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Craig Davidson (18 KP) rated Aliens (1986) in Movies

May 11, 2019 (Updated May 11, 2019)  
Aliens (1986)
Aliens (1986)
1986 | Action, Horror, Sci-Fi
Hudson (3 more)
Pulse rifle
Alien queen
Marines
First 20 mins (0 more)
Stop ya grinning and drop ya linen
Contains spoilers, click to show
So what can I say about aliens. Since its release in 1986 it's become probably one of my favourite and go to films. James Cameron at his best.
The whole cast are amazing and although the movie is a little yawn until the marines come in to it I just adore it.
The movie picks up where alien finished finding Riley in the escape craft form the nostromo 57 years later. She is picked up by a salvage craft and taken back to be grilled by the Weyland-Yutani Corporation (nooooo) as to why she destroyed the nostromo.
As usual the big wigs do not believe the story and inform Ripley that the planet LV-426 is now inhabited by terraformers who are changing the planet to be more earth kike. Soooo after the grilling Ripley gets Carter Burke (slimey weasel corporate man ) sends people from Hadleys Hope station to investigate the coordinates where the alien ship was first encountered. And of course Newts dad ends up with a beauty of a face hugger on his mush. This starts the chain of events that basically wipes out the whole station.
So after a while Burke and Lt Gorman. track down Ripely to ask her to join them as an advisor and go back to LV-426. She of course says no until she has a dream and leaves her ginger pussy at home.
So now the film really begins and the USS Sulaco comes in to shit looking like a giant gun.
We then meet the colonial marines including Android bishop and my favourite film character of all time hudson.
They all arrive and on the planet and eventually come across the little girl Newt (Rebecca but no body calls her that ,except her brother ) who has survived the alien invasion by crawling around the air ducts.
The marines eventually find the rest of the colony via there trackers and head to collect them. Of course they find the colony people stuck to the walls by some sort of secreted resin ( but secreted by why what ?) With there chest cavities well open exposing there inner organs. They then find a live one ( in a shit ya pants moment) and we get to see the alien push through the poor woman's chest.
The marines torch the little git and then all hell breaks loose. But we get to hear the iconic sound of the pulse rifle and get to hear Vasquez shout "let's rock" as they try to sort out the pesky bug problem by spraying the whole place with bullets.
We loose slot of the secondary cast in this scene and they also crack one of the nuclear reactors which will blow up soon.
The marines fight hard but they end up loosing the drop ship and are stranded. So the plan is hatched to remote a new drip ship down from the sulaco.
The android bishop has to crawl down a very long pipe in a very claustrophobic scene to get a signal to use the remote control.
The rest of the people left alive Ripley ,Hicks ,Gorman ,Hudson ,Vasquez ,Newt and the horrible Burke at left in the station to set up and defend themselves and fortify the area.
But the alien have there clever mama and they attack in force.
It's is in this attack we see how brave the loudmouth marine Hudson is in what is my opinion one of the greatest last scenes ever of a character "fuck you " being his last words.
After this the rest are lost apart from Hicks and Ripley and newt and bishop .
Newt takes a slide down a vent and gets lost , Ripley then goes and gets her and comes across the bad ass bitch that's has been laying the alien eggs . A fight happens and Ripley gets newt out and back to the drop ship and back to USS Sulaco with hicks and bishop. But ohhhhh no the mama alien was on board and rips bishop in half and covers the place in milk. Ripley beats the crap out of the mama alien with a really cool fork lift then they all go to sleep.
Aliens for me is a classic and better than the original.
  
King Arthur: Legend Of The Sword (2017)
King Arthur: Legend Of The Sword (2017)
2017 | Action, Drama
Schrodinger's Film
There is a thought experiment that is used to help make sense of the Copenhagen Interpretation of Quantum Mechanics. Say you have a cat, a box and a fragile vial of poison. You put the cat and the poison in the box knowing that the vial may break, you lunatic.

At this point, so goes the thought experiment, until we can perceive whether or not the cat is dead, the cat is dead AND alive simultaneously, and it is only when you look into the box that you know whether you have a friend for life or a Korean meal.

I bring this up because I often insist that I prefer a bad movie with great moments than a movie that’s adequate across the board, but Guy Ritchie’s most recent film certainly puts that to the test. It’s almost my favourite film of the year but is full of nigh-unforgiveable blunders that I don’t think I can watch it again. But I don’t regret seeing it. King Arthur is both good and not good and the cat is still in the box.

