Search
News Explorer
News and Entertainment
App
News Explorer is a powerful yet remarkably easy-to-use RSS, JSON, Atom and Twitter newsreader with...
Crazy Pizza Chef
Games and Education
App
>>> Make the Most Awesome & Delicious Pizzas Ever - Over 100 Toppings! >>> Create Gourmet Pizza...
Purple Phoenix Games (2266 KP) rated Space Explorers in Tabletop Games
Jan 4, 2021
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?
Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.
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, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.
To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.
To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.
As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.
Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.
The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.
While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.
It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.
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, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.
To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.
To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.
As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.
Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.
The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.
While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.
It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
Emma @ The Movies (1786 KP) rated Annabelle Comes Home (2019) in Movies
Jun 20, 2020
God help me I don't know why I went to see this.
The Warrens have contained Annabelle, her influence is safely blocked by a box crafted from sacred glass and they've locked her up in their artefact room. A year goes by without incident, but when their babysitter's friend visits unannounced, curious and looking for answers, the relative peace of the house is shattered.
Daniela unwittingly unleashes Annabelle's power onto the house and the three of them inside. The spirits in the Warren's basement are gradually escaping and coming out to play.
While me and horror don't mix, I do occasionally like the idea behind some of them. A story about objects with power like Annabelle Comes Home really appealed to me as I'm a fan of this sort of supernatural malarkey. As such, I decided to suck it up and be brave. I'm mainly glad I gave it a go... mainly.
This is the first horror film I have ever seen that has had any effect on me after seeing it. Most I just forget about and move on to the next, Annabelle Comes Home really messed with me though. I got up in the night and when I got back to bed I thought about it for the briefest moment and spent the next hour with the light on scrolling through Pinterest. Even when watching it at the cinema there were genuine moments where I was scared, not just the jumping out of my seat kind. Actually, I was impressed that it didn't just rely on the jump scare as a way of getting to its audience. More movies are doing that these days and it just feels like a very cheap way of trying for horror.
The scares here were much more... subtle... but subtle is absolutely not the right words. What I mean is that they were crafted in a much better and natural way than something popping out and screaming in your face. There is a moment with the bride where the shot genuinely moves so swiftly that it's almost inducing panic in you because you can't quite work out what's happening.
All of the spirits in the house are incredibly well done visually. The Ferryman in particular is very effective, it's amazing how something as simple as the sound of coins can add to the tension. When I said "all" at the beginning of this paragraph I did overstate slightly, there's one exception. Sadly Bob (our bit part love interest) is stuck outside trying to fend off a werewolf. I feel like the chances are high that he was designed for a Scooby Doo movie that was never produced. It's got a slightly cartoonish quality to it and when you add in the excess of rolling fog it becomes the least believable of all the unbelievable things.
Speaking of Bob, as a character, while adorable, does feel out of place as well. But the addition of this lighter storyline probably saved me from having a complete breakdown right in the cinema.
Daniela, the girl who can't read warning labels, left me annoyed. She's curious and looking for answers but it also feels like she's not convinced that the Warrens are for real. Either way, why would you play with the thing that is not only inside a locked room, but inside a locked box inside the locked room and has a very clear sign saying not to open it? Surely the only thing that's inside the box apart from a creepy doll and a chair is eternal damnation.
I thought that Madison Iseman as the babysitter Mary Ellen was a really good call in this. She's incredibly believable throughout and managed not to overact. Let's face it, there's always a strong chance of that in horror.
Finding out that Vera Farmiga and Patrick Wilson were barely in it was extremely disappointing. They're both good actors with a host of top roles under their belts and I'd been looking forward to seeing them on screen together. Once the set up is done though it's over to the younger cast members as Ed and Lorraine Warren go off on a trip. They do appear later in the film, but only after the action's conclusion to participate in the bizarrely conceived ending.
Mckenna Grace managed to deal with some of the creepy moments really well but I didn't feel like there was really much for her to do. Everything was very much guided by Mary Ellen and Daniela, and when she did get a moment on the screen it was swiftly snatched away by something else. Potentially by design I guess, but there wasn't much chance to make the role come alive.
