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Purple Phoenix Games (2266 KP) rated Arcane Arena in Tabletop Games
Jan 23, 2021
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
James P. Sumner (65 KP) rated Rambo: Last Blood (2019) in Movies
Sep 19, 2019
Hopefully this truly is Last Blood.
In Sylvester Stallone's fifth and (hopefully) final outing as one-man army John Rambo, we find the eponymous hero enjoying the quiet life on the Texas ranch he returned to at the end of "Rambo (2008)".
The character is still as reflective and composed as ever, with hints and flashbacks to his ongoing struggle with PTSD following his experiences in Vietnam. He trains horses on the ranch and acts as surrogate father to his college-bound niece, played by the relatively-unknown and absolutely stunning Yvette Monreal. He also has an unfathomably complex network of tunnels dug beneath his property, which could never have been done by one man, even in the 11 years that have past since the last movie.
The first ten minutes set the scene and familiarizes the audience with characters old and new. Having watched all four previous films in preparation for this one, it's quite sad to see how much the essence of Rambo as a person has changed. The first three all followed the same theme - a reluctant warrior with a muted self-loathing of the terrible abilities he has been blessed with, begrudgingly fighting someone else's war because he can't stop himself from doing what he thinks is right. The fourth one took the series in a different yet understandable direction - he's getting older, he's retired from the world, and he's minding his own business when trouble happens to find him. Then, the old Rambo we saw in "Rambo: First Blood - Part II (1985)" comes out and lays waste to everyone. But in this latest film, you barely recognize the character compared to the previous entries. He doesn't look or feel like the Rambo we've known over the years, which means this film struggles to look and feel like a Rambo film.
The next five minutes establishes the upcoming plot of the movie (such as it is), which is transparent and predictable. It then morphs into "Taken (2008)" on steroids! It takes a nice diversion at first, showing Rambo take on an entire Mexican people-trafficking ring, only to get the living hell beaten out of him. What you might think would happen in real life, but you kind of expected Rambo to go all "Rambo" on them, so when he doesn't, it's almost a pleasant surprise.
However, normal business soon resumes. Another tussle with some of the Mexican bad guys sets up the final act, which is Rambo vs. Every Mexican Criminal Ever - clips of which you will have seen in the trailer.
This is where the film lets itself down, if I'm honest. You would expect the finale to be the big payoff, but it actually ruins what would otherwise have been a half-decent film. It would be silly of me to criticize a Rambo film for being unrealistic. That being said, there's pushing the boundaries of belief, and then there's just lazy writing!
The final act begins. Five trucks of bad guys show up. Around 20-25 armed men are shown approaching Rambo's location. It's no spoiler to say he probably kills about 50 in total. Not sure where all the disposable enemies came from, but he didn't seem to mind.
Then there's the five-minute montage of him booby-trapping his ranch prior to the bad guys showing up. Something he did without any actual evidence they would come for him - just an assumption that somewhere there's a group of people who probably want to try and kill him, so best to be prepared. The whole scene feels like what would happen if "Deadpool (2016)" and "Home Alone (1990)" had a baby. Don't get me wrong, it was mindless, cringe-inducing, blood-soaked fun, but a lot of it felt unnecessarily complicated.
And then there's the violence itself. I love an action movie that drowns in crimson as much as the next person, but a lot of the violence felt like it was there for the sake of it. Like the producers said, 'We've got the 18-certificate, so let's make use of it.' I'm sure there's a deep-rooted psychological argument to be made for it. Like it's intentionally over the top to serve as a metaphor for the horrors Rambo suffered in Vietnam or something. Personally, I don't think this film is capable of being that deep and meaningful.
I really, really wanted this film to be good. I enjoyed the others and I wanted to enjoy this one. And I did, to an extent, I guess. But the whole film felt pointless. I understand the thinking that the series needed a proper and fitting end to the character's arc. But, if I'm being honest, you could've said the last film did that. It actually provides a better ending to the character than this one. The way he returned from Burma and is last seen approaching the family ranch after 30+ years away... you could've ended it there and left it to the audience's imaginations as to how he lived out the rest of his life. But money talks, and unfortunately, it ruined an otherwise successful and enjoyable franchise that had simply ran its course. A prime example of not knowing when to quit, this sentiment is echoed by Stallone's aging appearance, which takes away what credibility this character had left.
A real shame, but sadly, this isn't a film that's worth watching, unless you're a true die-hard fan of the character, in which case you'll want to watch it just because, but you'll be left disappointed.
The character is still as reflective and composed as ever, with hints and flashbacks to his ongoing struggle with PTSD following his experiences in Vietnam. He trains horses on the ranch and acts as surrogate father to his college-bound niece, played by the relatively-unknown and absolutely stunning Yvette Monreal. He also has an unfathomably complex network of tunnels dug beneath his property, which could never have been done by one man, even in the 11 years that have past since the last movie.
The first ten minutes set the scene and familiarizes the audience with characters old and new. Having watched all four previous films in preparation for this one, it's quite sad to see how much the essence of Rambo as a person has changed. The first three all followed the same theme - a reluctant warrior with a muted self-loathing of the terrible abilities he has been blessed with, begrudgingly fighting someone else's war because he can't stop himself from doing what he thinks is right. The fourth one took the series in a different yet understandable direction - he's getting older, he's retired from the world, and he's minding his own business when trouble happens to find him. Then, the old Rambo we saw in "Rambo: First Blood - Part II (1985)" comes out and lays waste to everyone. But in this latest film, you barely recognize the character compared to the previous entries. He doesn't look or feel like the Rambo we've known over the years, which means this film struggles to look and feel like a Rambo film.
The next five minutes establishes the upcoming plot of the movie (such as it is), which is transparent and predictable. It then morphs into "Taken (2008)" on steroids! It takes a nice diversion at first, showing Rambo take on an entire Mexican people-trafficking ring, only to get the living hell beaten out of him. What you might think would happen in real life, but you kind of expected Rambo to go all "Rambo" on them, so when he doesn't, it's almost a pleasant surprise.
However, normal business soon resumes. Another tussle with some of the Mexican bad guys sets up the final act, which is Rambo vs. Every Mexican Criminal Ever - clips of which you will have seen in the trailer.
This is where the film lets itself down, if I'm honest. You would expect the finale to be the big payoff, but it actually ruins what would otherwise have been a half-decent film. It would be silly of me to criticize a Rambo film for being unrealistic. That being said, there's pushing the boundaries of belief, and then there's just lazy writing!
The final act begins. Five trucks of bad guys show up. Around 20-25 armed men are shown approaching Rambo's location. It's no spoiler to say he probably kills about 50 in total. Not sure where all the disposable enemies came from, but he didn't seem to mind.
Then there's the five-minute montage of him booby-trapping his ranch prior to the bad guys showing up. Something he did without any actual evidence they would come for him - just an assumption that somewhere there's a group of people who probably want to try and kill him, so best to be prepared. The whole scene feels like what would happen if "Deadpool (2016)" and "Home Alone (1990)" had a baby. Don't get me wrong, it was mindless, cringe-inducing, blood-soaked fun, but a lot of it felt unnecessarily complicated.
And then there's the violence itself. I love an action movie that drowns in crimson as much as the next person, but a lot of the violence felt like it was there for the sake of it. Like the producers said, 'We've got the 18-certificate, so let's make use of it.' I'm sure there's a deep-rooted psychological argument to be made for it. Like it's intentionally over the top to serve as a metaphor for the horrors Rambo suffered in Vietnam or something. Personally, I don't think this film is capable of being that deep and meaningful.
