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Movie Metropolis (309 KP) rated Aladdin (2019) in Movies
Jun 10, 2019
Don't let us down Guy Ritchie
Along with Beauty & The Beast and The Lion King, Aladdin is one of Disney’s most-loved animated films. With Disney’s penchant for remaking their classic cartoons over the last few years, it was always going to be the case that Aladdin was going to be on the cards.
Director Bill Condon’s Beauty & The Beast was an enchanting ride that just fell short of living up to its predecessor and The Jungle Book director Jon Favreau has been tasked with bringing The Lion King back to life in live-action. We’ll find out how he gets on in July.
After Dumbo’s less than stellar performance with both critics and audiences in March, dark clouds were circling around the House of Mouse’s live-action arm. Hoping to inject a shot of hope to this ambitious release schedule was Guy Ritchie’s remake of Aladdin. Things didn’t look good from the marketing with poor CGI and seemingly wooden acting, so what does the finished film end up like?
Young Aladdin (Mena Massoud) embarks on a magical adventure after finding a lamp that releases a wisecracking genie (Will Smith). In his efforts to impress the wonderful Princess Jasmine (Naomi Scott), Aladdin embarks on a battle between good and evil against the wicked Jafar (Marwan Kenzari).
To look at, this live-action remake is absolutely packed full of colour and excitement, helped in part by Guy Ritchie’s frenetic filming style. Like Tim Burton before him, I was concerned about Ritchie’s appointment as director of this universally adored film, but unlike Burton, Ritchie gets it absolutely spot on. There are some absolutely stunning shot choices dotted throughout and the action is filmed with typical aplomb by a film-maker who has proven himself to be adept in this area.
The music, with original songs and updates of old classics is superb. Will Smith’s take on Friend Like Me is lip-smackingly good and will have you wanting to dance around the aisles, while A Whole New World really takes flight in this new, CGI-enhanced environment. Brand-new song, Speechless, written by Benj Pasek and Justin Paul and sang by Naomi Scott is Let It Go levels of awesome with Scott singing it exquisitely.
Will Smith’s take on Friend Like Me is lip-smackingly good
The special effects are on the whole very good and not as jarring as those in Dumbo. It’s unfortunate then that there are instances in which the green-screen is all too obvious and the CGI all too artificial. This is a shame, as the rest of the picture is extraordinarily well-filmed and feels, for want of a better word, incredibly opulent, dripping in gold hues. Again, Disney tests the limits of CGI and these limits are becoming more and more obvious as film-makers pursue more extravagant sequences.
Elsewhere, the cast is both a highlight and a hindrance. Mena Massoud plays the titular character with a cocky charm that makes this Aladdin very likeable indeed, while Naomi Scott is so much better than the trailers made her look. The film however belongs to Will Smith. He’s a brave man taking on a role that has become synonymous with Robin Williams but he brings depth, charisma and some of that old-fashioned Will Smith charm to the role – it’s the best we’ve seen him in years, even if he is doused in blue CGI for the majority of the film’s runtime.
Unfortunately, this modern reimagining hasn’t got everything right. Marwan Kenzari is severely miscast as Jafar. Bringing absolutely no menace to the role whatsoever, he proves to be a disappointing antagonist and the film’s only major black mark. The clunky CGI can be forgiven but this unfortunate characterisation can’t. Jafar is one of Disney’s best villains and for him to fall flat here is unacceptable.
Nevertheless, poor marketing aside, Aladdin is an absolute blast from start to finish. Well-paced, nicely acted (for the most part) and packed full of stunning music, this live-action remake has proven that Dumbo may have just been a disappointing sidestep in Disney’s ambitious live-action schedule.
That’s two out of the three. Don’t let us down Jon Favreau!
https://moviemetropolis.net/2019/05/22/aladdin-review-dont-let-us-down-guy-ritchie/
Director Bill Condon’s Beauty & The Beast was an enchanting ride that just fell short of living up to its predecessor and The Jungle Book director Jon Favreau has been tasked with bringing The Lion King back to life in live-action. We’ll find out how he gets on in July.