I've not seen any of the other films in this franchise, and honestly, probably won't now. If someone who has could tell me if the others are as formulaic as this one I would appreciate it. I'm not saying formulaic is bad, sometimes knowing what's coming is easier to deal with, I'm sure it really helped me with this film. Near the beginning we have a sequence that gives you a checklist of things to wait for. Would I have stuck it out if I hadn't known what to look out for? Would some of those things scared me enough to leave? We'll never know.
I'm glad I managed to stick with it, the idea had been what really intrigued me and I feel like that came through well. Despite other issues with predictability and characters I actually enjoyed this film.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/07/annabelle-comes-home-movie-review.html
The Warrens have contained Annabelle, her influence is safely blocked by a box crafted from sacred glass and they've locked her up in their artefact room. A year goes by without incident, but when their babysitter's friend visits unannounced, curious and looking for answers, the relative peace of the house is shattered.
Daniela unwittingly unleashes Annabelle's power onto the house and the three of them inside. The spirits in the Warren's basement are gradually escaping and coming out to play.
While me and horror don't mix, I do occasionally like the idea behind some of them. A story about objects with power like Annabelle Comes Home really appealed to me as I'm a fan of this sort of supernatural malarkey. As such, I decided to suck it up and be brave. I'm mainly glad I gave it a go... mainly.
This is the first horror film I have ever seen that has had any effect on me after seeing it. Most I just forget about and move on to the next, Annabelle Comes Home really messed with me though. I got up in the night and when I got back to bed I thought about it for the briefest moment and spent the next hour with the light on scrolling through Pinterest. Even when watching it at the cinema there were genuine moments where I was scared, not just the jumping out of my seat kind. Actually, I was impressed that it didn't just rely on the jump scare as a way of getting to its audience. More movies are doing that these days and it just feels like a very cheap way of trying for horror.
The scares here were much more... subtle... but subtle is absolutely not the right words. What I mean is that they were crafted in a much better and natural way than something popping out and screaming in your face. There is a moment with the bride where the shot genuinely moves so swiftly that it's almost inducing panic in you because you can't quite work out what's happening.
All of the spirits in the house are incredibly well done visually. The Ferryman in particular is very effective, it's amazing how something as simple as the sound of coins can add to the tension. When I said "all" at the beginning of this paragraph I did overstate slightly, there's one exception. Sadly Bob (our bit part love interest) is stuck outside trying to fend off a werewolf. I feel like the chances are high that he was designed for a Scooby Doo movie that was never produced. It's got a slightly cartoonish quality to it and when you add in the excess of rolling fog it becomes the least believable of all the unbelievable things.
Speaking of Bob, as a character, while adorable, does feel out of place as well. But the addition of this lighter storyline probably saved me from having a complete breakdown right in the cinema.
Daniela, the girl who can't read warning labels, left me annoyed. She's curious and looking for answers but it also feels like she's not convinced that the Warrens are for real. Either way, why would you play with the thing that is not only inside a locked room, but inside a locked box inside the locked room and has a very clear sign saying not to open it? Surely the only thing that's inside the box apart from a creepy doll and a chair is eternal damnation.
I thought that Madison Iseman as the babysitter Mary Ellen was a really good call in this. She's incredibly believable throughout and managed not to overact. Let's face it, there's always a strong chance of that in horror.
Finding out that Vera Farmiga and Patrick Wilson were barely in it was extremely disappointing. They're both good actors with a host of top roles under their belts and I'd been looking forward to seeing them on screen together. Once the set up is done though it's over to the younger cast members as Ed and Lorraine Warren go off on a trip. They do appear later in the film, but only after the action's conclusion to participate in the bizarrely conceived ending.
Mckenna Grace managed to deal with some of the creepy moments really well but I didn't feel like there was really much for her to do. Everything was very much guided by Mary Ellen and Daniela, and when she did get a moment on the screen it was swiftly snatched away by something else. Potentially by design I guess, but there wasn't much chance to make the role come alive.
