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Purple Phoenix Games (2266 KP) rated Big Easy Busking in Tabletop Games
Sep 15, 2020
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Purple Phoenix Games (2266 KP) rated Forest Fighters in Tabletop Games
Oct 22, 2020
Forest Fighters pits players against each other, being rival squirrel clans preparing to gather acorns for the winter. Only one clan can succeed because there is but one oak tree in the entire forest from which acorns may be gathered. Players will be recruiting other animal species onto their side by way of deck building game mechanics and using gained cards to send to battle against their opponents.
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, separate the cards into their respective decks. Deal each player five Forager Squirrels, two Acorns, and three Blackberries. This creates the 10 card deck players will shuffle and begin the game playing. Players will also choose 12 other animal deck types to use for the game and display all the decks within reach of all players. Each player will then draw the top five cards from their shuffled deck to create their starting hand. The game may now begin!
On a turn a player will use all the cards from their hand to purchase new cards from the main display to be added to their discard pile, like every other deck building game out there. The cards have multiple uses, however, and up to two currency values. Most animals will be recruited using Food (like Blackberries and Honey), and Food cards can mostly be obtained by using Forage values. Example: the starter Forager Squirrel can be used as one Food, one Forage, or even one Attack.
Speaking of Attack, on a player’s turn, should they be done shopping for other cards, they may attempt to attack an opponent using animal cards in their hand. Players will add up the Attack value on the cards they wish to use and declare an opponent who will reveal cards whose Defense value meets or exceeds the Attack value. Should the attacker win they will be able to take possession of Blackberries and Honey cards in the loser’s hand, send an animal back to its stack, or take all the Acorn cards. Acorns are both VP and the determining factor in ending the game; once all Acorn cards have been purchased the game is over.
Each animal card recruited will also have a special ability that can be used during a turn, and some of them are quite powerful. Turns continue in this fashion until either all Acorns have been purchased or all players except one have been eliminated. A player is eliminated once they can no longer purchase cards and have no more animals in their deck.
Components. Let me tell you about the good and the okay. The rulebook is a small pamphlet style that has only five pages of rules. And honestly, if you have played deck builders before, could have only taken one page. I like that. There is just enough information to get the game going, but doesn’t explain every card’s abilities, or throw in three pages of game art. Similarly, if any questions arise with card abilities, the card dividers provide more text to help clear up the questions. The cards are all good quality, and there are a ton of them.
The okay part of the game is the art on the cards. It is not at all bad, but it could use a different art style to be a bit more attractive. The last little concern I have is the design of the box. The size, shape, color, and all that is fine. What I wish was different was having the title of the game on all sides. My shelves are organized in a way that I try to pack as much as I can into the space by orienting the boxes to be as small and deep as possible so that the smallest side of the box is showing. I cannot do that with Forest Fighters because the smallest sides have a few art slides and credits. Honestly, this isn’t quite as egregious as some games (I’m looking at you, Oceans), so it’s not a huge deal, but worth mentioning for me.
All in all the game is a solid deck-builder with that extra bit of attacking and stealing from opponents. I have never been a fan of Dominion as I find its themelessness boring and its mechanics antiquated. Now, I think I might be able to use Forest Fighters as a gateway deck builder that is more interesting, but still considered light for new gamers.
I am kind of sad that I missed the Kickstarter for this one because I would have liked to have splurged for the higher tier (those yummy extras), but I am happy to have added Forest Fighters to my collection. I believe it is a great entry into deck-building and if you are looking to find a similar game with a cute theme, an interesting new take on the genre, and can play up to five comfortably, then I recommend you give this one a try. I think you’ll like it. Just don’t ever use the raccoons against me or I will be attacking you every turn.
Purple Phoenix Games (2266 KP) rated Belfort in Tabletop Games
Jun 10, 2021
The winner of Belfort is the player who, at the end of seven rounds of play, earns the most Victory Points (VP). Players will earn victory points by having majority of buildings claimed within the five districts of Belfort. To claim a building, players will be shrewdly sending workers to mines, the forest, and various buildings and guilds of Belfort to recruit more workers and earn the ever-important buck to finance these buildings.
