the action interspersed at the right intervals, that the lack of cohesive plot and at times hideous and expositional dialogue really doesn’t matter.
The cinematography by director Dean Devlin (in his first feature film) is really rather good. It’s not ground-breaking but considering 95% of the movie is CGI, he works with green screen well and the script’s twists and turns make it a damn sight more interesting than the majority of 2017’s blockbusters.
“Geostorm channels those brilliantly camp disaster movies from the 80s and 90s beautifully.”
Gerard Butler is actually very decent, but there is a lot more talent on offer here than you would first expect. Ed Harris is always dependable and Andy Garcia plays a President similar to Morgan Freeman’s turn in 1998s Deep Impact. It’s cheesier than a Dairylea triangle, but that’s exactly how disaster films are meant to be.
Geostorm channels those brilliantly camp disaster movies from the 80s and 90s beautifully. Dante’s Peak, Earthquake and Volcano can all be felt here. It takes itself a lot less seriously than 2015’s San Andreas, and has a decent sense of humour to boot.
The scenes on-board the International Space Station are a little dull and to be fair, for a film titled Geostorm, there could be a little more ‘storming’ going on, but it’s a fun, throwaway film that requires nothing but your mind to switch off.
Overall, despite a ridiculously turbulent birth, Geostorm is an honest film. Sure, it’s premise is plagued by plot inconsistencies and the characters aren’t fleshed out enough for us to care about their fates, but it’s a rollercoaster ride of special effects and disaster, which I’m not ashamed to say, I really enjoyed.
https://moviemetropolis.net/2017/10/21/geostorm-review/
Last year was particularly rough for the Scotsman, with London Has Fallen and Gods of Egypt receiving less than 2 stars here at Movie Metropolis. Secondly, Geostorm has had one of the most turbulent productions of any blockbuster in recent memory.
It actually completed main shooting in 2014 but after a negative audience reaction, it’s release date was pushed back numerous times and costly reshoots were drafted in to sort out the presumed mess. Now, in Autumn 2017 it’s arrived. But what’s it like?
After an unprecedented series of natural disasters, the world’s leaders banded together to create an intricate net of satellites to control the global climate and keep people safe. But now, something is wrong: the system built to protect the planet is attacking it, and it becomes a race against the clock to uncover the real threat before a worldwide geostorm wipes out everything and everyone along with it.
Sounding like something straight from the SyFy channel, Geostorm’s premise is utterly ridiculous but disaster movies have never been particularly well-known for their deep, meaningful and accurate storylines. In fact, some of the very best films in the genre, Deep Impact, Armageddon, Volcano wrestled with significant plot holes – audiences don’t care about that when they can watch the planet getting destroyed.
Morbid, right? Most definitely, but the same applies here. The special effects are so darn good, as a tidal wave obliterates Dubai, and the action interspersed at the right intervals, that the lack of cohesive plot and at times hideous and expositional dialogue really doesn’t matter.
The cinematography by director Dean Devlin (in his first feature film) is really rather good. It’s not ground-breaking but considering 95% of the movie is CGI, he works with green screen well and the script’s twists and turns make it a damn sight more interesting than the majority of 2017’s blockbusters.
“Geostorm channels those brilliantly camp disaster movies from the 80s and 90s beautifully.”
Gerard Butler is actually very decent, but there is a lot more talent on offer here than you would first expect. Ed Harris is always dependable and Andy Garcia plays a President similar to Morgan Freeman’s turn in 1998s Deep Impact. It’s cheesier than a Dairylea triangle, but that’s exactly how disaster films are meant to be.
Geostorm channels those brilliantly camp disaster movies from the 80s and 90s beautifully. Dante’s Peak, Earthquake and Volcano can all be felt here. It takes itself a lot less seriously than 2015’s San Andreas, and has a decent sense of humour to boot.
The scenes on-board the International Space Station are a little dull and to be fair, for a film titled Geostorm, there could be a little more ‘storming’ going on, but it’s a fun, throwaway film that requires nothing but your mind to switch off.
Overall, despite a ridiculously turbulent birth, Geostorm is an honest film. Sure, it’s premise is plagued by plot inconsistencies and the characters aren’t fleshed out enough for us to care about their fates, but it’s a rollercoaster ride of special effects and disaster, which I’m not ashamed to say, I really enjoyed.
https://moviemetropolis.net/2017/10/21/geostorm-review/
Movie Metropolis (309 KP) rated Non-Stop (2014) in Movies
Jun 11, 2019
On the wrong side of 60 you’d be forgiven for thinking that it was time for Liam Neeson to hang up his gun and move away from the cold, steely world of action films, into the fuzzy and sentimental territory of a rom-com.
