Emma @ The Movies (1786 KP) rated Rampage (2018) in Movies
Sep 25, 2019
Lots of eyebrow action from The Rock, but even that couldn't save him from being upstaged by George the gorilla.
I've got no knowledge of the video game this is based off... but really, who needs it. Yet another film that does what you want it to. It's a solid action adventure with hints of comedy.
The parental advisory at the beginning saying there were crude gestures had me confused. After all I feel like we see that quite a lot in movies but it's never listed on the rating card at the beginning. It all makes sense once you see a giant gorilla flipping off The Rock.
A great monster movie that won't leave you disappointed. I'm almost certain that I'll be seeing this one again. My initial viewing was in 3D, there were no particularly bad parts to it in this but I certainly didn't feel like anything benefited from it.
Classic enjoyable Rock action, love Jumanji, and looking forward to Skyscraper. He's definitely on a roll.
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Purple Phoenix Games (2266 KP) rated Colt Express in Tabletop Games
Feb 6, 2020
Disclaimer: There are many expansions for Colt Express. I do not have any of them, nor do I have any gameplay experience with any of them. If and when I do get them added into my base game, I will either amend this review or write a new one! – L
Colt Express is a game of action programming in which players are trying to accumulate the most treasure over 5 rounds of play. Each round consists of 2 phases – Schemin’ and Stealin’. During the Schemin’ phase, players select action cards from their hand and play them to the center of the table in turn order. Possible actions are: Move between cars, Change floors, Shoot, Rob, or Move the Marshall. Depending on the round requirements, cards will be played either face-up or face-down. Face-up cards allow your opponents to see what you are programming and gives everyone a chance to counteract those actions, while the face-down cards leave some mystery to your strategy and your ultimate plan for victory. During the Stealin’ phase, the action cards are actually performed in the same order in which they were played. A new round card is then revealed, and players start the next Schemin’ phase. After 5 rounds, the player who has accumulated the most loot is the winner!
I have to start by saying that I generally do not like action programming games. I like to have a clear step-by-step strategy that I am able to adjust and adapt based on the current play situations. In action programming games, that really isn’t possible because you have to commit to your chosen actions before they are played out. That makes these games more chaotic than I would like because your carefully thought-out plans can be easily compromised by one single action of an opponent, throwing your strategy out the window. That being said, I think Colt Express approaches action programming in a unique way that takes the game to the next level. How? By varying whether your programmed actions are public or private knowledge. Depending on the round, you play cards face-up or face-down to the center of the table. As stated earlier, face-up cards give your opponents a peek at your strategy while your face-down cards keep some mystery in your plans. I really like this approach because it makes the game less luck-driven and gives players the opportunity to play with some semblance of strategy. Instead of focusing on just your actions and hoping that they aren’t inadvertently compromised, you get the chance to see some of what your opponents are planning and adjust your gameplay based on that. Yes, there will always be some twists and surprises that you didn’t see coming, but you’ve got to think beyond your strategy and keep yourself safe from other players. The added element of partial hidden-information makes Colt Express a more exciting game for me.
Let’s talk components next. I think the game components of Colt Express make the game so neat and cute at the same time. Colt Express is played on an actual 3D cardboard train! Each player has a meeple in their color, and you get to physically move your merson around the train according to your programmed actions. I think it works great by adding that spacial element to help players visualize their movement. The components themselves are pretty good quality, in my opinion. The train and the loot tokens are made of nice sturdy cardboard, and I know they will hold up to lots of plays. And don’t sweat it – the train can be stored fully-assembled in the box! That minimizes the time required for setup, and lets you get right to playing.
All in all, I think Colt Express is a fun game that requires strategy, but is not a brain-burner. There’s still enough luck involved to keep everyone on their toes, and the ensuing quasi-chaos really make the game feel like a train heist. If you haven’t tried Colt Express, I would recommend you do. It’s not on my list of favorite games, but it’s one that I like to bring out every so often! Purple Phoenix Games gives Colt Express a high-speed 15 / 24.
Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.