Well, I might as well start with what’s good about the film. For one, the character of Arthur himself has a pretty interesting arc. Normally interpretations of the Arthur myth focus on the King bit, so despite it being yet another origin story, it at least is for a character who rarely gets one, and it’s an interesting spin on the reluctant hero arc.

In addition, the world itself feels like it desperately needs a hero. You get the sense that this world is falling apart, which is much better than some other chosen one narratives like Harry Potter, where even when Voldemort took over the wizarding world he didn’t seem to do anything. Also, this is a fantasy film that isn’t just Lord of the Rings again, but a more Celtic mystic mythology that is ripe for exploration.

Then there’s Jude Law, who is so moustache-twirlingly evil that he’s hilarious. He’s clearly having the time of his life playing this cartoon super villain and making him campy enough to be fun while still threatening and compelling when he needs to be.

Shame about the rest of the cast, who all have the same personality, that of “Ah’m just one o’ tha lads, apples and pears, apples and pears.” It’s like a Chelsea game but set in the Dark Ages. So it’s identical to a Chelsea game. The only exception is Astrid Frizbee’s mage, whose intense magic power is so devastating that she manages to put a sleep spell on the audience every time she opens her noise-hole and lets out a monotone bored drone.

There’s also the action, and Hollywood, we need to talk. I thought that shaky cam was just a phase, but I’ve seen you doing it again, and you need to stop. I’ve played VR games where you do nothing but ride particularly unstable cows and came out the other end less motion sick than your sword fighting scenes. Come on, you’re better than this, and we just what’s best for you, so just buy a steady-cam already.

Maybe it’s Guy Ritchie himself, though. Nothing in the film seems to last longer than three minutes aside Arthur’s whining. Sometimes it works, like the very snappy but informative way we see Arthur grow from stupid baby to stupid adult, and sometimes it’s stupid, like when an entire other movie’s worth of content gets squashed into an uninspired montage.

But that’s the great dilemma; the montages are good and bad, like the movie itself. You will only enjoy the movie if you enjoy the movie but if you don’t then you won’t. I write this piece a defeated critic, ladies and gentlemen. Is it worth seeing? I don’t really know. A bigger fan of Guy Ritchie or quantum mechanics than I will probably get something out of it and there are worse movies out there, but it also can’t help but disappoint somehow. The cat isn’t dead, but it has a bit of a cold.

https://moviemetropolis.net/2017/05/25/schrodingers-film-king-arthur-legend-of-the-sword-review/
  
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Purple Phoenix Games (2266 KP) rated Shuffle Grand Prix in Tabletop Games

Jun 12, 2019 (Updated Jun 12, 2019)  
Shuffle Grand Prix
Shuffle Grand Prix
2019 | Card Game, Comic Book / Strip, Racing
I very rarely reference video games in my reviews. Mostly because I have never really been a big video gamer. I was always more into RPG style video games (Final Fantasy XI ftw), but some styles of video games I also enjoyed quite a bit. Among those were the battle racing style games of Crash Team Racing and Mario Kart. So much fun not only to race to the finish but also to plant traps and equip weapons to slow your opponents’ progress. Such is your plight as you play Shuffle Grand Prix by new-to-the-board-game-scene publisher Games by Bicycle.

DISCLAIMER: While I will not be delving completely into the rulebook and describing every rule and scenario, I will give you a good idea of how the game plays and what I think of it. -T

Okay let’s setup this game in our minds. Shuffle the large deck of Distance Cards (in denominations of 25, 50, 75, and 100 distance) to form a draw deck. Each player will draft a team of racer and co-pilot, which means taking the racer’s deck and co-pilot’s deck to form their team. Each pilot is a different character with different decks and different special abilities that can be used throughout the game. For example, my first team was the wizard and the musician. Place the driver’s character card on top of the wheel (health) card at maximum wheel strength, and tuck the co-pilot’s card underneath them. You cannot use the co-pilot’s ability until they become the driver (when your main pilot spins out due to your opponents and their dastardly play). Now shuffle the driver’s and co-pilot’s decks together (a la Smash Up) to form your personal draw deck, draw three cards, and you are ready to begin!

On your turn you will flip over the top Distance Card and place it in front of yourself. This is how far you have driven this turn, and ultimately is your VP stack. From there you may play cards from your hand to affect your own cards, the cards of your opponents, or place traps. You may equip items to your car (max 2), switch out equipment, or pass your turn ? This structure continues until there are no more Distance Cards to draw, then the game ends and you count Distance to see who is the winner! I have intentionally left some rules out because they are fun to discover and play – like making your opponent spin out (for trophies), nerfing your opponents, card combo play, etc.