After Dumbo’s less than stellar performance with both critics and audiences in March, dark clouds were circling around the House of Mouse’s live-action arm. Hoping to inject a shot of hope to this ambitious release schedule was Guy Ritchie’s remake of Aladdin. Things didn’t look good from the marketing with poor CGI and seemingly wooden acting, so what does the finished film end up like?
Young Aladdin (Mena Massoud) embarks on a magical adventure after finding a lamp that releases a wisecracking genie (Will Smith). In his efforts to impress the wonderful Princess Jasmine (Naomi Scott), Aladdin embarks on a battle between good and evil against the wicked Jafar (Marwan Kenzari).
To look at, this live-action remake is absolutely packed full of colour and excitement, helped in part by Guy Ritchie’s frenetic filming style. Like Tim Burton before him, I was concerned about Ritchie’s appointment as director of this universally adored film, but unlike Burton, Ritchie gets it absolutely spot on. There are some absolutely stunning shot choices dotted throughout and the action is filmed with typical aplomb by a film-maker who has proven himself to be adept in this area.
The music, with original songs and updates of old classics is superb. Will Smith’s take on Friend Like Me is lip-smackingly good and will have you wanting to dance around the aisles, while A Whole New World really takes flight in this new, CGI-enhanced environment. Brand-new song, Speechless, written by Benj Pasek and Justin Paul and sang by Naomi Scott is Let It Go levels of awesome with Scott singing it exquisitely.
Will Smith’s take on Friend Like Me is lip-smackingly good
The special effects are on the whole very good and not as jarring as those in Dumbo. It’s unfortunate then that there are instances in which the green-screen is all too obvious and the CGI all too artificial. This is a shame, as the rest of the picture is extraordinarily well-filmed and feels, for want of a better word, incredibly opulent, dripping in gold hues. Again, Disney tests the limits of CGI and these limits are becoming more and more obvious as film-makers pursue more extravagant sequences.
Elsewhere, the cast is both a highlight and a hindrance. Mena Massoud plays the titular character with a cocky charm that makes this Aladdin very likeable indeed, while Naomi Scott is so much better than the trailers made her look. The film however belongs to Will Smith. He’s a brave man taking on a role that has become synonymous with Robin Williams but he brings depth, charisma and some of that old-fashioned Will Smith charm to the role – it’s the best we’ve seen him in years, even if he is doused in blue CGI for the majority of the film’s runtime.
Unfortunately, this modern reimagining hasn’t got everything right. Marwan Kenzari is severely miscast as Jafar. Bringing absolutely no menace to the role whatsoever, he proves to be a disappointing antagonist and the film’s only major black mark. The clunky CGI can be forgiven but this unfortunate characterisation can’t. Jafar is one of Disney’s best villains and for him to fall flat here is unacceptable.
Nevertheless, poor marketing aside, Aladdin is an absolute blast from start to finish. Well-paced, nicely acted (for the most part) and packed full of stunning music, this live-action remake has proven that Dumbo may have just been a disappointing sidestep in Disney’s ambitious live-action schedule.
That’s two out of the three. Don’t let us down Jon Favreau!
https://moviemetropolis.net/2019/05/22/aladdin-review-dont-let-us-down-guy-ritchie/

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Gareth von Kallenbach (980 KP) rated Hacksaw Ridge (2016) in Movies
Jul 15, 2019
World War II was an event that changed America’s standing globally and ensured the end of Hitler’s tyranny over Europe. It witnessed an isolated nation enter the war after being attacked by the Japanese at Pearl Harbor. The war forced men from all walks of life to step up in defense of their nation and for the freedom of those abroad. Desmond Dawes was one of these men, however, he sought to serve a different function in war. Instead of taking lives, he wanted to save them.
Hacksaw Ridge brings viewers a different perspective of war and the soldiers that were fighting it. Unlike previous films, this one discusses and displays the contributions made by a pacifist, a contentious objector, something that we look at as an anomaly and counter to the personalities and individuals that we are accustomed to seeing in a warfighting capacity. We don’t typically think about those who would resist fighting, other than those who dodged the draft or sought deferments. This film allows for a glimpse into how one man’s principles and faith allow him to resist actively fighting in order to serve as a combat medic in order for his fellow soldiers to return home. The story is harrowing and audiences will find themselves rooting for Private Dawes while questioning how his principles could remain so strong despite all of the obstacles that are put in his way. He wants to serve his country in the war, but does not want to kill in service to it. He is constantly referred to and treated as a coward for his stance. Despite this, he proves himself of heroism that cannot be measured.