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Purple Phoenix Games (2266 KP) rated The Princess Bride: Storming The Castle in Tabletop Games
Jun 12, 2019
You haven’t played this game? Inconceivable! Actually, quite conceivable. I wasn’t really into the board game hobby when this came out in 2008, so of course I did not pick it up at release. I am a big Princess Bride fan, and I probably would have picked it up at release because I’m a sucker for certain IPs. There are few copies of this still floating around for sale, so it can be had at a modest price. However, will you enjoy it? Will it bore you “to the pain”? Read on.
So this game, at its heart, is a racing game. You will be racing your pawn toward Humperdinck’s castle in the middle of the table, and you need to traverse several Path cards depicting different areas in the Princess Bride universe. Each of these Path cards will dictate whether you will need specific equipment/items to gain access, or if they are free of that requirement. If you start your turn at the gates of the castle, or have an item allowing you entry sooner, you win!
Ok, the bad. The components are just not great. The box is flimsy and boring. The insert is laughable. The cards are acceptable quality – don’t expect any better quality than normal playing cards picked up at the dollar store. The art on the cards is also very boring and the ink used on the cards seems to be flaking a bit after just a few plays. Screen grabs on cards are fine to me, but the choices made on some of these cards are very questionable. The pawns are poorly designed and they fall over all the time, which is unfortunate when you have to play on a smaller table.
The good now. Owning a Princess Bride game that I can pull out and actually play and have a decent time is a positive for me. There are other games with this same IP that are… not at all fun. This one actually has some gameplay to it that you can enjoy for a while, and even crave future plays. Yes, it feels a bit like Munchkin in that you are trying to achieve the winning goal and your opponents are trying their hardest to delay you. However, it differs due to the fact that the pile-on is slow and you have to basically forfeit your turn to debilitate your opponent. Is that strategy worth it? I’m not so sure…
Does it make you feel like you are in the story? Not really. Do you shudder when the RUSes and Shrieking Eels come into play? Nah, but they are so formidable in the story! Is the GAME worth it though? Yeah, it is. If you are a fan of the book or movie, this is the best Princess Bride game out there. Will another game come out and knock it off the top spot? I hope so. But for now, I am happy with my copy of the game. Perhaps I will look into blinging it out a bit to make it more epic. That said, Purple Phoenix Games gives this one a swashbuckling 7 / 12.
https://purplephoenixgames.wordpress.com/2019/01/21/the-princess-bride-storming-the-castle-review/
So this game, at its heart, is a racing game. You will be racing your pawn toward Humperdinck’s castle in the middle of the table, and you need to traverse several Path cards depicting different areas in the Princess Bride universe. Each of these Path cards will dictate whether you will need specific equipment/items to gain access, or if they are free of that requirement. If you start your turn at the gates of the castle, or have an item allowing you entry sooner, you win!
Ok, the bad. The components are just not great. The box is flimsy and boring. The insert is laughable. The cards are acceptable quality – don’t expect any better quality than normal playing cards picked up at the dollar store. The art on the cards is also very boring and the ink used on the cards seems to be flaking a bit after just a few plays. Screen grabs on cards are fine to me, but the choices made on some of these cards are very questionable. The pawns are poorly designed and they fall over all the time, which is unfortunate when you have to play on a smaller table.
The good now. Owning a Princess Bride game that I can pull out and actually play and have a decent time is a positive for me. There are other games with this same IP that are… not at all fun. This one actually has some gameplay to it that you can enjoy for a while, and even crave future plays. Yes, it feels a bit like Munchkin in that you are trying to achieve the winning goal and your opponents are trying their hardest to delay you. However, it differs due to the fact that the pile-on is slow and you have to basically forfeit your turn to debilitate your opponent. Is that strategy worth it? I’m not so sure…
Does it make you feel like you are in the story? Not really. Do you shudder when the RUSes and Shrieking Eels come into play? Nah, but they are so formidable in the story! Is the GAME worth it though? Yeah, it is. If you are a fan of the book or movie, this is the best Princess Bride game out there. Will another game come out and knock it off the top spot? I hope so. But for now, I am happy with my copy of the game. Perhaps I will look into blinging it out a bit to make it more epic. That said, Purple Phoenix Games gives this one a swashbuckling 7 / 12.