Components: this game is relatively light on components as it is a large number of playing cards and a collection of trophy chits. The chits are good quality, and were definitely too numerous for our plays. The cards are of great quality, which is what you expect from Bicycle, the playing card giant. The art in this game is VERY quirky. I wouldn’t say the art is amazing, but it’s fun and fits the theme. Think Munchkin art. In fact, think of this game as a whole as a combination of CTR/Mario Kart meets Munchkin.

Overall, I really dig this game. It’s pretty fast-playing, though those AP-prone players will hold up the game a bit on their turns. The rules are light, the game play is really fun, and the flavor text on the cards is quite humorous. I thought out loud as we were playing that this is a replacement for Munchkin for me, and I like Munchkin a lot. The take-that/screw-your-neighbor aspect is certainly there, but even when you pile on it doesn’t seem to slow you down so much that you can no longer do much on your turn. I appreciate that. The eight provided playable character decks feels like I can play this game for a really long time with different combinations and enjoy it each time. So for the ease of play, enjoyment of play, different combos we are excited to try, and absolute silliness, Purple Phoenix Games gives this one a bashin’ 14 / 18. Check it out!


https://purplephoenixgames.wordpress.com/2019/06/06/shuffle-grand-prix-review/
  
Cthulhu Realms
Cthulhu Realms
2015 | Card Game, Fantasy, Mythology
Cthulhu – a theme that is deeply rooted in the board gaming world. There are SO MANY Cthulhu-based games and spin-offs of standard games. Some people really dig the theme, and some people really don’t. So where does this particular game fall on the spectrum? Keep reading to find out!

In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!

I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.

For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.

To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.

https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
  
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Margaret A. Young (1 KP) rated Bears vs Babies in Tabletop Games

Nov 3, 2018 (Updated Nov 3, 2018)  
Bears vs Babies
Bears vs Babies
2017 | Animals, Card Game, Comic Book / Strip, Humor
Fun family or party game. (1 more)
Perfect for teens
A bit expensive for a card game, but it is unique and enjoyable. (0 more)
Beasts vs Babies
Although my sons are known for loving their tech, we find table top games a great way to connect as a family. We really enjoy family game nights,but I have also been surprised by how much time my teen age son spends playing table top games when his friends come to visit. Everyone who comes to visit seems to love our game collection and they usually spend more time with card and board games than computers and gaming consoles.

We bought Bears vs. Babies because my sons loved Exploding Kittens which was created by the same people. While being a completely different game, I think this would appeal to anyone who enjoyed Exploding Kittens.

Bears vs Babies comes packaged in a sturdy box which is covered with fake fur. Although this is attractive, we bought a separate case for travel as the box it comes in is a bit bulky for camping and scouting trips, does not lock closed and the fur would get dirty quite easily. However, if you simply want it to keep it on a shelf it is fine, and the unique box does seem nice for a gift item.

Inside the box is the deck of cards, a rule book, another book of frequently asked questions, which I fact contains more rules, and a cloth playing mat. The frequently asked questions book says that you don't need to read it, but you really do. It shouldn't take more than a couple of minutes to read both, so do yourself a favour and have a quick read before starting the game.

This game has been played by my sons and their friends, ranging in ages from 8 - 13. This game is recommended for ages 10+, but I think it could be played with children as young as six with minor assistance, and my youngest was 9 when we got this.

Although the game is called Bears vs Babies, there is really only one bear unless you count a water bear, which isn't a bear at all. I think Beasts vs Babies would be a more accurate name. Some of the beasts you can make include a Grizzly Bear, a Llama, a Velociraptor, a Manatee and an undead looking rabbit. Or at least you can create creatures which look like a sin against nature with these heads. You collect and play other cards to add a body, legs, arms and accessories to your monsters, trying to get as many points as possible. The monsters are pitted against babies whose also look like abominations, though this is clearly intentional.

Game play is pretty simple. You are allowed to actions per turn. So you can add parts to your monsters, play an action card, draw cards or provoke babies. Babies and monsters are divided into three categories, land, sea and air. When a baby is provoked, all the babies of that category attack all monsters of the same category on the table. The one with the most points wins.

As with any game, we add a few personal twists to it. Instead of just calling provoke to start a battle with babies, you can make each player come up with a unique way to provoke them... energy drink in the baby bottles, hide their teddy bears, and so on. Adding sound effects for the winning monster can add to the fun as well.