Setup is kind of a beast, so I won’t detail everything here. Similarly, I will not be detailing every rule in the book, as there are just too many. But, I will give a general flow of the game so readers may be able to decide if this is a game they must add to their collections.
Once the game is setup and player order is established, each player will complete their entire turn in player order. Players will have many choices available to them on their turn: place workers on various buildings they had previously built, place workers on guild tiles to access powerful abilities, recruit more workers, hire gnomes to unlock certain portions of buildings, gaining more building plans, visiting the trading post to exchange resources, transform normal workers into master workers, and lastly assign workers to gather resources (wood, stone, metal, and gold) in the forests and mines surrounding Belfort.
At certain times during the game players will score their efforts to move up (and down) the VP track. It is at the end of the third and final scoring that the game ends and a victor is crowned.
While this is a very broad and general description of the rules of Belfort, each option listed contains layers of strategic depth that, like all good worker placement games, limits the players’ abilities to go everywhere they like as workers are in limited supply. For those gamers who have never played a worker placement game, this is both excruciating and delicious.
Components. This game boasts way too many components for the box in which is barely contained. I say this with one complete expansion and the promo set of guild tiles included, and the latest expansion on the way. All of the components in this game are stellar. The cards are great. All the cardboard play mats and tiles are great. The worker components and all the wooden bits are super great, AND I didn’t even mind having to sticker my own workers. The best part about the components in Belfort is definitely the art. The team designed an excellent art style for this one, and seeing little hidden jokes within the art makes it all that more interesting to me.
So DOES it hold up after all these years? I think it does. Though I would not consider Belfort an “easy” game to learn, teach, or play at first, after a few rounds players generally catch on and begin to really weigh all their options. This is a great game for think-hungry gamers. This game is conversely a bane for all AP-prone players. I fall right in the middle, but lean towards faster play at the expense of my final score. But that’s the beauty of Belfort and of all worker placement games: there are so many choices that one could easily just try to play so that they visit every location at least once. Now, by doing this the players are also ignoring the true goal of the game: area majority within the districts of Belfort, but if a player isn’t as aggressive or victory-crazed, that’s not a bad thing.
For me, I love Belfort. A lot. Unfortunately for me, during this crazy COVID time, I will not be able to play it much, and was lucky to be able to pull it out recently again after not playing it for several years. But, I always look upon the box fondly and wish I could just bust it out any time I want. Maybe someday someone will create solo rules for it and I can enjoy it that way. My wife is not a fan, but also she’s not really a fan of games that are longer than an hour generally. I cherish this game, and am quite happy to have it in my collection.
Movie Metropolis (309 KP) rated Tomb Raider (2018) in Movies
Jun 10, 2019
That’s all conjecture anyway as Vikander is the leading lady we have ended up with, for better or for worse. But is this Tomb Raider reboot the film to end that dreaded video game to movie curse and can Vikander take on the role that Angelina Jolie made so famous back in the early 00s? Read on to find out.
Lara Croft (Vikander) is the fiercely independent daughter of an eccentric adventurer (Dominic West) who vanished years earlier. Hoping to solve the mystery of her father’s disappearance, Croft embarks on a perilous journey to his last-known destination – a fabled tomb on a mythical island that might be somewhere off the coast of Japan. The stakes couldn’t be higher as Lara must rely on her sharp mind, blind faith and stubborn spirit to venture into the unknown.
Director Roar Uthaug, who only has a few Swedish movies to his name, directs a decent, if not outstanding adaptation of the famous character’s origins story that features some nifty action set-pieces intertwined with a hectic and often nausea-inducing filming style. It doesn’t break the video game to movie curse, but it’s a good shot.
Unfortunately, the cast is one of the film’s weakest points. Vikander is a whiny, self-absorbed brat for the majority of the runtime, only letting this insipid persona go in the latter half of the movie. This is through no fault of her own as her performance is as solid as we’ve come to expect from the actress, but the script really lets her down. The film starts off poorly with a messily edited boxing match giving way to a rather implausible bike chase that ends with Vikander face planting the bonnet of a police car. Thankfully, this is as bad as it gets.
