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Avengers: Endgame (2019)
Avengers: Endgame (2019)
2019 | Sci-Fi, Thriller
The MCU will never be the same again
I’m not going to sit here and tell you that Avengers: Endgame is the best movie of the MCU, because frankly; it isn’t. It’s not even in my top three. However, as a culmination of everything Marvel has been working up to since 2008, it has to be applauded.

From a technical standpoint, Endgame is like nothing else we’ve ever seen come to the big screen, with a cast that pushes the film to breaking point, characters we remember from movies past and some we had perhaps forgotten about hit the screen in epic fashion. But how good is the finished product?

Adrift in space with no food or water, Tony Stark sends a message to Pepper Potts as his oxygen supply starts to dwindle. Meanwhile, the remaining Avengers – Thor, Black Widow, Captain America and Bruce Banner – must figure out a way to bring back their vanquished allies for an epic showdown with Thanos – the evil demigod who decimated the planet and the universe.

Directors Joe and Anthony Russo, who have by this point, helmed four MCU movies including the brilliant Captain America: Civil War are a safe pair of hands for this incredible feat of film-making, even if the movie feels overstuffed from time to time.

The film starts off exceptionally, with beautiful cinematography lending itself to some intriguing character development. Let’s not forget that we’ve been growing with some of these characters for 10 years and yet Endgame still manages to surprise and delight with new facets of their personalities.

This is helped of course by the tightly written script, but is mainly down to the actors who portray these icons of cinema. Robert Downey Jr is the best he’s been since the solo Iron Man movies and both Chris Evans and Hemsworth are immensely likeable as Captain America and Thor respectively. Unfortunately, Thor’s character arc here is a little disappointing as the Russo’s turn him into the butt of too many jokes – he is the god of thunder after all.

Where the film does suffer is with some of the newer characters. Brie Larson’s irritating Carol Danvers gets far too much screen time for someone so new to the franchise, and this sometimes feels at the expense of better, more established fan favourites. There’s nothing particularly wrong with her Captain Marvel, but she’s wooden and remains unlikeable, as she did in her solo outing earlier this year.

One individual that does standout however is Karen Gillan’s, Nebula. Always a secondary character up to this point, it’s fantastic to see her blossom and fully embody the personality of the troubled cyborg. In fact, she’s probably the best character across the entire running time.

Moments that should have more poignancy don’t get the respect they deserve
Josh Brolin’s Thanos is as intimidating as ever, though perhaps not as much as he was in last year’s Infinity War. And while the script-writing and humour are as spot on as you can imagine for a movie baring the MCU badge of honour, the Russo brothers are forced to re-write some of the franchise’s own rules – for plot reasons of course.

For fans of the entire universe, this proves unnerving but as with any series that’s lasted this long, some artistic license needs to be taken to keep it feeling fresh.

One thing that can’t be criticised however is the pacing. For a film a little over three hours long, Endgame never feels dull. Sure, there are moments that could have been trimmed down, but from thrilling set piece to thrilling set piece, the film steamrolls itself into a final hour that will have your jaw hitting the floor numerous times.

From a special effects standpoint, Endgame deserves praise. It would be easy to criticise the film for overflowing with CGI rather than the practical effects that the Star Wars and Jurassic franchises rely on, but this would be doing a disservice to the wonderful work the effects teams have done on this film. At no point are you under the illusion that this is all real, but it’s the best the MCU has been, especially towards the finale.

Nevertheless, the sheer scope of the film proves to be its undoing at times. Moments that should have more poignancy don’t get the respect they deserve and the number of characters vying for screen time naturally means some sacrifices needed to be made here and there.

Overall, Avengers: Endgame is a fitting tribute to the 21 films that came before it and acts as a cathartic exercise, putting to rest over a decade of thrilling, emotional and exciting movies. It’s action packed to the point of being exhausting and is, if you’ll pardon the pun, a technical marvel, but it just doesn’t quite hit the same heights as Infinity War and dare I say it, Thor: Ragnarok. As I stated at the beginning of this review, it would be easy for me to say Endgame is the best film in the franchise, but that would be doing a disservice to you the readers and the incredible films that truly deserve that title.

https://moviemetropolis.net/2019/04/27/avengers-endgame-review-the-mcu-will-never-be-the-same-again/
  
Terminator Salvation (2009)
Terminator Salvation (2009)
2009 | Action, Mystery, Sci-Fi
In the year 2018, humans are resisting the machines Skynet created called terminators. John Connor is the man who is destined to lead the resistance. Everything John Connor knows is turned inside out when he comes across Marcus Wright. Marcus was put to death by lethal injection in 2003 for killing his brother and two cops yet here he stands today. When an all out assualt by John's superiors is declared on Skynet, John finds out that Kyle Reese (the man who would eventually become his father) has been captured and will be caught in the blast, he knows his only choice is to join forces with Marcus, rescue the human prisoners, and bring Skynet down.