While I wouldn't say this is game that can keep children or teens entertained for hours, it is something that is chosen regularly, by both my own children and visitors. A round of the game can take perhaps 20 minutes and this is usually played once in a session before moving on to another game. To be fair, the boys do say they prefer Exploding Kittens, And Exploding Kittens does get played more frequently, but this is still a very welcome addition to our games collection and I am well pleased with our purchase.
  
Memoirs of a Geisha
Memoirs of a Geisha
Arthur Golden | 1997 | Fiction & Poetry, History & Politics, Romance
9
8.0 (43 Ratings)
Book Rating
Memoirs of a Geisha is a historical fiction book published on September 27th 1997. Told in the first person Viewpoint of Geisha Sayuri (Original name Chiyo), It follows her journey from her childhood in a fishing village on the coast of Japan, forcibly taken to a Hanamachi in Gion Kyoto and raised to become a Geisha before experiencing the horrors of WW2 and being a Geisha during the hard work of rebuilding after a harrowing defeat.

My opinion of the book is one of both curiosity and interest. Japan is one of those countries where its history and culture is both unusual and mysterious. The book gives a brief glimpse into the hidden world of the Geisha which are a prominent spot in Japanese culture but are relatively unknown world wide. I believe that the story of Sayuri is one of personal travel and evolution. Since we see Sayuri';s experience as a child before becoming a Geisha, experiencing the horror of war and eventually finding love with the Chairman.

Arthur Golden was born on December 6th 1956 in Chattanooga, Tennessee. When he was eight years old his parents divorced with his father dying five years later. He spent most of his childhood living in lookout mountain, Georgia before graduating from the Baylor school in Chattanooga in 1974. After earning a degree in Fine art (Specifically Japanese art), an M. A. in Japanese history, Golden spent a summer at the Peking University in Beijing and spent some time working in Tokyo. When he returned to the states he earned an M. A. in English at Boston University. Golden married Trudi Legge and they went on to have two children Hays and Tess.

After getting the initial idea for Memoirs of a Geisha Golden spent six years over the story rewriting it at least three times, changing the view point until settling on the viewpoint of Sayuri. Golden had spent time interviewing several Geisha including Mineko Iwasaki (who ended up suing Golden when the Japanese version of the book came out for breach of contract.....the case was settled out of court in 2003) all of whom provided information about the world of the Geisha. After its release Memoirs of a Geisha spent two years on the New York Times bestseller list, its sold more than four million copies in English alone and has been translated into thirty-two languages around the world. In 2005 the book was made into a movie garnering three academy awards.

My opinion of Arthur Golden is very small and somewhat limited.......I believe he is a fantastic writer and very knowledgeable about Japanese history and art....Much more so than I am but hearing he faced being sued because of citing who his sources were when he was contracted not to has put something of a dampener on his character in my eyes.

Memoirs of a Geisha was released as a Movie on December 9th 2005 under director Rob Marshall and Produced by Steven Spielberg's production Company Amblin Entertainment and Spyglass Entertainment. With its production from pre- to post-production taking place mainly in California US, with a few spots filmed in Kyoto Japan. The movie received mixed reviews in the western world and received somewhat negative reviews in Japan due to its mixed casting of Chinese and Japanese actors and actresses and its relationship to history. Despite the chaos they won three Academy Awards (Best Art Direction, Best Cinematography and Best Costume Design), a Golden Globe (Best Original Score), A national Board of review (Best Supporting Actress), a satellite award (Outstanding screenplay) and three BAFTA's (Cinematography, Costume design and the Anthony Asquith award for Achievement in film music).

Whilst I quite like the movie I definitely feel that if more effort was put into tying more of both Japanese and Geisha history was some how tied into the movie. As well as using more Japanese Actors and actresses in the roles......despite that I believe the actors and actresses did a very good job in brining the script to life and keep a layer of mystery and fluidity to their roles.

And there you have it a book for all the ages, its definitely under the banner of AWESOME!!!.
  
The Young Elites
The Young Elites
Marie Lu | 2014 | Paranormal, Science Fiction/Fantasy, Young Adult (YA)
6
7.7 (11 Ratings)
Book Rating
Well, here's to my first audio book review (because napping on the bus for an hour isn't exactly productive and I'm one of those who gets a bit woozy if I read in motion). Bear with me if I fail, and feel free to criticize me away without actually being Rundus and calling me an ugly or dirty Communist in the process (apparently our friendship/cobloggership is a level 3: <span style="text-decoration: line-through;">insult</span> make fun of each other relentlessly).