I've not seen any of the other films in this franchise, and honestly, probably won't now. If someone who has could tell me if the others are as formulaic as this one I would appreciate it. I'm not saying formulaic is bad, sometimes knowing what's coming is easier to deal with, I'm sure it really helped me with this film. Near the beginning we have a sequence that gives you a checklist of things to wait for. Would I have stuck it out if I hadn't known what to look out for? Would some of those things scared me enough to leave? We'll never know.
I'm glad I managed to stick with it, the idea had been what really intrigued me and I feel like that came through well. Despite other issues with predictability and characters I actually enjoyed this film.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/07/annabelle-comes-home-movie-review.html
Purple Phoenix Games (2266 KP) rated Taco Ninja Adventure in Tabletop Games
Feb 15, 2021
Hello, my name is Travis Lopez. I review board games. I am half Mexican and half European mutt. I like tacos. I like ninjas. I like adventures. That all said, I knew I had to try a game entitled Taco Ninja Adventure right away, just because I like all those things mentioned. Did this one bring the salsa, or did it leave me with a soggy bottom mess?
Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.
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 each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.
Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.
Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.
When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.
I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.
All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.
That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.
Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.
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 each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.
Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.
Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.
When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.
I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.
All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.
That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.
Bob Mann (459 KP) rated The Great Wall (2016) in Movies
Sep 29, 2021
Exercising your Damons.
Millions of people watching the Oscars would have seen Jimmy Kimmel roasting poor Matt Damon as a part of their long running ‘feud’. At one point he points out that Matt gave up the leading role in “Manchester by the Sea” to star in a “Chinese ponytail movie” that “went on to lose $80 million at the box office”. “The Great Wall” is that movie!
So is it really that bad?
Well, it’s no “Manchester by the Sea” for sure. But I don’t think it’s quite the total turkey that critics have been labelling it as either. I went to see it on a Sunday afternoon, and approaching it as a matinee bit of frothy action is a good mental state to be in.
Matt Damon plays the ponytailed-wonder William, a European mercenary travelling in 11th Century China with his colleague Tovar (Pedro Pascal) in an attempt to determine the secrets of black powder – a secret well-guarded by the Chinese. Captured by the ‘New Order’ at the Great Wall and imprisoned there by General Shao (Hanyu Zhang), William earns the respect of Shao and his beautiful warrior second-in-command Lin Mae (Tian Jing) with his bowmanship. This is almost immediately put to use by the arrival (after 60 year’s absence – a funny thing, timing, isn’t it?) of hoards of vicious creatures called Taoties. (I thought they said Tauntauns initially, so was expecting some sort of Chinese/Star Wars crossover! But no.)
Taoties who scale the wall are defeated by William who poleaxes them. (This is an attempt at brilliant humour to anyone who has already seen the film – poleaxe…. get it? POLEaxe. Oh, never mind!) Despite being a mercenary at heart, William is torn between staying and helping Lin Mae fight the beasts and fleeing with Tovar, their new chum Ballard (Willem Dafoe) and their black powder loot. (I’m sure something about Lin Mae’s tight-fitting blue armour was influential in his decision).
This is an historic film in that although in recent years there has been cross-fertilization of Chinese actors into Western films for box-office reasons (for example, in the appalling “Independence Day: Resurgence” and the much better Damon vehicle “The Martian“) this was the first truly co-produced Chinese/Hollywood feature filmed entirely in China. It might also be the last given the film’s $150 million budget and the dismal box-office!
To start with some positives, you can rely on a Chinese-set film (the film location was Qingdao) to allow the use of an army of extras and – although a whole bunch of CGI was also no doubt used – some of the battles scenes are impressive. There is a stirring choral theme by Ramin Djawadi (best known for his TV themes for “Game of Thrones” and the brilliant “Westworld”) played over silk-screen painted end titles that just make for a beautiful combination. And Tian Jing as the heroine Lin Mae is not only stunningly good-looking but also injects some much needed acting talent into the cast, where most of those involved (including Damon himself) look like they would rather be somewhere else.