Christian Bale may have been the biggest disappointment in this film. After everyone heard the sound clip of him blowing up on set at a cinematographer, everybody kind of wondered if Bale's success was getting to his head. Well, it just might have. That clip seemed to run through my mind an awful lot throughout the duration of the film. My biggest complaint was that John Connor yelled the majority of the time, even when there was no reason to. When he did talk normally, he used his Batman voice. It just didn't seem to fit since Bale is more than capable of altering his accent (Harsh Times, Rescue Dawn, The Prestige). It's an issue that was bound to come up eventually, but just didn't really click until now.

The other weak link of the film had to be the dialogue. It is incredibly cheesy at times. At the beginning of the film, one of John Connor's superiors yells, "You tell those men to respond, even if they're dead!" It just seemed to be over the top more often than not. While the dialogue was a bit on the atrocious side, the story did have one interesting element going for it. The entire film revolves around this element and is really the only new factor brought in to the Terminator franchise. While the film had its low points, I kept thinking that the film at least had this going for it. Then the ending rolled around and just completely dropped the ball.

With all the negative components of the film, there are still quite a few pieces of the puzzle that are worth mentioning. The action scenes are beyond superb. The camera always seems to be in the right spot at the right time and it isn't too close, which is a definite plus. It seems to be too close during action sequences and fighting scenes in most films these days and most of the action gets lost in the shuffle (Transformers is a good example). Being able to see everything without wondering what happened to this character or that character is a nice change. Something that should definitely happen more often. The entire scene with The Harvester is pretty phenomenal. There are also quite a few throwbacks to the first two films of the franchise. "Come with me if you want to live," and, "I'll be back," are both used in the film, Kyle Reese uses his signature weapon, a sawn off shotgun, Marcus Wright knocks the windshield out of the wrecking truck in a similar fashion the T-1000 did with the diesel in T2, John Connor cocking a gun and firing at a T-800 while being wounded much like Sarah Connor did with the T-1000 while being wounded in T2, and I'm sure quite a few more that I missed.

Sam Worthington should be getting all the attention Christian Bale is for this film. He actually makes you care about Marcus Wright despite what he's done in the past. The way he portrays his emotions and how he's done these horrible things yet is a decent guy deep down inside just makes you want to root for him. Anton Yelchin also deserves a mention. His version of Kyle Reese is pretty much spot on with how you'd imagine a younger version of Kyle Reese to act. His mannerisms, the way he talks, everything. He nailed it.

The sound was also spectacular. Sounds of huge terminators echoed off the walls and made the ground shake, helicoptor blades seemed to chop through the air in violent strokes, motorcycles screeched from one side of the theater to the other to sound like they were going right by you, and you could feel the area around you rumble whenever there was a huge explosion. The sound is definitely a huge aspect of an action film and it really delivered here.

Terminator: Salvation is worth seeing, but being a fan of the franchise and having high expectations may leave you walking away in disappointment. The film doesn't really elaborate on the war between humans and machines or really add anything to the franchise, when all is said and done. If you can somehow remember the first two films yet not compare this sequel with them while ignoring plot holes, Christian Bale's over the top performance, and cheesy dialogue, then you may be able to enjoy Terminator: Salvation to its full extent. But if you're looking for a great action film that fails to expand the Terminator mythos in any way, shape, or form, then this film delivers.
  
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Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games

Mar 26, 2020 (Updated Mar 26, 2020)  
Houses of Knowledge
Houses of Knowledge
2020 | Card Game, Humor
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.

Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!

Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.

When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.

Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!

Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!

So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.

If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
  
Crazier Eights: Olympus
Crazier Eights: Olympus
2020 | Ancient, Card Game, Fantasy
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, and Shahrzad. Today we are taking a preview of Crazier Eights: Olympus.

You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Olympus (which I will from here call C8O) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.

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. You are invited to back the game through the Kickstarter campaign, or purchase it through any retailers stocking it after fulfillment. -T

To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!