I really, really wanted this film to be good. I enjoyed the others and I wanted to enjoy this one. And I did, to an extent, I guess. But the whole film felt pointless. I understand the thinking that the series needed a proper and fitting end to the character's arc. But, if I'm being honest, you could've said the last film did that. It actually provides a better ending to the character than this one. The way he returned from Burma and is last seen approaching the family ranch after 30+ years away... you could've ended it there and left it to the audience's imaginations as to how he lived out the rest of his life. But money talks, and unfortunately, it ruined an otherwise successful and enjoyable franchise that had simply ran its course. A prime example of not knowing when to quit, this sentiment is echoed by Stallone's aging appearance, which takes away what credibility this character had left.
A real shame, but sadly, this isn't a film that's worth watching, unless you're a true die-hard fan of the character, in which case you'll want to watch it just because, but you'll be left disappointed.
BankofMarquis (1832 KP) rated A League of Their Own (1992) in Movies
May 26, 2020
My Favorite Baseball Movie of All Time
I am a big fan of movies. I am a big fan of baseball. So, inevitably, I get asked what my favorite baseball movie is - and my answer surprises many. Beyond a doubt, my favorite baseball movie is the 1992 comedy A LEAGUE OF THEIR OWN, directed by Penny Marshall and starring Geena Davis and Tom Hanks.
I just rewatched this film (for the umpteenth time) and it still works very, very well.
Set during WWII, A LEAGUE OF THEIR OWN tells the story of the All American Girls Professional Baseball League - set up by owners of Major League baseball as many, many of the male professional baseball players were overseas fighting in the war.
Set up as a sibling rivalry story between star player Dottie Henson (Geena Davis) and her kid sister Kit (Lori Petty) who is always in Dottie's shadow, ALOTO shows the start-up of the league, the initial reluctance of the general public to embrace it and the eventual winning over of those that mocked it by actually playing good, hard-nosed ball.
This indifference (turned to acceptance) of this league is shown through the eyes of alcoholic, former Major League star Jimmy Dugan (a pre-Oscars Tom Hanks). After a strong 1980's in film, the first part of the 1990's was not kind to Hanks (JOE vs. THE VOLCANO tanked and the less that can be said about BONFIRE OF THE VANITIES the better). This film was considered a bit of a "comeback" film for him and he came back very, very well. His Jimmy Dugan is irascible, vulgar and angry but has a good heart that shines through. It was this role that would catapult Hanks into SuperStardom later in this decade (with films like PHILADELPHIA, FOREST GUMP, SAVING PRIVATE RYAN, SLEEPLESS IN SEATTLE, APOLLO 13 and THE GREEN MILE). So, remember, without Jimmy Duggan, their probably would not be a Woody from TOY STORY (at least not a Woody voiced by Hanks).
Geena Davis is strong in the lead role of Dottie. Davis is a natural athlete and a very intelligent individual (she was a semi-finalist for the U.S. Olympic Archery team and is a member of MENSA) and both attributes shine through in her portrayal of Dottie. She is strong, graceful and sure-headed in her approach to her goal - to be the best at what she is currently doing. The pairing of Davis and Hanks is interesting for you see great chemistry between these two characters - 2 characters that are compatriots and, perhaps, friends, but...which is unusual in a film such as this...NOT love interests for each other.
Faring less well in this film is Lori Petty as kid sister Kit who just wants a chance to get out from under her sister's shadow. I don't blame Petty's performance - she does the best she can with the material she is given, but her character is "whiny, pouty and shouty" throughout the film and was just not someone I cared about.
That cannot be said for the strong list of actresses that were cast as members of the Rockford Peaches - the team that Dottie and Kit play for (and that Jimmy Dugan manages). Director Penny Marshall insisted that all of the women cast actually be able to play baseball, so cut many, many good actresses that just couldn't be believed as baseball players. Madonna (of all people) shows a passable ability to play ball - as well as a winning personality as "All the Way" Mae, the team's centerfielder. In her first film role, Rosie O'Donnell almost steals the film as loud Long Island 3b Doris Murphy. Megan Cavanagh (2b Marla Hooch), Tracy Reiner (LF/P Betty "Spaghetti" Horn), Bitty Schram (RF Evelyn Gardner who was the cryer in the "there's no crying in baseball" scene), Ann Cusack (illiterate OF Shirley Baker), Anne Ramsey (1B Helen Haley) and Freddie Simpson (SS/P Ellen Sue Gotlander) all make a believably passable group of ballplayers that you want to spend time with.
Special notice needs to be made to the always dependable David Strathairn (as Ira Lowenstein - the guiding light to this league) and Jon Lovitz (who is the star of the first 1/4 of this film as Scout Ernie Capadino). They both bring needed life to moments of the film when it need it the most.
All of these elements are brought together wonderfully by the smart, thoughtful and emotionally rich direction of Penny Marshall. She was on a bit of a roll in this part of her career, having helmed BIG (1988) and AWAKENINGS (1990 - with Robin Williams and Robert DeNiro) previously. She went "3 for 3" as a Director with this one. She keeps the film moving along smartly, pausing just long enough at times to bring in some emotion and then follows it right up with some gut-busting laughs.
While I am not thrilled by the events of the final game (I think it is a little contrived and one of the principal characters gets a reward they don't deserve) but that is a "nit" on this film, for it is the journey - with characters that are fun to spend some time with - that makes this film works.
Oh...and Marshall also puts in some of the real players from the league in a finale that serves as a well-deserved salute to these womeon
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)
I just rewatched this film (for the umpteenth time) and it still works very, very well.
Set during WWII, A LEAGUE OF THEIR OWN tells the story of the All American Girls Professional Baseball League - set up by owners of Major League baseball as many, many of the male professional baseball players were overseas fighting in the war.
Set up as a sibling rivalry story between star player Dottie Henson (Geena Davis) and her kid sister Kit (Lori Petty) who is always in Dottie's shadow, ALOTO shows the start-up of the league, the initial reluctance of the general public to embrace it and the eventual winning over of those that mocked it by actually playing good, hard-nosed ball.
This indifference (turned to acceptance) of this league is shown through the eyes of alcoholic, former Major League star Jimmy Dugan (a pre-Oscars Tom Hanks). After a strong 1980's in film, the first part of the 1990's was not kind to Hanks (JOE vs. THE VOLCANO tanked and the less that can be said about BONFIRE OF THE VANITIES the better). This film was considered a bit of a "comeback" film for him and he came back very, very well. His Jimmy Dugan is irascible, vulgar and angry but has a good heart that shines through. It was this role that would catapult Hanks into SuperStardom later in this decade (with films like PHILADELPHIA, FOREST GUMP, SAVING PRIVATE RYAN, SLEEPLESS IN SEATTLE, APOLLO 13 and THE GREEN MILE). So, remember, without Jimmy Duggan, their probably would not be a Woody from TOY STORY (at least not a Woody voiced by Hanks).
Geena Davis is strong in the lead role of Dottie. Davis is a natural athlete and a very intelligent individual (she was a semi-finalist for the U.S. Olympic Archery team and is a member of MENSA) and both attributes shine through in her portrayal of Dottie. She is strong, graceful and sure-headed in her approach to her goal - to be the best at what she is currently doing. The pairing of Davis and Hanks is interesting for you see great chemistry between these two characters - 2 characters that are compatriots and, perhaps, friends, but...which is unusual in a film such as this...NOT love interests for each other.