https://purplephoenixgames.wordpress.com/2019/01/21/the-princess-bride-storming-the-castle-review/
Kristy H (1252 KP) rated The Woman in Cabin 10 in Books
Feb 8, 2018
Laura (Lo) Blackstock is excited to finally get the opportunity of her travel journalism career: a chance to cover the launch of a luxury cruise ship, the Aurora. The ship is headed to Norway, and Lo has the ability to mingle with a set of wealthy passengers and make some connections to jump-start her writing career. But before she even sets foot on the boat, Lo is reeling from a break-in at her apartment, which leaves her anxious, exhausted, and--through a series of unfortunate events--on the outs with her boyfriend, Jonah. Still, at first the Aurora seems gorgeous and luxurious, if a bit small for Lo's claustrophobia. But her first evening on board, after an evening of dining and drinking, Lo is awoken to the sound of an argument in cabin 10 next door, and she's convinced she sees a woman tossed overboard. But no one on the ship believes her, and the woman she knows she met earlier in cabin 10, when asking to borrow mascara, is gone--nowhere on the boat. Lo knows realistically this isn't possible: it's a small boat and people can't just disappear. But she also knows who she saw and what she saw. Is she going crazy? And is someone on the boat now out to get her?
This was an interesting and suspenseful thriller. I agree with the comparisons to an Agatha Christie novel: with the setting of the novel being a ship, you have a limited cast of characters (and suspects), which heightens some of the intrigue. Ware does an excellent job of setting the scene, and you can practically feel yourself trapped in this opulent yet slightly claustrophobic, endlessly rocking luxury cruise-liner. Lo is set up rather quickly as unreliable narrator: she's clearly anxious after her break-in, prone to drinking, and reeling from a lack of sleep. Therefore, from the outset, we're not sure if we can trust what we're reading or what seems to be unfolding on this ship. One of my favorite things about this novel is that it certainly keeps you guessing -- I was constantly coming up with (and discarding) various theories as I read, placing blame on a new character every few chapters. And, of course, always harboring that seed of doubt that Lo just made the entire thing up. While we hear entirely from Lo, Ware places a few newspaper stories at the end of each chapter, which just add to your doubt and confusion.
As for Lo, she's not the most enjoyable of main characters and due to our limited set of characters, we don't have many others, so most of the tale hinges on her. She's a bit annoying and whiny and prone to overthinking and bad decisions. She can get frustrating at times, to say the least. The story itself isn't really creepy or spooky, but it's definitely interesting and, as I said, keeps you guessing until nearly the very end. A few of the plot points seem a bit haphazard, as if things were just jammed together randomly into the story, but I suppose they all work together at the end.
Overall, this is certainly an engaging and suspenseful thriller. If you enjoy a fast-paced whodunnit, this one is for you. 3.5 stars.
This was an interesting and suspenseful thriller. I agree with the comparisons to an Agatha Christie novel: with the setting of the novel being a ship, you have a limited cast of characters (and suspects), which heightens some of the intrigue. Ware does an excellent job of setting the scene, and you can practically feel yourself trapped in this opulent yet slightly claustrophobic, endlessly rocking luxury cruise-liner. Lo is set up rather quickly as unreliable narrator: she's clearly anxious after her break-in, prone to drinking, and reeling from a lack of sleep. Therefore, from the outset, we're not sure if we can trust what we're reading or what seems to be unfolding on this ship. One of my favorite things about this novel is that it certainly keeps you guessing -- I was constantly coming up with (and discarding) various theories as I read, placing blame on a new character every few chapters. And, of course, always harboring that seed of doubt that Lo just made the entire thing up. While we hear entirely from Lo, Ware places a few newspaper stories at the end of each chapter, which just add to your doubt and confusion.
As for Lo, she's not the most enjoyable of main characters and due to our limited set of characters, we don't have many others, so most of the tale hinges on her. She's a bit annoying and whiny and prone to overthinking and bad decisions. She can get frustrating at times, to say the least. The story itself isn't really creepy or spooky, but it's definitely interesting and, as I said, keeps you guessing until nearly the very end. A few of the plot points seem a bit haphazard, as if things were just jammed together randomly into the story, but I suppose they all work together at the end.
Overall, this is certainly an engaging and suspenseful thriller. If you enjoy a fast-paced whodunnit, this one is for you. 3.5 stars.