From then on, the audience is treated to a selection of thrilling set-pieces, populated by some very good CGI indeed. It’s just unfortunate the characters lack any sort of presence whatsoever. Outside of Vikander’s insipid Lara, the rest of the cast are merely there to offer expositional dialogue. Dominic West in particular, who plays Lara’s father, spouts nothing but exposition, even narrating certain parts of the movie.
Apart from a couple of scenes involving Nick Frost as a greedy pawnbroker, Tomb Raider is devoid of any sense of fun whatsoever
Elsewhere, for a film called Tomb Raider, there’s very little tomb raiding to be had. In fact, it feels like a hybrid of Kong: Skull Island,The Mummy, Indiana Jones and The Hunger Games and for this reason it lacks a sense of identity and any originality whatsoever.
Cinematography wise, Tomb Raider is competent but not exceptional. The shot choices are limited and the action is sometimes messily edited to the point where it’s difficult to tell exactly what it is that’s going on. It avoids unnecessary shaky cam, which is a miracle in itself but it’s not the best the genre has to offer.
Unfortunately, director Roar Uthaug’s idea to go the complete opposite of many blockbusters nowadays results in a film that really doesn’t have a sense of humour. Apart from a couple of scenes involving Nick Frost as a greedy pawnbroker, Tomb Raider is devoid of any sense of fun whatsoever. It seems the scriptwriters missed the memo about the premise being absolutely ridiculous – a dose of humour would have done this tale a world of good.
Overall, Tomb Raider is a decent stab at resurrecting a character that Angelina Jolie performed so well over the course of her two films in the early 00s. Alicia Vikander plays a very different Lara Croft to Jolie and whilst she may need a couple more films for us to get acquainted with her, she’s off to a reasonable if unoriginal start. Whether or not she gets the chance to tomb raid again remains to be seen, it all depends on those box-office numbers.
https://moviemetropolis.net/2018/03/16/tomb-raider-review-contains-little-tomb-raiding/
Bob Mann (459 KP) rated The Mitchells vs The Machines (2021) in Movies
May 16, 2021
But the world is set to change forever, as sentient operating system PAL (Olivia Colman) and her army of robots take over the world and prepare to launch human-kind into deep dark space. The Mitchell's, as the world's unlikeliest Avengers, appear to be the only ones available to prevent the evil plan!
Positives:
- In my review of the lamentable "Thunder Force", I commented that it failed my "six laughs test" for a comedy. I only laughed 3 times in the whole film. In contrast, this movie hammered home guffaw-generating lines and scenes about six times a minute! It's hilarious. It's one of those films (like the best Pixar ones) with so much hidden detail buried in every shot. You could watch it a dozen times and still find new hidden gags.
- This is a movie that is the perfect family film. A film that kids will love for the knockabout comedy and a film that adults will also fall in love with. This comes from three different angles:
-- Excellent character development of the whole family. Katie feels like a fully rounded stroppy teen: she seems to be struggling with her identity (lesbian? - "It took me a while to figure myself out"); and she is struggling towards her personal goals despite the well-intentioned but destructive doubts that her rough-and-ready father keeps sowing. This feels like a journey that the family is on towards enlightenment, before it's too late.
-- This is also a film with considerable emotional heft. It channels at times some of the best elements of the Toy Story films (most notably "Toy Story 3" with Andy's departure for college). (Any parents who have never experienced that joyous yet dreadful day when you drive your chicks to university or college for the first time: brace yourselves!)
-- It's a dream for film fans. Like "Ready Player One", it's populated with lots of fun movie easter-eggs scattered throughout. Katie's 'Mount Rushmore' by the way has Greta Gerwig, Céline Sciamma (from "Portrait of a Lady on Fire"), Lynne Ramsey and Hal Ashby as her directorial inspirations.