Faring less well in this film is Lori Petty as kid sister Kit who just wants a chance to get out from under her sister's shadow. I don't blame Petty's performance - she does the best she can with the material she is given, but her character is "whiny, pouty and shouty" throughout the film and was just not someone I cared about.
That cannot be said for the strong list of actresses that were cast as members of the Rockford Peaches - the team that Dottie and Kit play for (and that Jimmy Dugan manages). Director Penny Marshall insisted that all of the women cast actually be able to play baseball, so cut many, many good actresses that just couldn't be believed as baseball players. Madonna (of all people) shows a passable ability to play ball - as well as a winning personality as "All the Way" Mae, the team's centerfielder. In her first film role, Rosie O'Donnell almost steals the film as loud Long Island 3b Doris Murphy. Megan Cavanagh (2b Marla Hooch), Tracy Reiner (LF/P Betty "Spaghetti" Horn), Bitty Schram (RF Evelyn Gardner who was the cryer in the "there's no crying in baseball" scene), Ann Cusack (illiterate OF Shirley Baker), Anne Ramsey (1B Helen Haley) and Freddie Simpson (SS/P Ellen Sue Gotlander) all make a believably passable group of ballplayers that you want to spend time with.
Special notice needs to be made to the always dependable David Strathairn (as Ira Lowenstein - the guiding light to this league) and Jon Lovitz (who is the star of the first 1/4 of this film as Scout Ernie Capadino). They both bring needed life to moments of the film when it need it the most.
All of these elements are brought together wonderfully by the smart, thoughtful and emotionally rich direction of Penny Marshall. She was on a bit of a roll in this part of her career, having helmed BIG (1988) and AWAKENINGS (1990 - with Robin Williams and Robert DeNiro) previously. She went "3 for 3" as a Director with this one. She keeps the film moving along smartly, pausing just long enough at times to bring in some emotion and then follows it right up with some gut-busting laughs.
While I am not thrilled by the events of the final game (I think it is a little contrived and one of the principal characters gets a reward they don't deserve) but that is a "nit" on this film, for it is the journey - with characters that are fun to spend some time with - that makes this film works.
Oh...and Marshall also puts in some of the real players from the league in a finale that serves as a well-deserved salute to these womeon
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)
Rob P (30 KP) rated Avengers: Endgame (2019) in Movies
May 6, 2019
Sheer scope and spectacle (2 more)
satisfying conclusion to the Infinity/Avengers saga
Pretty much a 90 minute end battle scene
Unfair arc for some characters (1 more)
The end of an era! #cry
Love you 3000 - *Seriously - S P O I L E R S*
Contains spoilers, click to show
Well, what a long, strange, amazing trip it's been.
Assuming that everyone who sees this film is invested in the MCU, this doesn't disappoint. Although I'm a fan of the comics, you can't really compare the comic universe to the cinematic universe in terms of plot, it stands alone with its own intricacies, strengths and weaknesses.
I don't have a lot of negative things to say about this one, it's an involving, dramatic, action packed and beautiful piece of work from the Russo brothers, but I'll start with the one or two gripes I had.
From the start, they went with an odd route, one that I wasn't expecting . *SPOILERS* - Thanos as we know him, dies in the first 15 minutes of the film. Honestly was not expecting that. Robbed the satisfaction of build up for me, but ultimately the build up starts again, as the Avengers then go about stopping an alternate timeline Thanos from BEFORE the events of Guardians of the Galaxy by going to retrieve the infinity stones from different points in time (and the MCU movies), before Thanos finds them, so all is not lost on that front, there's still a Thanos to face.
One gripe was the arc of one particular character - our big green rage machine. After the events of infinity war, you'll remember, Hulk was left somewhat lacking, after getting his arse handed to him by Thanos and then refusing to come out for the rest of the film. I felt there was atonement due for him. Here we see Banner has now found catharsis with the Hulk, by staying in Hulk form with his own personality in the five years since the snap. That's all well and good, but after the death of a certain other member of the Avengers after retrieving the Soulstone, I thought - right. Now Hulk will smash. Now we have to see him go ham on someone. Nothing. Not even an action shot of Hulk fighting in the entire last battle scene, which only would have taken 20 seconds out of an entire 90 minute battle. I would have liked to have seen Hulk Vs Thanos, even if for a brief moment, whether Banner came out on top or not. Banner actually using his own anger, which by his own admission in Avengers Assemble, he has. All the time. It felt an unfair way to end one of the major characters stories, for seemingly what would have taken so little to make. it's not like they lacked the CGI budget, after all. Instead, Scarlet Witch gets a showdown with Thanos, and she's not even a particularly major player within the Avengers team, again don't get me wrong, after Vision she deserves a shot. But Hulk more so... It seemed silly to me.
The other negative for me, was Thor. Another slightly disappointing arc for the god of thunder. I felt he was robbed of all the awesomeness Taika rejuvenated him with from Ragnarok, which then continued into Infinity War. They turned him into God of amazing lightning and patron saint of badassery, with a new axe that just gives him a look as cool as they other side of the pillow. Now, the Russo's have had him drink himself to death, making him bloated and filled with sadness and regret. Don't get me wrong. Thor has more reason than most to be that way, he's lost everything over his story arc. I think that by letting him kill Thanos at the beginning, they robbed him of his real purpose, which is to be the strongest of the avengers (arguably) and just be the badass we all know he is. The one positive thing about this, is Thor's new aesthetic actually makes him look like a viking, which was amazing. Braided beard, heavy set, long hair. Great stuff, made him feel much more realistic in that sense, just again I think it was a bit of an unfair arc for him. Although, as he's now set to join GOTG, there's plenty of time to atone.
That's my two cents on the negs of this one. Now for positives:
My god, the scope and sheer spectacle of the MCU films rarely disappoint, this is no exception. just some absolutely jaw dropping sequences, especially when you have the big three (Stark, Cap and Thor) trying to stop Thanos before the major battle scene. It's stuff to make you weep tears of pure joy.
Following on from that, the moment where it's confirmed the snap has been reversed and the portals open up, the armies of Wakanda come out chanting along with just EVERYBODY, and that Avengers music starts up... goosebumps just thinking about it.
The involvement and rounding of previous MCU films in the first half of the movie is intense and satisfying, as the group split up into different places in time to retrieve the stones. Lots of nods to different franchises, nice bit of exposition, and certain parts in particular are just happy, like seeing Tony talking to his father back in the 70's without him realising who he is. Wonderful Stuff.
We all knew there would be deaths, I felt that these were handled gracefully and tactfully, giving the best service for the characters and fans. At the same time, they were not predictable, which i felt was definitely important.
As a last word, anyone who's ever watched a marvel film or had interest in the comics needs to see this. There is a list published of the films you need to see beforehand to fully appreciate the time travel segments, but it's not absolutely necessary. It just helps you appreciate the thought that has gone into rounding off the biggest cinematic series in history, all the in jokes and nuances that the Russo's included to really make this serviceable to the fans.
The end of an era, and as a crescendo to the the symphony started by the rest of MCU, it's just plain beautiful.
Love you 3000, folks.
- Rob
Assuming that everyone who sees this film is invested in the MCU, this doesn't disappoint. Although I'm a fan of the comics, you can't really compare the comic universe to the cinematic universe in terms of plot, it stands alone with its own intricacies, strengths and weaknesses.
I don't have a lot of negative things to say about this one, it's an involving, dramatic, action packed and beautiful piece of work from the Russo brothers, but I'll start with the one or two gripes I had.