The film is beautiful in displaying the various complexities in warfare and individual soldiers’ experiences. We get to see how Dawes is shaped into having the beliefs that guide him in his quest to become a soldier. We see the relationships that he develops in his hometown, his family, and the conflict that erupts between him and other members of his unit. We see that war is more complex than men fighting and killing. There is depth. There is character. These men are not simply numbers on a board or text. There is something about each one of them that played into the success of taking Okinawa as part of the Pacific campaign.
Hacksaw Ridge is not simply a film about one man’s journey to serve his principles and God while struggling against various agents seeking to break his spirit and demean who he is. The battle scenes and brutality rival that of Saving Private Ryan. Audiences seeking to see a traditional “rah rah” war film are going to be surprised with the way that this film will, hopefully, make them think more deeply about the calamity and horror of war. It will hopefully have them think about how far we have come as a people. More importantly, it will make us think differently about the men who served and helped to ensure democracy globally.
The film, overall, is strong with its presentation of information, action, sequences and storytelling. It may surpass previous WWII films with respect to significance and allowing itself to serve as a historical lens to the past. Audiences will be satisfied, shocked, and a bit disgusted with what is on display whether it is how war is conducted or in how we treat others with different beliefs or stances. Hacksaw Ridge may be an instant classic in not only its approach to the Pacific Theater, but in how we look at the soldiers and their contributions to this period.
Hacksaw Ridge brings viewers a different perspective of war and the soldiers that were fighting it. Unlike previous films, this one discusses and displays the contributions made by a pacifist, a contentious objector, something that we look at as an anomaly and counter to the personalities and individuals that we are accustomed to seeing in a warfighting capacity. We don’t typically think about those who would resist fighting, other than those who dodged the draft or sought deferments. This film allows for a glimpse into how one man’s principles and faith allow him to resist actively fighting in order to serve as a combat medic in order for his fellow soldiers to return home. The story is harrowing and audiences will find themselves rooting for Private Dawes while questioning how his principles could remain so strong despite all of the obstacles that are put in his way. He wants to serve his country in the war, but does not want to kill in service to it. He is constantly referred to and treated as a coward for his stance. Despite this, he proves himself of heroism that cannot be measured.
The film is beautiful in displaying the various complexities in warfare and individual soldiers’ experiences. We get to see how Dawes is shaped into having the beliefs that guide him in his quest to become a soldier. We see the relationships that he develops in his hometown, his family, and the conflict that erupts between him and other members of his unit. We see that war is more complex than men fighting and killing. There is depth. There is character. These men are not simply numbers on a board or text. There is something about each one of them that played into the success of taking Okinawa as part of the Pacific campaign.
Hacksaw Ridge is not simply a film about one man’s journey to serve his principles and God while struggling against various agents seeking to break his spirit and demean who he is. The battle scenes and brutality rival that of Saving Private Ryan. Audiences seeking to see a traditional “rah rah” war film are going to be surprised with the way that this film will, hopefully, make them think more deeply about the calamity and horror of war. It will hopefully have them think about how far we have come as a people. More importantly, it will make us think differently about the men who served and helped to ensure democracy globally.
The film, overall, is strong with its presentation of information, action, sequences and storytelling. It may surpass previous WWII films with respect to significance and allowing itself to serve as a historical lens to the past. Audiences will be satisfied, shocked, and a bit disgusted with what is on display whether it is how war is conducted or in how we treat others with different beliefs or stances. Hacksaw Ridge may be an instant classic in not only its approach to the Pacific Theater, but in how we look at the soldiers and their contributions to this period.

Paul Chesworth (3 KP) created a post
Feb 20, 2018

Purple Phoenix Games (2266 KP) rated Cosmic Run: Regeneration in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!
Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.
I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.
The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.
That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.
Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!
https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!
Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.
I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.
The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.
That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.
Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!
https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/

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Purple Phoenix Games (2266 KP) rated Mountain Goats in Tabletop Games
Mar 14, 2021
Fun fact about me: I thoroughly enjoy watching nature documentaries. I just think they’re so fascinating and I love getting to see all different kinds of animals from across the world. Some of my favorites have definitely been mountain goats. You know, those goats that somehow end up way up high on mountainsides that are basically sheer cliffs? How do they get up there? How do they not fall?? Maybe it’s just me, but those goats are extra intriguing to me. Along comes a game called Mountain Goats, so obviously, I had to try it.
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.
On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.
Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.
The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.
Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!

Whatchareadin (174 KP) rated Don't You Cry in Books
May 10, 2018
Quinn wakes up on Sunday morning to discover that her roommate, Esther, is gone. Quinn isn't sure what she should do. The window to the fire escape was left open, but there is no note or sign of where Esther could be. Should she go to the police or wait for Esther to return? When Quinn starts to find things that make her question the integrity of her roommate, she's not sure if she wants her to be found.
A few hours away on the shores of Lake Michigan, Alex, an 18 year old boy is on his way to work at the local diner. He's cleaning dishes, when the most beautiful girl he has ever seen walks in. It's all he can do to concentrate on his work and not watch her watching whatever it is she is looking at outside the window. Who is she and where did she come from? Alex is determined to find the answers to those questions.
This is the first book I have read by Mary Kubica. I have heard nothing but great things about all of her books. Recently, I won a copy of her most recent book, [b:Every Last Lie|32735394|Every Last Lie|Mary Kubica|https://images.gr-assets.com/books/1486762991s/32735394.jpg|53325365], and wanted to read something else of hers to get a feel for her writing style. When I first started the book, I dove in head first, I was very intrigued from the start and wanted to know what was going to happen.
I will say, that I found out what was going to happen about a third of the way through the book, although I was surprised at the end that I wasn't completely right. That is why I gave the book 3 stars.
What would you do if you found your roommate missing? A girl who you thought was one of the sweetest people you had ever known. Then you found evidence that maybe she wasn't so sweet after all, and maybe it was a good thing she was now gone. Quinn enlists the help of her friend and co-worker, Ben, who also knows Esther to help her get to the bottom of the mystery. When stranger and stranger details start to emerge, Quinn has no choice, but to go to the police for help. But will they help, or will they just assume, Esther has gone of her own free will and doesn't want to be found.
For Alex his motive is quite different. His life is not filled with much excitement, so when a new face appears in town and can shake up his boring world a bit, he's all for taking a chance on getting to know this girl. She is quite a change from dealing with his alcoholic father and the agoraphobic woman, Ingrid, who he frequently brings food to from the diner. But this girl won't tell him her name(he calls her Pearl because of her bracelet) or where she came from or why she is here. So he makes assumptions and tries his best to get to know her and find out who she is.
Are Esther and Pearl the same person? That is the question that plagues us through the whole book. You will have to read it to find out!
A few hours away on the shores of Lake Michigan, Alex, an 18 year old boy is on his way to work at the local diner. He's cleaning dishes, when the most beautiful girl he has ever seen walks in. It's all he can do to concentrate on his work and not watch her watching whatever it is she is looking at outside the window. Who is she and where did she come from? Alex is determined to find the answers to those questions.
This is the first book I have read by Mary Kubica. I have heard nothing but great things about all of her books. Recently, I won a copy of her most recent book, [b:Every Last Lie|32735394|Every Last Lie|Mary Kubica|https://images.gr-assets.com/books/1486762991s/32735394.jpg|53325365], and wanted to read something else of hers to get a feel for her writing style. When I first started the book, I dove in head first, I was very intrigued from the start and wanted to know what was going to happen.
I will say, that I found out what was going to happen about a third of the way through the book, although I was surprised at the end that I wasn't completely right. That is why I gave the book 3 stars.