The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8O strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.

Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of Olympus! Or at least, the winner of the game.

Components. This game is a box full of cards. Again, as I do not know if these components will be altered at all, I will comment on what we were provided. The cards are fine. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.

This implementation is the first Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it. The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights. However, now having played this several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider backing this one or purchasing one of its predecessors.

PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
  
Broom Service
Broom Service
2015 | Card Game, Fantasy
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.


At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!

On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.

The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!


Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.

That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
  
Shadow Hunters
Shadow Hunters
2005 | Adventure, Bluff, Card Game, Deduction, Horror
Playing board games has enlightened me so much and given me wishes to follow career paths I would not have considered otherwise. One career I would NOT want to take on is that of a Shadow Hunter: the warriors who seek out and destroy beings from the demon realms walking in our midst. I’d rather stay blissfully ignorant to their existence and simply hope we can be friends. However, in board game worlds I will seek and destroy like a good little Shadow Hunter does.


Shadow Hunters is a hidden identity survival card game for groups of 4-8 players. Each player’s drawn persona will belong to the Shadows, the Hunters, or Neutrals (common bystanders). The goals of the players may all be completely different and the game may end at any time due to fulfilling personal agendas. Players may even win when their characters are dead!
To setup place the board on the table and randomly populate the card spaces on the board with the Area Cards. Shuffle the White Cards, Black Cards, and Hermit Cards (why didn’t they just name these the Green Cards?) into their own stacks and place them on the side of the board in their slots. Players choose their preferred colors, take the boards and pieces with that color, and place one of their wooden markers on the No Damage space on the board. The other wooden marker will be used for movement on the board Area cards. Shuffle and deal each player one Character Card to be kept secret from the other players. Determine start player and the game is ready to begin!

On a player’s turn they will be completing at least one task and then possible other tasks. First, the active player will roll both the 1d6 and 1d4 together to arrive at a number between two and 10. The player will place their marker on the matching Area card on the board. Should a player roll a seven they may choose any location other than the space they are on and move. Each location will have an action printed on its card that a player may choose to complete. These could be drawing cards from the White, Black, or Hermit decks, damaging other players, or stealing equipment cards from them. Lastly, the active player may straight up attack another player within the same Area range (the three different areas are two cards linked together, so either the card the marker shares or the one that is linked).


As soon as a character has suffered damage equal to or greater than the HP shown on their Character Card, that character dies. Once a character dies, the owning player flips the Character Card over to reveal the character and, more importantly, their faction to which they belong. If this causes one player to fulfill their character’s goals, they must announce that the game is over. If not, play continues in this fashion until a player’s goal has been achieved to end the game. This could mean the Shadow team or Hunter team wins as a group, or that one player wins alone.
Components. Oddly, this edition of Shadow Hunters is now almost 10 years old, so it fall within the “older games” group. That said, the components are still excellent quality, even by today’s standards. The cards have a faint linen finish, the cardboard components are all thick and matte finished, the wooden player markers are chunky and fun to move around. The only issues I have with components are that I wish the colors matched more on the wooden markers and the player boards. Not a huge deal, but something that makes me cringe just a little inside. The other issue I have is most definitely a personal preference: the numbers on the d4 are on the bottom and I prefer them on the top. I know, purely personal preference and I’m dumb for even mentioning it.

This is a game I love but irks my wife. And not even because she doesn’t like the game. It irks her because of how I play it. Until I use the Hermit Cards to try to help figure out which player is on my team I will certainly be attacking everyone I can every chance I get. That’s not the best way to make friends, and I get it, but I’m not taking that chance of allowing a potential opponent to get a leg up on me. That bothers my wife because many times I’m attacking my teammates. Oh well.

I have played this game so many times with different groups and have had great success with it almost every single time. It’s an easy teach, the theme makes sense, and having different end goals is something that many people can rally behind. I know there are about 3,000 hidden identity games out there, but I consider this one of the best. Even 10 years later it sill holds that sheen and gives us a little different experience than just spamming The Resistance: Avalon every time. Purple Phoenix Games gives this one a hot 17 / 24. Pick this one up if you find it in the wild and want a different feel for your hidden identity collection. I love it and you might too.
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
The Hate U Give (2018)
The Hate U Give (2018)
2018 | Crime, Drama
It’s a turf war on a global scale.
I saw this as part of a “Secret Cinema” event by Cineworld cinemas in the UK. That’s where you go to see a pre-release movie without knowing what it is going to be. It’s an interesting litmus test for a) a movie’s upfront marketing appeal (how many people get up and walk out when the BBFC title appears) and b) the “grab ’em early” appeal of the movie itself (how many people get up and walk out during the first 20 minutes of so).