From the start, they went with an odd route, one that I wasn't expecting . *SPOILERS* - Thanos as we know him, dies in the first 15 minutes of the film. Honestly was not expecting that. Robbed the satisfaction of build up for me, but ultimately the build up starts again, as the Avengers then go about stopping an alternate timeline Thanos from BEFORE the events of Guardians of the Galaxy by going to retrieve the infinity stones from different points in time (and the MCU movies), before Thanos finds them, so all is not lost on that front, there's still a Thanos to face.
One gripe was the arc of one particular character - our big green rage machine. After the events of infinity war, you'll remember, Hulk was left somewhat lacking, after getting his arse handed to him by Thanos and then refusing to come out for the rest of the film. I felt there was atonement due for him. Here we see Banner has now found catharsis with the Hulk, by staying in Hulk form with his own personality in the five years since the snap. That's all well and good, but after the death of a certain other member of the Avengers after retrieving the Soulstone, I thought - right. Now Hulk will smash. Now we have to see him go ham on someone. Nothing. Not even an action shot of Hulk fighting in the entire last battle scene, which only would have taken 20 seconds out of an entire 90 minute battle. I would have liked to have seen Hulk Vs Thanos, even if for a brief moment, whether Banner came out on top or not. Banner actually using his own anger, which by his own admission in Avengers Assemble, he has. All the time. It felt an unfair way to end one of the major characters stories, for seemingly what would have taken so little to make. it's not like they lacked the CGI budget, after all. Instead, Scarlet Witch gets a showdown with Thanos, and she's not even a particularly major player within the Avengers team, again don't get me wrong, after Vision she deserves a shot. But Hulk more so... It seemed silly to me.
The other negative for me, was Thor. Another slightly disappointing arc for the god of thunder. I felt he was robbed of all the awesomeness Taika rejuvenated him with from Ragnarok, which then continued into Infinity War. They turned him into God of amazing lightning and patron saint of badassery, with a new axe that just gives him a look as cool as they other side of the pillow. Now, the Russo's have had him drink himself to death, making him bloated and filled with sadness and regret. Don't get me wrong. Thor has more reason than most to be that way, he's lost everything over his story arc. I think that by letting him kill Thanos at the beginning, they robbed him of his real purpose, which is to be the strongest of the avengers (arguably) and just be the badass we all know he is. The one positive thing about this, is Thor's new aesthetic actually makes him look like a viking, which was amazing. Braided beard, heavy set, long hair. Great stuff, made him feel much more realistic in that sense, just again I think it was a bit of an unfair arc for him. Although, as he's now set to join GOTG, there's plenty of time to atone.
That's my two cents on the negs of this one. Now for positives:
My god, the scope and sheer spectacle of the MCU films rarely disappoint, this is no exception. just some absolutely jaw dropping sequences, especially when you have the big three (Stark, Cap and Thor) trying to stop Thanos before the major battle scene. It's stuff to make you weep tears of pure joy.
Following on from that, the moment where it's confirmed the snap has been reversed and the portals open up, the armies of Wakanda come out chanting along with just EVERYBODY, and that Avengers music starts up... goosebumps just thinking about it.
The involvement and rounding of previous MCU films in the first half of the movie is intense and satisfying, as the group split up into different places in time to retrieve the stones. Lots of nods to different franchises, nice bit of exposition, and certain parts in particular are just happy, like seeing Tony talking to his father back in the 70's without him realising who he is. Wonderful Stuff.
We all knew there would be deaths, I felt that these were handled gracefully and tactfully, giving the best service for the characters and fans. At the same time, they were not predictable, which i felt was definitely important.
As a last word, anyone who's ever watched a marvel film or had interest in the comics needs to see this. There is a list published of the films you need to see beforehand to fully appreciate the time travel segments, but it's not absolutely necessary. It just helps you appreciate the thought that has gone into rounding off the biggest cinematic series in history, all the in jokes and nuances that the Russo's included to really make this serviceable to the fans.
The end of an era, and as a crescendo to the the symphony started by the rest of MCU, it's just plain beautiful.
Love you 3000, folks.
- Rob
Purple Phoenix Games (2266 KP) rated Lagoon: Land of Druids 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!
Lagoon is a land of harmony and balance. Or at least it WAS until the rise of humanity. The three spiritual energies that once existed in a perfect equilibrium are now fighting for dominance and control over the destiny of Lagoon. Each energy has amassed a following of druids who are working to ensure that their chosen energy is victorious! Which energy will you choose to serve, and will your choice be the correct one in the end? There’s only one way to find out!
Lagoon: Land of the Druids is a game of tile placement and exploration. You are the leader of a circle of druids, and they will do your bidding throughout the game. On your turn, you will take any/all of these five actions: Move, Summon (add one of your reserve druids to the play area), Explore (add a new site tile to the table), Invoke (use a Site Action), or Unravel (remove a site tile from play). You can perform as many of these actions as you want, as long as you have the appropriate resources to spend. Each tile in the game is double-sided, and each side has a unique action/ability associated with it. Strategy is everything – which tile side should you choose to bring into play, and how can you best use the available abilities to benefit your chosen energy? You also have to keep an eye on your opponents because they might be trying to undermine your plans to help their energy achieve success! The game ends when all tiles have been explored, and then players count up points dependent upon which energy was ultimately dominant. The player with the most points is the winner!
As a solo game, Lagoon plays similarly to the multi-player game. Instead of competing against other humans, you are playing against an AI opponent (fondly referred to as “AJ” in the rulebook). On its turn, alternating with yours, the AI executes three steps – Explore, Unravel, and Invoke (perform an action dependent on which druids the AI currently has in play). Each of those steps is explained in more detail in the rulebook. The game ends as in a normal group game, and the player (either you or the AI) with the highest score wins.
The first thing I should mention are the solo rules themselves – they are very wordy and contain lots of ambiguity. It took me a couple of read-throughs before I felt comfortable trying to play, and even now I still keep the solo rules easily accessible when I do play. With so many moving elements in this game, clear and concise rules are necessary for an unencumbered game.
When I say there are a lot of moving elements, I mean it. At any point, you could have up to 5 druids in play, with access to up to 5 unique site powers to invoke in addition to the basic actions you can take on your turn. And on top of that, your druids are spiritually connected, so a druid on one site can use the power of a different site as long as you have a druid there as well. There are also lots of opportunities to combo powers this way, and unless you’re 100% focused, you could lose track of what you already did or forget to pay for an action. And in a solo game, you’re not only tracking this for yourself, you also have to make sure you’re executing the AI turns correctly. There’s just a lot going on and it can be easy to accidentally skip a step.
The thing I dislike most about playing Lagoon solo is that I have to make decisions for the AI. When placing tiles on AI turns, I get to choose which side to play. When the AI unravels a site, I get to choose which site to remove. It’s hard to play this game honestly because I can just choose whatever will benefit ME the most, and not necessarily act in the AI’s best interest. Obviously, a human opponent would do whatever they want for themselves, but in a solo game I am in control of my opponent. The rulebook does offer ways to alleviate this, but I either honestly forget to refer back to the rules for certain situations, or I just choose to ignore the suggestions. I know, I know, that sounds like a personal problem. And I guess it is. I just don’t like the responsibility of having to play two competing sides because it is hard to stay honest. Since this game is so dependent on strategy and personal decisions, there is no good way for an AI opponent to be successful.