The Young Elites, no matter how impressed I am that Marie Lu actually wrote from a villain's point of view instead of a hero's/heroine's point of view, is a book that I'm not too fond of and I'm not too sure <i>why</i> exactly. It's not entirely the narration – there's something amazing having someone else "reading" a book to me instead of me reading it myself (because I'm half asleep and I still manage to know what's being said). Of course... I had the misfortune <span style="text-decoration: line-through;">fortune</span> of actually being able to snag an ebook copy of this particular book on Overdrive, which eventually resulted in me wondering if I should continue on with ebooks... or if I should just stick with being unproductive (as Lupe suggests) for an hour every morning on the bus.

The starking contrast in having an audiobook is the mere fact that there were some parts of the book that changed. <i>Completely</i> changed – some were taken out and replaced with something entirely different, or some had a few additions. Sadly, I'm not exactly a big fan of changes between the two. There's something highly annoying with an unabridged audiobook not following the book (though I totally understand the audiobook is probably a recording of an almost final draft).

I did have other problems though. For some reason, I can't stand Adelina, or the majority of the characters aside from maybe a few side characters. Problem? I don't really know why I can't stand Adelina. There's something about her that I don't like. Adelina seems to be extremely open-minded and dark, too dark.

I also can't stand the plot, no matter how interesting and complicated (because nothing can get more complicated than two or more potential villains) it is – both are absolutely ironic. Spoilers behold, but for an Inquisitor who's not only a Young Elite himself and totally "welcomed" Adelina into a deal/trap/whatever, Teren apparently hates Elites and wants to rid the world of Elites.

Let's just say the mean side of me wants to tell Teren to screw off because that's pretty much saying he wants to get rid of himself as well... after ridding the world of Elites. (Read: Should I find out the plot of future books of the series being anything like this, I'm tucking my tail between my legs and hightailing it straight out of here.)

I just feel as though the main point of the plot is Adelina trying to decide which side is right and being the mole of the Elites. In the long run though... she just chooses to go on a completely different path. Whether it's darker or not I'm not too sure I want to find out.

On a similar note, I don't think I can stand the common people either. The "Young Elites" are people who are survivors of a deadly plague that swept through the nation and have powers that aren't exactly normal. They also have scars, which are called "markings," and they're also called "malfettos." Of course, as soon as someone who can do some mind-blowing healing comes around, the people might actually be on board with the Elites and start kissing their shoes... right?

I liked <i>The Young Elites</i>, but I don't like it as much as I wish I could have liked it.

<a href="https://bookwyrmingthoughts.com/audiobook-review-young-elites-by-marie-lu/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
The Gentlemen (2020)
The Gentlemen (2020)
2020 | Action, Crime
I checked up on the BBFC about language allowed in the different rated films. A 15 may have frequent strong language, "the strongest terms may be acceptable if justified by the context", it also says that "aggressive or repeated use of the strongest language is unlikely to be acceptable."

Language has never really been something to bother me unless it's used in a malicious way, and even then the "standard" words still don't have much of an effect, but I had reports back from friends that there was a lot to deal with in it... so I decided to try and keep count. I can't guarantee that I caught them all (or that I managed to add them up properly) but I think the count for f*** was 56 and c*** was 21, I'm fairly certain that half of C was saved specifically for Colin Farrell in one scene.

Mickey is looking to get out of the drug business, he's built a thriving empire, well hidden, well connected, and now he just needs to find an interested party to take it all off his hands. After a couple of meetings one of Mickey's labs takes a hit, it can't be a coincidence. Luckily there's a lead, but it might be a bit more complicated than they'd hoped.

I had some fun watching this but I don't feel like it was quite what I'd been hoping for. There were some bits that I frustrating and some that were just plain annoying. The highlight for me was the relatively small part of Colin Farrell as Coach. When we first meet him it's a great scene and gets across the sort of man he is. A significant portion of the swearing is saved especially for him and it sits quite easily with his parts of the script.

Ask yourselves this, was this sort of role suited to Henry Golding? I'm not sure. In the trailer he looked a little on the cartoonish side and that didn't work for me, sadly the full performance didn't work for me either. At moments I was almost on board, it felt believable and a comfortable bit of acting, but then the over the top characteristics would come back and I'd be lost again.

Matthew McConaughey is a very good actor, I still think that after seeing Serenity, and this is definitely a role he took in his stride. I thought it suited him well and he was very comfortable with everything from love to hate. Good job Mr M.