- And finally, it's a film for adults appreciative of some truly great satirical one-liners, including some razor-sharp zingers at 'big tech'. For example:
"It's almost like stealing people's data and giving it to a hyper-intelligent AI as part of an unregulated tech monopoly was a bad thing"
Negatives:
- My only minor criticism - and its a debatable one - might be the running time of 113 minutes. It might be a little too long for younger kids' attention spans. A 90 minute, more condensed, movie might have ticked the 'perfection' box.
Summary Thoughts: I don't normally "go" for animated films much. But this one is a different breed. An instant classic. It knocks you round the chops and forces your respect by being like no animated feature you've seen before. Witty, irreverent, gloriously entertaining it's a no-brainer that this gets 5-stars from me.
I said in my review of "Nomadland" that although that wasn't a 5* film for me, I could see why its brave and different slant at film-making earned it the Best Film Oscar. Well, almost regardless of what epically beautiful production Pixar might bring out before the end of the year, if the Academy doesn't vote this Best Animated Feature at next year's Oscars, then some sort of crime might have been committed.
(For the full graphical review, please check out the One Mann's Movies review here - https://bob-the-movie-man.com/2021/05/16/the-mitchells-vs-the-machines-dog-pig-dog-pig-loaf-of-bread-kerboom/. Thanks.)
Purple Phoenix Games (2266 KP) rated Elysium in Tabletop Games
Aug 3, 2021
Elysium is a set collection card drafting game for two to four players. Each player will be attempting to complete the greatest collection of Legends written and subsequently transferred to their Elysium (Ancient Grecian version of heaven) for Victory Points. Whomever weaves the greatest Legendary tapestry will emerge victorious and really have a story to tell.
To setup, follow the instructions in the rulebook, but a three player game should look similar to what is pictured above. Players will receive their own player board, starting VP tokens and gold, and a set of columns. Cards from five different Grecian families will be shuffled and displayed in The Agora (middle of the board and the place to draft the cards). Once setup the game may begin.
Elysium is played over five Epochs (rounds) and each Epoch is divided into four phases. Phase I is Awakening, which is simply setting up The Agora for the new Epoch by removing all existing cards there and revealing more. Phase II is Actions, where players will be using their columns to draft cards from The Agora (as long as the color of column matches one of the icons on the card) and taking at least one Quest tile (also denotes player order for the next Epoch). Phase III is Writing the Legends, where players will redistribute the player order discs, receive gold and VP per their Quest tile, and transfer any cards from their Domain – active holding area – to their Elysium for VP at game end. Phase IV is End of Epoch, where players will perform basic cleanup tasks to prepare for the next Epoch of play. Play will continue in this fashion until the end of the fifth Epoch and players tally their final VP to determine the greatest Legend-crafter in all the land!
I know this is a VERY brief summary of what is done during the game, but Elysium has many card effects and combos to consider that I just cannot detail here for fear of readers falling asleep or my fingers falling off.
Components. Elysium has simply an incredible aesthetic. The non-card components certainly radiate ancient times and the art on the cards is breathtaking. Every piece is very high quality, which is something I have grown to expect from Space Cowboys games. The columns are fun to hold and move, and as a whole is just visually stunning. I love playing this game and seeing it all out on the table.
Obviously we place our ratings on the very first graphic you see so it is no surprise by the time you read down here, but I love Elysium. Like I mentioned in my open it was in my Top 10 for quite a while, and for very good reasons. First, I love games that simply LOOK good. Is that shallow? Maybe, but it’s what I like. Second, I love the card interplay and combo potential in Elysium. Chaining together cards to build small engines is always fun and provides so much replayability by never really being able to experience every card combo in the box. Finally, it has great components and a theme that speaks to me and my personal interests. It feels like a game that was meant to be played by me specifically. When you find a game like that you have to give it high ratings.
So if you are at all like me and enjoy games with a great theme, excellent art and components, and intriguing replayability, then certainly grab a copy of Elysium. Purple Phoenix Games gives it an Olympus-sized 11 / 12. So many Ancient Greece themed games exist and Elysium is simply one of the best.