Lagoon: Land of the Druids is a complex game that requires more strategy than you think. That being said, I don’t like to play it solo. Each turn offers lots of opportunities, but so many options can be overwhelming. Having to make decisions for the AI is not enjoyable for me because I am aware that I do not always make the best decision for the AI – it’s just hard for me to consciously make decisions detrimental to my game. The idea of this game is neat, but the execution of the solo rules (from their editing to their actual gameplay) just doesn’t work well for me. Give it a try solo if you want, but you’re not really missing a lot if you don’t.
https://purplephoenixgames.wordpress.com/2019/03/11/solo-chronicles-lagoon-land-of-the-druids/
Lagoon is a land of harmony and balance. Or at least it WAS until the rise of humanity. The three spiritual energies that once existed in a perfect equilibrium are now fighting for dominance and control over the destiny of Lagoon. Each energy has amassed a following of druids who are working to ensure that their chosen energy is victorious! Which energy will you choose to serve, and will your choice be the correct one in the end? There’s only one way to find out!
Lagoon: Land of the Druids is a game of tile placement and exploration. You are the leader of a circle of druids, and they will do your bidding throughout the game. On your turn, you will take any/all of these five actions: Move, Summon (add one of your reserve druids to the play area), Explore (add a new site tile to the table), Invoke (use a Site Action), or Unravel (remove a site tile from play). You can perform as many of these actions as you want, as long as you have the appropriate resources to spend. Each tile in the game is double-sided, and each side has a unique action/ability associated with it. Strategy is everything – which tile side should you choose to bring into play, and how can you best use the available abilities to benefit your chosen energy? You also have to keep an eye on your opponents because they might be trying to undermine your plans to help their energy achieve success! The game ends when all tiles have been explored, and then players count up points dependent upon which energy was ultimately dominant. The player with the most points is the winner!
As a solo game, Lagoon plays similarly to the multi-player game. Instead of competing against other humans, you are playing against an AI opponent (fondly referred to as “AJ” in the rulebook). On its turn, alternating with yours, the AI executes three steps – Explore, Unravel, and Invoke (perform an action dependent on which druids the AI currently has in play). Each of those steps is explained in more detail in the rulebook. The game ends as in a normal group game, and the player (either you or the AI) with the highest score wins.
The first thing I should mention are the solo rules themselves – they are very wordy and contain lots of ambiguity. It took me a couple of read-throughs before I felt comfortable trying to play, and even now I still keep the solo rules easily accessible when I do play. With so many moving elements in this game, clear and concise rules are necessary for an unencumbered game.
When I say there are a lot of moving elements, I mean it. At any point, you could have up to 5 druids in play, with access to up to 5 unique site powers to invoke in addition to the basic actions you can take on your turn. And on top of that, your druids are spiritually connected, so a druid on one site can use the power of a different site as long as you have a druid there as well. There are also lots of opportunities to combo powers this way, and unless you’re 100% focused, you could lose track of what you already did or forget to pay for an action. And in a solo game, you’re not only tracking this for yourself, you also have to make sure you’re executing the AI turns correctly. There’s just a lot going on and it can be easy to accidentally skip a step.
The thing I dislike most about playing Lagoon solo is that I have to make decisions for the AI. When placing tiles on AI turns, I get to choose which side to play. When the AI unravels a site, I get to choose which site to remove. It’s hard to play this game honestly because I can just choose whatever will benefit ME the most, and not necessarily act in the AI’s best interest. Obviously, a human opponent would do whatever they want for themselves, but in a solo game I am in control of my opponent. The rulebook does offer ways to alleviate this, but I either honestly forget to refer back to the rules for certain situations, or I just choose to ignore the suggestions. I know, I know, that sounds like a personal problem. And I guess it is. I just don’t like the responsibility of having to play two competing sides because it is hard to stay honest. Since this game is so dependent on strategy and personal decisions, there is no good way for an AI opponent to be successful.
Lagoon: Land of the Druids is a complex game that requires more strategy than you think. That being said, I don’t like to play it solo. Each turn offers lots of opportunities, but so many options can be overwhelming. Having to make decisions for the AI is not enjoyable for me because I am aware that I do not always make the best decision for the AI – it’s just hard for me to consciously make decisions detrimental to my game. The idea of this game is neat, but the execution of the solo rules (from their editing to their actual gameplay) just doesn’t work well for me. Give it a try solo if you want, but you’re not really missing a lot if you don’t.
https://purplephoenixgames.wordpress.com/2019/03/11/solo-chronicles-lagoon-land-of-the-druids/
Chris Sawin (602 KP) rated Clash of the Titans (2010) in Movies
Jun 22, 2019 (Updated Jun 23, 2019)
Clash of the Titans tells the story of men turning their backs on the gods. The gods grow weaker as men refuse to pay worship to them and neither side will budge. That's where Perseus (Sam Worthington) comes in. Perseus is a demigod, half man and half god. Zeus (Liam Neeson) is his father, but Perseus was raised as a fisherman. As the gods grow desperate, they turn to Zeus' brother who was banished to the underworld, Hades (Ralph Fiennes) to hopefully scare them into realizing "the order of things." When Hades onslaught kills Perseus' family, Perseus vows revenge against him and will do everything within his power to destroy the god of the underworld. Perseus' journey will not be easy as several ungodly beasts stand in the way of him reaching his goal as he struggles with accepting sanctuary as a god or continuing on this journey as a man.
Clash of the Titans was highly anticipated on my end for quite some time. The trailers were pretty fantastic and everything seemed to point to the film being epic. Directed by Louis Leterrier (Unleashed, The Incredible Hulk) and starring Sam Worthington (Avatar, Terminator: Salvation), Liam Neeson (Taken, Batman Begins), and Ralph Fiennes (In Bruges, The Hurt Locker), this film had a solid cast and a director with some pretty great films under his belt. It had all the elements to make a fantastic film and yet it somehow managed to fail.
The film felt like a watered down version of what a film based on the God of War video game could potentially be. All the same gods are there, the Medusa character is in there, there's a character battling against the gods, the similarities are pretty obvious. The only thing that is different is that the main character is named Perseus instead of Kratos. On one hand, it may not be a bad thing comparing the film to God of War. If they do decide to make a God of War film down the road though, it seems like it'll be way too similar to this film unless they go full-blown, balls out rated R with it. That's the route they should go anyway, but Clash of the Titans basically feels like a censored version of God of War.
Certain other things about the film really bugged me. The main one being that the two main female characters Io (Gemma Arterton) and Andromeda (Alexa Davalos) cried at EVERYTHING. Every time they spoke it was like they started getting teary eyed. "Oh Perseus, I can't follow you into Medusa's lair since I'm not a big strong man like you are. *sob*" Just made me want to slap them and go, "GET A GRIP, LADY! SHEESH!" The biggest pet peeve of mine lies in the finale of the film. Everything regarding Hades and the kraken are dealt with so quickly. The film makes a huge deal about both of them only to have everything wrapped up in less than five minutes when the time finally comes. It just wound up feeling very rushed and anticlimactic. Also, what was the deal with the prophecy the witches gave Perseus? Was the explanation of getting around that because Perseus was half god? That's pretty weak. Instead, we're going to go with this ending that's completely open-ended and leaves massive room for a potential sequel. Lame.