*deep sigh* Hugh Grant. Fletcher is quite a character and there's no denying that Grant filled out the role well, his happy-go-lucky demeanour combined with the strange hybrid accent began to grate just a little, it was at least broken up by the rest of the story... some days you just don't need peppy, you know? The main issue I had with Fletcher is the strand of storyline that he brought that capped either end of the film, it didn't quite make sense to me and felt entirely dispensable, its only purpose seemed to be getting viewers to use the word "meta" when talking about it.

I don't know how I feel about the 18 rating here. The violence definitely could have had it at a 15 and while the language was all "okay" and jokey in its use it wasn't really needed, I imagine that's where the 18 came from. My screening was very busy, and lots of people were telling me the same thing about theirs too, I think this plugged a gap in cinema offerings and while I'm sure it could easily have been toned down to fit a 15 I'm not sure that would have been much of a boost to it.

While there was a lot that was enjoyable about The Gentlemen (the only thing I excluded from the review that I loved was the music video in the middle) I didn't come out with a desire to see it again instantly. If it was on I'd probably watch it but I wasn't hyped enough for this to be an instant win.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/the-gentlemen-movie-review.html
  
Tales &amp; Games: The Hare &amp; the Tortoise
Tales & Games: The Hare & the Tortoise
2011 | Animals, Book, Card Game, Kids Game, Racing
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.

We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!

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

The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.

To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.

On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.

Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.

I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
  
Dingo&#039;s Dreams
Dingo's Dreams
2016 | Animals, Fantasy, Puzzle
If you’re like us, you are always on the lookout for great deals on board games. Our FLGS has a Used Game Sale every year, and it is a saving grace for me (and my wallet). If I’m lucky, I’ll find an OOP game that’s been on my wishlist forever, or I’ll find a game that may be new to me even if it isn’t new to the market. And 2 years ago at that Used Game Sale is where I stumbled upon Dingo’s Dreams.

In Dingo’s Dreams, the goal is to guide your spirit animal through the dream world and back home before your opponents do. How do you do that? By being the first to get your dreamscape to match the dream card pattern. To setup the game, each player takes the 25 tiles of their chosen animal, and creates a 5×5 grid in front of them. The tiles are double-sided, and the side with the animal should be face-down. There will be 1 extra tile, with the animal on both sides, which should be kept to the side. The Walkabout cards are shuffled and placed in a face-down deck, and a single dream card is revealed. Each turn of the game has 2 phases: Walkabout and Dreamtime. In the Walkabout phase, a card is revealed from the Walkabout deck and all players find the corresponding tile in their grid and flip it over so the animal side is face-up. In the Dreamtime phase, all players will take their extra tile and place it at the end of any row/column, thus forcing that line of tiles to shift over and push out a different tile. Play continues until one player has manipulated their grid to match that of the dream card. Once you do that, call out the name of your animal (Dingo!) and you win!

The rules and gameplay of Dingo’s Dreams are relatively simple, but how does it perform overall? It’s a pretty light game, but it does require some strategy. It takes some creative manipulation to shift your grid to victory. You have to be thinking a turn or two in advance to see if you can setup your grid for maximum benefit. That being said, the randomness of the grid setups and the Walkabout cards sometimes makes the game feel too luck-based. Yes, you do have the power to manipulate your own grid, but ultimately you are at the mercy of the cards and they can really work against you, no matter how strong your strategy is. Another drawback of Dingo’s Dreams is the lack of player interaction. This game is pretty much multi-player solitaire. Everyone is working on their own grids at the same time, and the only thing that affects you are the cards. It’s kind of a quiet and low energy game, which is not necessarily a bad thing, but it can halt the momentum of game night.

On that same note, one of the things that I do really like about Dingo’s Dreams is that it is so relaxed and simple. It makes for a great filler game and palette cleanser between some beefier games. The overall playtime is relatively short, and it can quickly be played multiple times in a row. Another great thing about Dingo’s Dreams is the option to increase the difficulty by adding Hazards. Hazards are tokens placed on certain spaces of the dream cards, and they mean that you cannot have an animal tile in that spot of your grid in order to win. It just adds another level of strategy and can up the ante around the table.

Overall, Dingo’s Dreams is a light and relaxing game that is perfect for playing between heavier games when you need a little break. Was this a good find for me at the Used Game sale? I would say so. It’s not one that I pull out at every single game night, but it’s one that I will use to introduce newer gamers to the hobby, and one that I will pull out when I just want a quiet night in. Purple Phoenix Games gives Dingo’s Dreams a fantasy-filled 13 / 18.