I’m afraid this movie didn’t do very well on either a) or b) at my showing: about 20 people left immediately, and more tellingly about another 20 people left in the first half hour. There’s a reason for that: the first half hour of this film is goddamn awful!

Starr Carter (Amandla Stenberg) is a sixteen year-old resident of Garden Heights, a black neighbourhood in a US city, where she lives with her younger brother and step-brother. Their parents Maverick (Russell Hornsby, “Fences“) and Lisa (Regina Hall) are devoting all of their energies to “break the cycle” and get their kids out of the neighbourhood and off to college and better futures. As such, the kids attend not the rough-house local school but a much more upper-class establishment: there Starr has to play a different role, with links to her origins being kept hidden even from her white boyfriend Chris (K.J. Apa).

But all that changes when her boyhood friend Khalil (Algee Smith) is shot and killed in a police stop-and-search. As the only witness, and with Khalil linked to local gang lord King (Anthony Mackie), Starr’s anonymous world is about to get a national focus shone onto it.

Man… I hate voiceovers in films and always have. So I really hated the start of this film which has Starr narrating ABSOLUTELY EVERYTHING (“Blah, blah, blah..”): no audience discovery is required. It also starts with a sort of highschool romance vibe, but not one that’s well done with kissing (“Blah, blah, blah..”) while the local Mean Girls look on (“Blah, blah”) then with Starr’s friends trying to act street (“blah, blah”) while Starr tries not to be street, all to the constant droning of Starr’s voiceover (“Blah, blah, blah..”). (I never walk out of movies…. but I can kind of understand the rationale of those who did).

Fortunately the voiceover then largely recedes (it only pops up with occasional staccato “thoughts”, before storming back for a “blah, blah” finale). And with the shooting, the film takes on a much more interesting slant, giving Amandla Stenberg a chance to really shine.

I have commented on Ms Stenberg before: she was the only really good thing in the recent “The Darkest Minds“. Here she exhibits a tremendous range from the delighted (her smile is radiant and seems astonishingly unforced) to the heartbroken and furious. There’s also a really strong supporting cast with great turns from Hornsby, Hall, Mackie and Smith. Hornsby in particular I found great as the Dad desperately tutoring his kids in military (but loving) fashion to avoid his mistakes.

For me, this seemed to be a surprisingly atypical view of a black ghetto-living family. A scene set in a diner is genuinely touching at emphasising the loving and close-knit nature of the Carter family.

Where I will struggle here is in trying to interpret my overall feelings about the film. As a white, older male person I have three degrees of separation from Starr’s perspective. And these are undoubtedly difficult issues to juggle with. The riots that happened recently in towns like Ferguson ape the activities on screen uncomfortably. Your sympathies might lie to some degree with the unfortunate white police officer (Drew Starkey); sympathies supported by the views of Starr’s police officer uncle Carlos (Common): until Starr points out via a punchy question that you REALLY shouldn’t feel like that… and your views are brought up with a jolt.

Aside from the rights and wrongs of the incident, there’s a frustrating dichotomy at play in the film with black and white communities wanting to be treated equally but never wanting to be treated the same. “You don’t SEE me” wails Starr. “I see you” replies Chris (as if James Cameron was directing!) But does he really? Without colour, I do not consider myself to be remotely capable of fully understanding Starr’s perspective on life. It made me want to read the source novel by Angie Thomas to try to get better insight.

Directed by George Tillman Jr., it’s undoubtedly a mixed bag, but I came down in the end on the side of it being good rather than bad… it has certainly had me thinking for a couple of days. The clumsy voiceovers and story elements in the opening and closing scenes mask a number of parallel and interesting story strands that generate conflicting thoughts about the state of race relations in today’s America. Jackson sang “It doesn’t matter if you’re black or white”: and it really shouldn’t, but actually in some quarters, it clearly still does.
  