Despite all of the things I found wrong with the film, there were some high points. The CG seemed very all or nothing to me. At times, the effects were fantastic. The giant scorpions scene and the kraken being the best examples. Pegasus is also a great example. The winged horses looked fairly genuine, but they looked kind of odd when they flew. Other times though, it seemed way too obvious that the characters were standing in front of a green screen and fighting with creatures that weren't actually there. There's a scene near the beginning where we first see Perseus as an adult where his father is talking to him and a thunderstorm is beginning to brew. The sky was obviously CG. There were just several moments like that that brought me out of the film.
Ralph Fiennes as Hades was easily the high point for me as far as acting goes. Fiennes was most impressive in David Cronenberg's Spider and has been on my radar for actors to keep an eye on ever since. He doesn't disappoint here. His smarminess as Hades spoke volumes. The ferry scene is also pretty amazing, at least until Perseus and Io begin their Medusa training. Ugh.
A few humorous points, the South Park fan in me chimed in when Io told Perseus "You're more than half man half god." I thought she was going to follow up with, "You're actually half man, half bear, half pig. Or maybe you're actually half bear half man-pig." Still laughing about that one. The scene where Perseus emerges from Medusa's lair and Io is waiting for him, she's wearing this really weird outfit. I heard the guy next to me say, "What the...is she wearing a mop?!" and it made me laugh out loud. Best part of the whole film though, at the end, when everything had been resolved somebody yelled at the top of their lungs, "I AM A GOD!!!!!!" After a brief silence, everyone in the theater started laughing. Kinda sad that the most entertaining part of the film wasn't actually a part of the film itself.
Clash of the Titans was one of the most anticipated blockbusters of the year, but fell short and wound up being one of the most disappointing. With mediocre special effects, a sloppy finale, and female characters that will get on your last nerve, the action film fails to live up to expectations. At the end of the day, Clash of the Titans is basically just a glorified Xena: Warrior Princess.
Clash of the Titans was highly anticipated on my end for quite some time. The trailers were pretty fantastic and everything seemed to point to the film being epic. Directed by Louis Leterrier (Unleashed, The Incredible Hulk) and starring Sam Worthington (Avatar, Terminator: Salvation), Liam Neeson (Taken, Batman Begins), and Ralph Fiennes (In Bruges, The Hurt Locker), this film had a solid cast and a director with some pretty great films under his belt. It had all the elements to make a fantastic film and yet it somehow managed to fail.
The film felt like a watered down version of what a film based on the God of War video game could potentially be. All the same gods are there, the Medusa character is in there, there's a character battling against the gods, the similarities are pretty obvious. The only thing that is different is that the main character is named Perseus instead of Kratos. On one hand, it may not be a bad thing comparing the film to God of War. If they do decide to make a God of War film down the road though, it seems like it'll be way too similar to this film unless they go full-blown, balls out rated R with it. That's the route they should go anyway, but Clash of the Titans basically feels like a censored version of God of War.
Certain other things about the film really bugged me. The main one being that the two main female characters Io (Gemma Arterton) and Andromeda (Alexa Davalos) cried at EVERYTHING. Every time they spoke it was like they started getting teary eyed. "Oh Perseus, I can't follow you into Medusa's lair since I'm not a big strong man like you are. *sob*" Just made me want to slap them and go, "GET A GRIP, LADY! SHEESH!" The biggest pet peeve of mine lies in the finale of the film. Everything regarding Hades and the kraken are dealt with so quickly. The film makes a huge deal about both of them only to have everything wrapped up in less than five minutes when the time finally comes. It just wound up feeling very rushed and anticlimactic. Also, what was the deal with the prophecy the witches gave Perseus? Was the explanation of getting around that because Perseus was half god? That's pretty weak. Instead, we're going to go with this ending that's completely open-ended and leaves massive room for a potential sequel. Lame.
Despite all of the things I found wrong with the film, there were some high points. The CG seemed very all or nothing to me. At times, the effects were fantastic. The giant scorpions scene and the kraken being the best examples. Pegasus is also a great example. The winged horses looked fairly genuine, but they looked kind of odd when they flew. Other times though, it seemed way too obvious that the characters were standing in front of a green screen and fighting with creatures that weren't actually there. There's a scene near the beginning where we first see Perseus as an adult where his father is talking to him and a thunderstorm is beginning to brew. The sky was obviously CG. There were just several moments like that that brought me out of the film.
Ralph Fiennes as Hades was easily the high point for me as far as acting goes. Fiennes was most impressive in David Cronenberg's Spider and has been on my radar for actors to keep an eye on ever since. He doesn't disappoint here. His smarminess as Hades spoke volumes. The ferry scene is also pretty amazing, at least until Perseus and Io begin their Medusa training. Ugh.
A few humorous points, the South Park fan in me chimed in when Io told Perseus "You're more than half man half god." I thought she was going to follow up with, "You're actually half man, half bear, half pig. Or maybe you're actually half bear half man-pig." Still laughing about that one. The scene where Perseus emerges from Medusa's lair and Io is waiting for him, she's wearing this really weird outfit. I heard the guy next to me say, "What the...is she wearing a mop?!" and it made me laugh out loud. Best part of the whole film though, at the end, when everything had been resolved somebody yelled at the top of their lungs, "I AM A GOD!!!!!!" After a brief silence, everyone in the theater started laughing. Kinda sad that the most entertaining part of the film wasn't actually a part of the film itself.
Clash of the Titans was one of the most anticipated blockbusters of the year, but fell short and wound up being one of the most disappointing. With mediocre special effects, a sloppy finale, and female characters that will get on your last nerve, the action film fails to live up to expectations. At the end of the day, Clash of the Titans is basically just a glorified Xena: Warrior Princess.
Emma @ The Movies (1786 KP) rated My Hero Academia: Heroes Rising (2020) in Movies
Mar 12, 2020
It was very exciting to finally get an anime screening at my local Cineworld. We don't seem to get considered for these different screenings very often so it made a nice change to see something a little unusual.
A class of superheroes-in-training are sent to an island where the resident hero has retired. Getting experience is the best way to learn and getting to know the people around them will help them learn what they're fighting for.
The day to day hero life is hum-drum but fulfilling and most of the trainees are settling in well. Things are about to change, a spate of superpower robberies take place and it seems the culprits are heading for the island.
I've read manga in the past and have seen snippets of anime from time to time but I don't think I've ever sat down to a whole film of it apart from Pokemon. Possibly I shouldn't have started with something fairly deep in an existing franchise but I wasn't aware of it beforehand, and actually, I would have said it could have been a standalone after watching it.
It was really nice to see so many people there for it, there were about 30 others which felt like quite a lot for our cinema, more than I was expecting... and by the look of it there were all young enough to be my kids, so that was a fun experience.
I'm not going to lie, I was very confused at the beginning. It opens on a chase sequence and with no idea who these characters were or what was happening, I was lost. It doesn't take too long to get the gist of everything after this but it really threw me for a while.
On the advice of Twitter peeps I went and saw the subtitled release rather than the dubbed, this would have been my personal choice too as I find dubbing a rather hit and miss format. I'm not sure what might be lost in translation but some of the dialogue didn't seem natural, it might be an interesting experience to see it again with a dubbed track over it for the comparison.
You know when you're driving and looking for a turning so you can see where you're going better? During that first chase scene in particular the music is quite loud and the voices were hardly audible... I know I didn't need to head the audio as I wouldn't have understood it anyway but reading the subtitles without hearing the pacing was quite tricky and felt like it was partly why the scene was confusing to me. (This brings up all sorts of questions about subtitles when people HAVE to use them that I'd never even considered before.) The sound issue did get a little better as it progressed, but there was still a discrepancy through the film.