What would you do if you found your roommate missing? A girl who you thought was one of the sweetest people you had ever known. Then you found evidence that maybe she wasn't so sweet after all, and maybe it was a good thing she was now gone. Quinn enlists the help of her friend and co-worker, Ben, who also knows Esther to help her get to the bottom of the mystery. When stranger and stranger details start to emerge, Quinn has no choice, but to go to the police for help. But will they help, or will they just assume, Esther has gone of her own free will and doesn't want to be found.
For Alex his motive is quite different. His life is not filled with much excitement, so when a new face appears in town and can shake up his boring world a bit, he's all for taking a chance on getting to know this girl. She is quite a change from dealing with his alcoholic father and the agoraphobic woman, Ingrid, who he frequently brings food to from the diner. But this girl won't tell him her name(he calls her Pearl because of her bracelet) or where she came from or why she is here. So he makes assumptions and tries his best to get to know her and find out who she is.
Are Esther and Pearl the same person? That is the question that plagues us through the whole book. You will have to read it to find out!

LilyLovesIndie (123 KP) rated Red Sky in Morning in Books
Nov 5, 2018
Check out the review on my blog, Lily Loves Indie, here http://lilylovesindie.co.uk/?p=27
I received this book through NetGalley in return for an honest review, and that I am very grateful for this opportunity to broaden my reading experience. This is a very different book to what I would usually read, with a different style of writing and plot development. Nevertheless, I did find it somewhat enjoyable, even if it was lacking in a couple of places.
The story follows the harsh life of Coll Coyle, a young Irish man struggling to keep his home for his family from a vile landlord. It seems things can only get worse as the saga progresses, with John Faller, a formidable gentleman, following him all the way around the world. Although he meets a good friend, his heart never truly leaves the loved ones left behind in Ireland.
Initially, this story is rather tough to get into, and that isn't something that changes much over the course of the book. Written in a strong Irish brogue, at times it can be quite difficult to read, however this becomes easier as you go further through the book. It does help you feel more immersed in the story though as it strangely flows quite naturally when you're reading.
The plot is something that, if I'm totally honest, needs a little work. It's just rather plodding and slow at times, and even after finishing it, I don't feel like the story really went anywhere and was never aiming for a conclusion. In addition, at times it was very depressing to read, and I had to put it down in favour of something a little more light-hearted.
All that as it was, there is one major redeeming feature in this book that had me reading to the end. The imagery is truly exquisite - Lynch really does have great skill at weaving the description through the story. This was a delight to read as the images just appeared with minimal effort from myself straight into my head.
Overall, I enjoyed this book, but it probably wouldn't be one I'd read over and over again. The description is by far it's greatest feature but it is, on the whole, something I'm glad I've read.
I received this book through NetGalley in return for an honest review, and that I am very grateful for this opportunity to broaden my reading experience. This is a very different book to what I would usually read, with a different style of writing and plot development. Nevertheless, I did find it somewhat enjoyable, even if it was lacking in a couple of places.
The story follows the harsh life of Coll Coyle, a young Irish man struggling to keep his home for his family from a vile landlord. It seems things can only get worse as the saga progresses, with John Faller, a formidable gentleman, following him all the way around the world. Although he meets a good friend, his heart never truly leaves the loved ones left behind in Ireland.
Initially, this story is rather tough to get into, and that isn't something that changes much over the course of the book. Written in a strong Irish brogue, at times it can be quite difficult to read, however this becomes easier as you go further through the book. It does help you feel more immersed in the story though as it strangely flows quite naturally when you're reading.
The plot is something that, if I'm totally honest, needs a little work. It's just rather plodding and slow at times, and even after finishing it, I don't feel like the story really went anywhere and was never aiming for a conclusion. In addition, at times it was very depressing to read, and I had to put it down in favour of something a little more light-hearted.
All that as it was, there is one major redeeming feature in this book that had me reading to the end. The imagery is truly exquisite - Lynch really does have great skill at weaving the description through the story. This was a delight to read as the images just appeared with minimal effort from myself straight into my head.
Overall, I enjoyed this book, but it probably wouldn't be one I'd read over and over again. The description is by far it's greatest feature but it is, on the whole, something I'm glad I've read.