Rear Window (1954)
Rear Window (1954)
1954 | Classics, Drama, Mystery
“Hmm… must have splattered a lot”.
Maddy at Maddy Loves Her Classic Films is hosting The Alfred Hitchcockblogathon. A fine idea, celebrating the life and works of the “Master of Suspense”. My contribution comes from his 1954 masterpiece “Rear Window” starring James Stewart and Grace Kelly.
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In one pan around his small apartment, and without a word of dialogue required, Hitchcock deftly fills in all the back-story you need: Stewart plays ace photo-journalist L.B. Jefferies, laid up from jetting the world to worn-torn regions by a broken leg in a full-cast with only his courtyard view to entertain him. In sweltering summer temperatures all the apartments are open to the elements, so he can be well entertained by the menagerie before him: “Miss Torso”, the scantily-clad and frequently showering ballerina; a sculptress with an eye towards Henry Moore; a struggling composer (who has his clock wound by someone very familiar!); a newly-wedded bride threatening to wear out the groom; a salesman and his bed-ridden wife; a dog-loving and balcony-sleeping couple; and “Miss Lonelyhearts” – a hard-drinking spinster forced to create imaginary male dinner-guests.
Stewart plays his usual ‘Mr Ordinary’ watching perfectly ordinary goings on in a perfectly ordinary apartment block.

Or not. Jefferies is drawn to some odd-events in the apartment of the salesman (Raymond Burr, still 13 years before his career-defining role in TV’s “Ironside”). His rampant suspicions infect not only his cranky middle-aged physiotherapist Stella (Thelma Ritter) but also his perfect (“too perfect”) girlfriend, the fashion expert Lisa (Grace Kelly). Of course his police friend Doyle (Wendell Corey) is having none of it… there is no evidence of any crime being committed. And the “murdered” wife has been seen being put on a train by her husband, and is sending him letters from the countryside.
Is Jefferies just going stir-crazy? Or is there really something to it?
The set for this film is masterly. Although depicting a genuine location in New York’s Greenwich village the huge set was constructed on the Paramount lot in Hollywood, and you can just imagine the army of carpenters and artists building the multi-layered structure.

It’s one of the stars of the film, allowing for a wealth of detail to be populated: in the apartments; in the street behind; even in the cafe over the other side of the street. And it’s this detail that really makes what could be a highly static film come alive. There are a half dozen films-within-the-film going on at once, with Stewart’s character – and you as the fellow-voyeur – having a multi-pass to watch them all simultaneously.
And watch he does. As what could be perceived as a seriously pervy character – something he is called out on by Stella – Jeffries gets to see an eyeful in particular of the shapely and scantily-clad ballerina (Georgine Darcy, agent-less and only paid $350 for the role!). These scenes must have been deemed quite risque for the year of release.

Where the film rather falters is in the bickering romance between Stewart and Kelly. As a hot-blooded man, I will declare that even today Kelly’s first dream-like appearance (with Vaseline lightly coating the lens) is breathtaking. She’s just the ‘girl-next-door’: if you live next to a palace that is! And yet (with Kelly 21 years Stewart’s junior) she’s just “too perfect” for L.B. , who feels (against her protestations) that she’s ‘too girly’ to hack the life of a war photographer on the road. The mysogeny, common for the day, is gasp-making: “If a girl’s pretty enough, she just has to ‘be'” intones Stewart, to no howls of protest or throwing of saucepans! In fact Kelly is greatly encouraged: “Preview of coming attractions” purrs Kelly, flaunting what she has around the apartment in a negligee.

These scenes though are rather overlong and somewhat get in the way of the murder mystery plot-line. Things really start to warm up when a death occurs, to piercing screams in the night: “Which one of you did it?” shouts a woman to the neighbourhood, as everything – momentarily – stops. “WHICH ONE OF YOU DID IT?”. Given your emotional involvement in the ongoing voyeurism, it’s hard as a viewer not to feel discomforted…. (“well, it wasn’t me”…. shifts uneasily in the seat).
From then on, Hitchcock proceeds to pile on suspenseful jolt after jolt, with first Lisa and then L.B. placed in harms way. While the perpetrator may seem clueless and incompetent, as most murderers of passion probably are, the denouement is satisfying, with a great trial use of green-screen ‘falling’ that would be perfected by Hitchcock for “Vertigo” four years later.


What’s curious for such as classic is that there are a number of fluffed lines in the piece: with two notable ones by Stewart and Kelly. Hitchcock was the master of long and uninterrupted takes, but did he not believe in re-shooting scenes when such errors occurred? Most odd.
Although tighter and more claustrophobic that some of his better known films, this is a firm favourite of mine. If you’ve never seen it, its well worth you checking out.