One good guy has to be virtuous and self-sacrificing, one has to be overly aggressive with a hidden soft side, another has to be adorably cute. Is that how they all work or just this one? Oh, and for the most part, everyone has to have great hair. I found either end of the scale of characters to be frustrating, Mahoro and Bakugo (I hope I'm getting these character names right) were on the aggressive side and the outbursts of screaming didn't make a lot of sense. There are several of the heroes that have a rather saccharine demeanour that also grated at me. Within the ensemble though there were characters like Deku and Katsuma who felt much more balanced, and Katsuma was so adorable to boot.
The story for the film seemed simple enough, bad guys want something, good guys have to protect it and stop them. Classic. But the back story to it seemed very complicated with a whole section of the film verging on unnecessary. This could be something that makes more sense with it combined with the series, but it's not something I'm going to know for now.
That may or may not have contributed to me struggling through the first 40 minutes of the film. I'm sure a little advanced knowledge might have helped, for example, I don't know whether Nine's motivations were established in the series. As it was it took me a while to work out.
Once we hit the confrontation of the film everything really picks up and I was a lot more engaged. As it progresses there's quite a strong moral compass that becomes evident and a lot of teachable moments are thrown at us, by the end I was really moved by some of the characters and their actions. Emotions were surprisingly well handled and the sense of right and wrong with them come across well.
I did have fun watching the film but there were things that held me back. The fact that the villain is well matched by a group of unattended school kids with only a partial grasp on their powers being one. Essentially the heroes come back for round two with nothing more than determination, but I get the sense that that all just helps with the sense that anyone can triumph over evil. I could rant on about this until the cows come home.
The biggest thing that held this back is not really a negative to the film, it's more that I'm a newbie to it. Anime is made up of several different styles, realistic, cartoonish, fantastical, that's a lot to deal with when you're not familiar with something. In a bad comparison for you it's like watching Who Framed Roger Rabbit? without knowing half the characters, you don't know why they look the way they do and you don't know what their function is. The only way that's going to make more sense to me is by watching more of it.
My Hero Academia: Heroes Rising is probably a good place for me to pick up some anime knowledge, once the film got going it was an enjoyable ride. As a nice surprise this also attracted the best audience I've had in quite a while.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/my-hero-academia-heroes-rising-movie.html
A class of superheroes-in-training are sent to an island where the resident hero has retired. Getting experience is the best way to learn and getting to know the people around them will help them learn what they're fighting for.
The day to day hero life is hum-drum but fulfilling and most of the trainees are settling in well. Things are about to change, a spate of superpower robberies take place and it seems the culprits are heading for the island.
I've read manga in the past and have seen snippets of anime from time to time but I don't think I've ever sat down to a whole film of it apart from Pokemon. Possibly I shouldn't have started with something fairly deep in an existing franchise but I wasn't aware of it beforehand, and actually, I would have said it could have been a standalone after watching it.
It was really nice to see so many people there for it, there were about 30 others which felt like quite a lot for our cinema, more than I was expecting... and by the look of it there were all young enough to be my kids, so that was a fun experience.
I'm not going to lie, I was very confused at the beginning. It opens on a chase sequence and with no idea who these characters were or what was happening, I was lost. It doesn't take too long to get the gist of everything after this but it really threw me for a while.
On the advice of Twitter peeps I went and saw the subtitled release rather than the dubbed, this would have been my personal choice too as I find dubbing a rather hit and miss format. I'm not sure what might be lost in translation but some of the dialogue didn't seem natural, it might be an interesting experience to see it again with a dubbed track over it for the comparison.
You know when you're driving and looking for a turning so you can see where you're going better? During that first chase scene in particular the music is quite loud and the voices were hardly audible... I know I didn't need to head the audio as I wouldn't have understood it anyway but reading the subtitles without hearing the pacing was quite tricky and felt like it was partly why the scene was confusing to me. (This brings up all sorts of questions about subtitles when people HAVE to use them that I'd never even considered before.) The sound issue did get a little better as it progressed, but there was still a discrepancy through the film.
One good guy has to be virtuous and self-sacrificing, one has to be overly aggressive with a hidden soft side, another has to be adorably cute. Is that how they all work or just this one? Oh, and for the most part, everyone has to have great hair. I found either end of the scale of characters to be frustrating, Mahoro and Bakugo (I hope I'm getting these character names right) were on the aggressive side and the outbursts of screaming didn't make a lot of sense. There are several of the heroes that have a rather saccharine demeanour that also grated at me. Within the ensemble though there were characters like Deku and Katsuma who felt much more balanced, and Katsuma was so adorable to boot.
The story for the film seemed simple enough, bad guys want something, good guys have to protect it and stop them. Classic. But the back story to it seemed very complicated with a whole section of the film verging on unnecessary. This could be something that makes more sense with it combined with the series, but it's not something I'm going to know for now.
That may or may not have contributed to me struggling through the first 40 minutes of the film. I'm sure a little advanced knowledge might have helped, for example, I don't know whether Nine's motivations were established in the series. As it was it took me a while to work out.
Once we hit the confrontation of the film everything really picks up and I was a lot more engaged. As it progresses there's quite a strong moral compass that becomes evident and a lot of teachable moments are thrown at us, by the end I was really moved by some of the characters and their actions. Emotions were surprisingly well handled and the sense of right and wrong with them come across well.
I did have fun watching the film but there were things that held me back. The fact that the villain is well matched by a group of unattended school kids with only a partial grasp on their powers being one. Essentially the heroes come back for round two with nothing more than determination, but I get the sense that that all just helps with the sense that anyone can triumph over evil. I could rant on about this until the cows come home.
The biggest thing that held this back is not really a negative to the film, it's more that I'm a newbie to it. Anime is made up of several different styles, realistic, cartoonish, fantastical, that's a lot to deal with when you're not familiar with something. In a bad comparison for you it's like watching Who Framed Roger Rabbit? without knowing half the characters, you don't know why they look the way they do and you don't know what their function is. The only way that's going to make more sense to me is by watching more of it.
My Hero Academia: Heroes Rising is probably a good place for me to pick up some anime knowledge, once the film got going it was an enjoyable ride. As a nice surprise this also attracted the best audience I've had in quite a while.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/my-hero-academia-heroes-rising-movie.html
Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games
Jul 29, 2019 (Updated Jul 9, 2020)
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!
A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L
Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.
Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!
For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.
That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.
Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.
So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L
Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.
Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!
For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.
That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.
Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.
So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
Gareth von Kallenbach (980 KP) rated G.I. Joe: Retaliation (2013) in Movies
Aug 7, 2019
Who didn’t grow up as a child of the eighties and nineties and not play with G.I. Joes? And of those, who can honestly say they were not thoroughly disappointed in G.I. Joe: The Rise of Cobra? Surprisingly, I can say that I wasn’t thoroughly disappointed, but I know the movie could have been so much more than it was. Could it have done without the surreal technology, the sappy love story and the unrealistic action scenes in the movie? Yes. Many fans cried out about this. G.I. Joe: Retaliation set out to respond.
Did they succeed? That’s debatable, but they did a lot of things right in the go-around. Don’t get me wrong, it’s not award winning or anything, and you should never expect a movie like this to be that. But let’s run through a check list. Sappy out of place love-story: gone. Surreal technology: less. Let’s face it, despite what some people felt about the first movie, it did kind of set that precedent. Retaliation is considered a true follow up to The Rise of Cobra. So would it honestly make any sense to go from one extreme of nearly impossible gadgets to none at all? Absolutely not. Besides, the cartoon series also had technology in it. I am not trying to defend the use of it, and there were some pretty crazy gadgets going on in this movie, but it seemed to jive better with what I remember of it as a kid. And they found a really unique way to tone it down without it not seeming right. Unfortunately, there is still a fair amount of unrealistic action in this movie, but that’s kind of become the norm for most action movies these days.