And some of the action scenes are rather fun in a ‘park your brain by the door’ sort of way, including (nonsensically) cute warrior girls high-diving off the wall on bungey ropes to near certain death. While the CGI monsters are of the (yawn) over-the-top LoTR variety, their ability to swarm like locusts at the Queen’s command is also quite entertainingly rendered.
Where the movie balloon comes crashing down to earth in flames though is with the story and the screenplay – all done by three different people each, which is NEVER a good sign.
The story (by Max Brooks (“World War Z”), Edward Zwick and Marshall Herskovitz (both on “The Last Samurai”) is plain nonsensical at times. No spoilers here, but the transition from “wall under siege” to “wall not under siege” gives the word ‘clunky’ a bad name. As another absurdity, the “New Order” seem amazed how William was able to slay one of the creatures (thanks to the poleaxing ‘McGuffin’ previously referenced) but then throughout the rest of the film he slays creatures left right and centre (McGuffin-less) through just the use of a spear or an arrow! Bonkers.
Things get worse when you add words to the actions. The screenplay by Carlo Bernard and Doug Miro (both “Prince of Persia: The Sands of Time”) and Tony Gilroy (Tony Gilroy? Surely not he of all the “Bourne” films and “Rogue One” fame? The very same!) has a reading age of about an 8 year old. It feels like it has been translated into Chinese and then back again to English with Google Translate. “Is that the best you can do?” asks Tovar to William at one point. I was thinking exactly the same thing.
The combination of the cinematography and the special effects have the unfortunate effect of giving the film the veneer of a video game, but this is one where your kid-brother has stolen the controls and refuses to give them back to you.
Having had the great thrill of visiting a section of The Great Wall near Beijing, I can confirm that it is an astonishing engineering masterpiece that has to be seen to be truly believed. It ranks as one of the genuine wonders of the world. The same can not be said of this movie. Early teens might enjoy it as a mindless action flick. But otherwise best avoided until it emerges on a raining Sunday afternoon on the TV.
So is it really that bad?
Well, it’s no “Manchester by the Sea” for sure. But I don’t think it’s quite the total turkey that critics have been labelling it as either. I went to see it on a Sunday afternoon, and approaching it as a matinee bit of frothy action is a good mental state to be in.
Matt Damon plays the ponytailed-wonder William, a European mercenary travelling in 11th Century China with his colleague Tovar (Pedro Pascal) in an attempt to determine the secrets of black powder – a secret well-guarded by the Chinese. Captured by the ‘New Order’ at the Great Wall and imprisoned there by General Shao (Hanyu Zhang), William earns the respect of Shao and his beautiful warrior second-in-command Lin Mae (Tian Jing) with his bowmanship. This is almost immediately put to use by the arrival (after 60 year’s absence – a funny thing, timing, isn’t it?) of hoards of vicious creatures called Taoties. (I thought they said Tauntauns initially, so was expecting some sort of Chinese/Star Wars crossover! But no.)
Taoties who scale the wall are defeated by William who poleaxes them. (This is an attempt at brilliant humour to anyone who has already seen the film – poleaxe…. get it? POLEaxe. Oh, never mind!) Despite being a mercenary at heart, William is torn between staying and helping Lin Mae fight the beasts and fleeing with Tovar, their new chum Ballard (Willem Dafoe) and their black powder loot. (I’m sure something about Lin Mae’s tight-fitting blue armour was influential in his decision).
This is an historic film in that although in recent years there has been cross-fertilization of Chinese actors into Western films for box-office reasons (for example, in the appalling “Independence Day: Resurgence” and the much better Damon vehicle “The Martian“) this was the first truly co-produced Chinese/Hollywood feature filmed entirely in China. It might also be the last given the film’s $150 million budget and the dismal box-office!
To start with some positives, you can rely on a Chinese-set film (the film location was Qingdao) to allow the use of an army of extras and – although a whole bunch of CGI was also no doubt used – some of the battles scenes are impressive. There is a stirring choral theme by Ramin Djawadi (best known for his TV themes for “Game of Thrones” and the brilliant “Westworld”) played over silk-screen painted end titles that just make for a beautiful combination. And Tian Jing as the heroine Lin Mae is not only stunningly good-looking but also injects some much needed acting talent into the cast, where most of those involved (including Damon himself) look like they would rather be somewhere else.
And some of the action scenes are rather fun in a ‘park your brain by the door’ sort of way, including (nonsensically) cute warrior girls high-diving off the wall on bungey ropes to near certain death. While the CGI monsters are of the (yawn) over-the-top LoTR variety, their ability to swarm like locusts at the Queen’s command is also quite entertainingly rendered.
Where the movie balloon comes crashing down to earth in flames though is with the story and the screenplay – all done by three different people each, which is NEVER a good sign.
The story (by Max Brooks (“World War Z”), Edward Zwick and Marshall Herskovitz (both on “The Last Samurai”) is plain nonsensical at times. No spoilers here, but the transition from “wall under siege” to “wall not under siege” gives the word ‘clunky’ a bad name. As another absurdity, the “New Order” seem amazed how William was able to slay one of the creatures (thanks to the poleaxing ‘McGuffin’ previously referenced) but then throughout the rest of the film he slays creatures left right and centre (McGuffin-less) through just the use of a spear or an arrow! Bonkers.
Things get worse when you add words to the actions. The screenplay by Carlo Bernard and Doug Miro (both “Prince of Persia: The Sands of Time”) and Tony Gilroy (Tony Gilroy? Surely not he of all the “Bourne” films and “Rogue One” fame? The very same!) has a reading age of about an 8 year old. It feels like it has been translated into Chinese and then back again to English with Google Translate. “Is that the best you can do?” asks Tovar to William at one point. I was thinking exactly the same thing.
The combination of the cinematography and the special effects have the unfortunate effect of giving the film the veneer of a video game, but this is one where your kid-brother has stolen the controls and refuses to give them back to you.
Having had the great thrill of visiting a section of The Great Wall near Beijing, I can confirm that it is an astonishing engineering masterpiece that has to be seen to be truly believed. It ranks as one of the genuine wonders of the world. The same can not be said of this movie. Early teens might enjoy it as a mindless action flick. But otherwise best avoided until it emerges on a raining Sunday afternoon on the TV.
Allison Anders recommended Monterey Pop (1968) in Movies (curated)
Purple Phoenix Games (2266 KP) rated Yummy Yummy Monster Tummy in Tabletop Games
Jan 14, 2022
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…
In Yummy Yummy Monster Tummy (which, again, I think I will just call “this game” from here on out), players are kids who are visiting their grandfather and hear noises in the attic. When the kids check out the noises, they find colorful little friendly monsters roaming about! These monsters are all super hungry, and you have found that they love eating items that are the same color as their fur. Oh, but they hate anything considered to be a “vitamin.” Sound familiar, parents?
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 this game, first download the official app to your phone or tablet. Yes, an app. Start the app and choose your skill level. Grab all the cards belonging to the Attic set, shuffle them, deal each player the appropriate amount of cards, and place the rest of the deck face-down to form a draw pile. You are now ready to play!
This game is a cooperative game, so players are all trying to win as a team. The whole object of the game is to play cards that will match the monster’s fur that shows up on the app. The color of the cards are very important, as the cards that are played (scanned by the app) will be mixed together to form the new color. So if the monster on screen is red, adding a blue and brown card just won’t do. This not only helps teach colors and mixing, but also encourages cooperation and concentration – something my kids definitely benefit from having in a game.
As the game progresses, other creatures are added that require players to scan other cards, or that give special abilities. I will leave those to you to discover through your plays; I do not wish to spoil much of anything.
Shown below is a screenshot from one of our games, so that you can see what most of the game looks like and how cute the little monsters are.