We pick up fairly close to where we left off in The Rise of Cobra. Duke (Channing Tatum) is now commanding a unit of the Joes with Roadblock, Lady Jaye, Flint and Snake Eyes (Dwayne Johnson, Adrianne Palicki, D.J. Cotrona and Ray Park respectively) under his command. The Joes are sent out on a mission, a good rapport is built between Duke and Roadblock, but then they go and destroy that when their convoy gets attacked by Cobra eliminating Duke from the rest of the film. Go cry spoiler somewhere else, this happens in the beginning of the movie, and it’s been everywhere since the delay of the movie from last year. I was hoping they would somehow managed to keep him in the movie, especially after seeing the chemistry between Tatum and Johnson, but alas…
So the convoy attacked, and all the Joes presumed dead. Only Roadblock, Jaye and Flint actually survive and try to get to the bottom of everything. Meanwhile President Zartan (remember how the last movie ended) is up to his own nefarious plans in breaking out Cobra Commander with the aide of Storm Shadow. The Joes work their magic, still have access to some technology (though not over the top like The Rise of Cobra), and recruit people to help them along the way, including the man who is the reason the Joes were started: General Joe Coulton (played epic-ly by Bruce Willis).
The movie was entertaining, had a lot of great and clever humor that wasn’t thrown in your face, and had some great action scenes (if you can get past the fact that in one scene they are fighting Cirque Du Soleil style on the side of a cliff). But it’s some of the little things in this movie that prevent it from redeeming the franchise after the first iteration, including the casting of RZA in a part that looks like it is meant to be serious, but his horrible acting make you really wonder if it was supposed to be a serious role or not. The other gripe I had with the movie was the unlikely resolution of the main conflict. With the Cobra Commander so confident in his plan, why would he, or any self-respecting super villain, deliver a way to foil the evil plan with literally half a second left on a silver platter. The last issue I had with the movie was Storm Shadow. I really liked the conflict between him and Snake Eyes in The Rise of Cobra, but they seemed to discredit his character a lot in this movie. Ultimately they changed the nature of Storm Shadow to make it seem as if he might switch sides in any future installments of the franchise, and that’s just not cool. The character was awesome the way he was.
As for the 3D aspect, it’s said this was the reason that the studio delayed the movie for a year. They wanted to add more effects to it. This tells me two things: the movie was shot in 2D and they had little faith in it. Honestly, I think we all know they tried to add more Duke to the movie in this time (which it’s really hard to tell if they did), but you can tell there was work done with 3D aspect. Too much. It was very distracting at points, and it seemed liked they added elements to scenes just to have 3D. For instance there was a scene where you were in a situation room viewing information on a monitor. It literally looked like they just super imposed a shoulder into the lower right of the screen so they could have in 3D as if you were looking over someone’s shoulder. That’s just silly.
All that being said. I had fun watching the movie. Dwayne Johnson is becoming a powerhouse that everyone was expecting him to years ago. I hope that he can continue this streak with some good movies (he’s got two more within the next month alone). I own the first one on Blu Ray, and I will probably buy this one when comes out as well. I would watch it in theater just for the enormity of the action on the big screen, but skip the 3D.
Did they succeed? That’s debatable, but they did a lot of things right in the go-around. Don’t get me wrong, it’s not award winning or anything, and you should never expect a movie like this to be that. But let’s run through a check list. Sappy out of place love-story: gone. Surreal technology: less. Let’s face it, despite what some people felt about the first movie, it did kind of set that precedent. Retaliation is considered a true follow up to The Rise of Cobra. So would it honestly make any sense to go from one extreme of nearly impossible gadgets to none at all? Absolutely not. Besides, the cartoon series also had technology in it. I am not trying to defend the use of it, and there were some pretty crazy gadgets going on in this movie, but it seemed to jive better with what I remember of it as a kid. And they found a really unique way to tone it down without it not seeming right. Unfortunately, there is still a fair amount of unrealistic action in this movie, but that’s kind of become the norm for most action movies these days.
We pick up fairly close to where we left off in The Rise of Cobra. Duke (Channing Tatum) is now commanding a unit of the Joes with Roadblock, Lady Jaye, Flint and Snake Eyes (Dwayne Johnson, Adrianne Palicki, D.J. Cotrona and Ray Park respectively) under his command. The Joes are sent out on a mission, a good rapport is built between Duke and Roadblock, but then they go and destroy that when their convoy gets attacked by Cobra eliminating Duke from the rest of the film. Go cry spoiler somewhere else, this happens in the beginning of the movie, and it’s been everywhere since the delay of the movie from last year. I was hoping they would somehow managed to keep him in the movie, especially after seeing the chemistry between Tatum and Johnson, but alas…
So the convoy attacked, and all the Joes presumed dead. Only Roadblock, Jaye and Flint actually survive and try to get to the bottom of everything. Meanwhile President Zartan (remember how the last movie ended) is up to his own nefarious plans in breaking out Cobra Commander with the aide of Storm Shadow. The Joes work their magic, still have access to some technology (though not over the top like The Rise of Cobra), and recruit people to help them along the way, including the man who is the reason the Joes were started: General Joe Coulton (played epic-ly by Bruce Willis).
The movie was entertaining, had a lot of great and clever humor that wasn’t thrown in your face, and had some great action scenes (if you can get past the fact that in one scene they are fighting Cirque Du Soleil style on the side of a cliff). But it’s some of the little things in this movie that prevent it from redeeming the franchise after the first iteration, including the casting of RZA in a part that looks like it is meant to be serious, but his horrible acting make you really wonder if it was supposed to be a serious role or not. The other gripe I had with the movie was the unlikely resolution of the main conflict. With the Cobra Commander so confident in his plan, why would he, or any self-respecting super villain, deliver a way to foil the evil plan with literally half a second left on a silver platter. The last issue I had with the movie was Storm Shadow. I really liked the conflict between him and Snake Eyes in The Rise of Cobra, but they seemed to discredit his character a lot in this movie. Ultimately they changed the nature of Storm Shadow to make it seem as if he might switch sides in any future installments of the franchise, and that’s just not cool. The character was awesome the way he was.
As for the 3D aspect, it’s said this was the reason that the studio delayed the movie for a year. They wanted to add more effects to it. This tells me two things: the movie was shot in 2D and they had little faith in it. Honestly, I think we all know they tried to add more Duke to the movie in this time (which it’s really hard to tell if they did), but you can tell there was work done with 3D aspect. Too much. It was very distracting at points, and it seemed liked they added elements to scenes just to have 3D. For instance there was a scene where you were in a situation room viewing information on a monitor. It literally looked like they just super imposed a shoulder into the lower right of the screen so they could have in 3D as if you were looking over someone’s shoulder. That’s just silly.
All that being said. I had fun watching the movie. Dwayne Johnson is becoming a powerhouse that everyone was expecting him to years ago. I hope that he can continue this streak with some good movies (he’s got two more within the next month alone). I own the first one on Blu Ray, and I will probably buy this one when comes out as well. I would watch it in theater just for the enormity of the action on the big screen, but skip the 3D.
Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.