Players will continue to play cards, draw new cards, and try their hands at mixing the correct colors to match the monster as closely as they can until the app is finished throwing monsters at you. At that time, your success is evaluated and you may even progress to the next mission, or to a new area altogether, adding a new set of cards to the existing deck. This increases possibilities for new color combinations, but also slowly adds in new rules to keep the game interesting and fresh.
My little boy and I have played this game about three million times since we received it from Lucky Duck Games. We cannot get enough of it, and have tried to introduce other players to it with tons of success. The overall premise is very cute and easy to grasp. Even when adding in new creatures and their special rules, he has been handling it remarkably.
I really appreciate the effort that has gone into developing a hybrid app/board game for kids that is just really fun for all who play it. I have seen where this has been redeveloped and rethemed from a different game with more sensitive subject matter. So that’s a boon.
I think the hardest part about playing this game is finding the sweet spot of where to hold the card so that the front-facing camera on the device is able to scan the QR code on the card backs. I know my kid had a difficult time figuring out what “5-10 inches away from the camera” actually meant. An easy fix, and we were on our way to our hundredth play.
If you haven’t had the opportunity to play one of these app-drive hybrid games, I definitely recommend picking up a copy of Yummy Yummy Monster Tummy right away. It is very light, designed for children AND adults, and will provide innumerable hours of quality time with family.
Oh, and don’t worry about reading the rulebook. Just download the app, shuffle the cards, and let the app whisk you away… to your grampa’s attic. Enjoy!
In Yummy Yummy Monster Tummy (which, again, I think I will just call “this game” from here on out), players are kids who are visiting their grandfather and hear noises in the attic. When the kids check out the noises, they find colorful little friendly monsters roaming about! These monsters are all super hungry, and you have found that they love eating items that are the same color as their fur. Oh, but they hate anything considered to be a “vitamin.” Sound familiar, parents?
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 this game, first download the official app to your phone or tablet. Yes, an app. Start the app and choose your skill level. Grab all the cards belonging to the Attic set, shuffle them, deal each player the appropriate amount of cards, and place the rest of the deck face-down to form a draw pile. You are now ready to play!
This game is a cooperative game, so players are all trying to win as a team. The whole object of the game is to play cards that will match the monster’s fur that shows up on the app. The color of the cards are very important, as the cards that are played (scanned by the app) will be mixed together to form the new color. So if the monster on screen is red, adding a blue and brown card just won’t do. This not only helps teach colors and mixing, but also encourages cooperation and concentration – something my kids definitely benefit from having in a game.
As the game progresses, other creatures are added that require players to scan other cards, or that give special abilities. I will leave those to you to discover through your plays; I do not wish to spoil much of anything.
Shown below is a screenshot from one of our games, so that you can see what most of the game looks like and how cute the little monsters are.
Players will continue to play cards, draw new cards, and try their hands at mixing the correct colors to match the monster as closely as they can until the app is finished throwing monsters at you. At that time, your success is evaluated and you may even progress to the next mission, or to a new area altogether, adding a new set of cards to the existing deck. This increases possibilities for new color combinations, but also slowly adds in new rules to keep the game interesting and fresh.
My little boy and I have played this game about three million times since we received it from Lucky Duck Games. We cannot get enough of it, and have tried to introduce other players to it with tons of success. The overall premise is very cute and easy to grasp. Even when adding in new creatures and their special rules, he has been handling it remarkably.
I really appreciate the effort that has gone into developing a hybrid app/board game for kids that is just really fun for all who play it. I have seen where this has been redeveloped and rethemed from a different game with more sensitive subject matter. So that’s a boon.
I think the hardest part about playing this game is finding the sweet spot of where to hold the card so that the front-facing camera on the device is able to scan the QR code on the card backs. I know my kid had a difficult time figuring out what “5-10 inches away from the camera” actually meant. An easy fix, and we were on our way to our hundredth play.
If you haven’t had the opportunity to play one of these app-drive hybrid games, I definitely recommend picking up a copy of Yummy Yummy Monster Tummy right away. It is very light, designed for children AND adults, and will provide innumerable hours of quality time with family.
Oh, and don’t worry about reading the rulebook. Just download the app, shuffle the cards, and let the app whisk you away… to your grampa’s attic. Enjoy!
Sarah (7798 KP) rated Samsung Galaxy Buds in Tech
Apr 13, 2019
Virtually flawless
I need to start off by saying that prior to owning these, I have never used any sort of wireless headphones and neither do I claim to be a headphone connoisseur. I usually just use the free ones you get with phones. All I will say is that I really hope that all other wireless bluetooth headphones are as brilliant as these are.
They look fantastic. From the small pill box shaped container to the headphone, they look sleek and stylish and are fairly small too. They're simple to set up - as soon as I opened them, my phone recognised them and linked them straight away, so quickly done. And the even recognise when you've put them in your ears! The Samsung Wearables app is a great tool to be able to check the battery on the headphones and change the equaliser and what actions the touch controls make. Sound quality is brilliant and they really do block out surrounding sound so well - I wore them at a busy gym (which had loud music on in the background), and couldn't hear anything other than myself. The ambient sound feature is a nice touch too for those occasions when you want to be able to hear things around you.
The fit of the headphones is surprisingly good. They come with 3 different sizes of rubber wings & tips so you can easily find a size to fit you, and I was pleasantly surprised to find that once these are in my ear, I didn't have to keep pushing them in to stop them from falling out. In fact I used these at the gym and whilst out and about, and I never once had them fall out like standard headphones do. And if they do fall out or you lose one, theres a 'find my bud' feature that will help locate them (assuming they havent got too far!).
They aren't perfect though. The touch pad controls are a little temperamental. This could be due to a novice user, or just how it is. Also the positioning of the headphones and touchpads means if you like to lie on your side and listen to music in bed, it could be difficult. And the other slight issue is the battery life. Combined charge between the headphones & pod is around 13 hours, which isn't a lot. Although I'm probably only moaning because it means it's another piece of tech that I have to remember to charge.
These are only very slight niggles though. These are by far the best headphones I've ever owned - great sound quality, intuitive, great size and very functional. I'll never go back to wearing wired headphones again.
They look fantastic. From the small pill box shaped container to the headphone, they look sleek and stylish and are fairly small too. They're simple to set up - as soon as I opened them, my phone recognised them and linked them straight away, so quickly done. And the even recognise when you've put them in your ears! The Samsung Wearables app is a great tool to be able to check the battery on the headphones and change the equaliser and what actions the touch controls make. Sound quality is brilliant and they really do block out surrounding sound so well - I wore them at a busy gym (which had loud music on in the background), and couldn't hear anything other than myself. The ambient sound feature is a nice touch too for those occasions when you want to be able to hear things around you.
The fit of the headphones is surprisingly good. They come with 3 different sizes of rubber wings & tips so you can easily find a size to fit you, and I was pleasantly surprised to find that once these are in my ear, I didn't have to keep pushing them in to stop them from falling out. In fact I used these at the gym and whilst out and about, and I never once had them fall out like standard headphones do. And if they do fall out or you lose one, theres a 'find my bud' feature that will help locate them (assuming they havent got too far!).
They aren't perfect though. The touch pad controls are a little temperamental. This could be due to a novice user, or just how it is. Also the positioning of the headphones and touchpads means if you like to lie on your side and listen to music in bed, it could be difficult. And the other slight issue is the battery life. Combined charge between the headphones & pod is around 13 hours, which isn't a lot. Although I'm probably only moaning because it means it's another piece of tech that I have to remember to charge.
These are only very slight niggles though. These are by far the best headphones I've ever owned - great sound quality, intuitive, great size and very functional. I'll never go back to wearing wired headphones again.
TotalReader Pro - ePub, DjVu, MOBI, FB2 Reader
Book and Productivity
App
The BEST application for reading books: *.fb2, *.epub, *.mobi, *.azw, *.prc, *.chm, *.fbz, *.rtf,...