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Impractical Jokers: The Movie  (2020)
Impractical Jokers: The Movie (2020)
2020 | Comedy
Fans of truTV’s Impractical Jokers should know what the show is all about. “Scenes of graphic stupidity among four lifelong friends who compete to embarrass each other.” The show first aired on truTV back in 2011 and has had 8 successful seasons so far. Now jokers Joe, Sal, Q and Murr are headed to the big screen in Funny or Die’s Impractical Jokers: The Movie.

Picture this, Staten Island 1994 at a Paula Abdul concert. The jokers at this point are cocky “youngsters”. Having always had great confidence they decide to break into the concert as security guards. While inside, Joe has the crazy idea of being a hype man for Abdul. After interrupting the show, Abdul becomes enraged and chaos breaks out. Now 25 years later after the success of their show; Abdul happens apon the group and being a big fan, offers the guys three tickets to her next show/party in Miami. Then the guys realize that there are four of them and only three tickets. What better way to settle this than to go head to head with eachother in their classic embarrassing challenges. As per usual if one refuses to do anything the other guys tell them to do or say they loose. So the four of them embark on a hilarious and chaos fueld cross country road trip.

After being a huge long time fan, it was hard to see the guys in a semi scripted project. I am by no means saying it was not enjoyable but just different. The challenges though were a step up from the regular show and were really funny. Being huge fan myself, I was able to pick up on all the easter eggs hidden throughout the film. Though I prefer the show to the movie I was happy with it none the less. Fans and newbies alike should give the film a chance to see them in a different light. If you are new to the jokers and have seen the film; hopefully now you’ll take the time to watch the TV show on truTV and laugh your ass off! Impractical Jokers: The Movie is available to own on Digital now. Go see it!

 

3 out of 5
  
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The Island of Missing Trees
The Island of Missing Trees
Elif Shafak | 2021 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
How come this is only the first book I’ve read by Elif Shafak?! This is a book full of heart, feeling and imagination - it’s just beautiful. The Island of Missing Trees has taught me far more about what happened in Cyprus and the war/ dispute between Cypriots and the Turkish invasion.

There’s a feel of Romeo and Juliet about this: a Greek-Cypriot boy (Kostas), and a Turkish-Cypriot girl (Defne) fall in love - something forbidden in the climate they’re living in. They meet in secret in a tavern that has a fig tree growing through the centre of it. This is a significant tree - it’s one of the main narrators of this story. And what a story it has to tell. It talks about the natural world in which it lives, the humans that it comes into contact with, the conflict it lives through, the sorrow, the loss.

This book describes the fracturing of a country, people forced to leave the country they love. Kostas is one of these people. He moves to London to live with his uncle, but he never seems to feel as though he fits in in there. He does follow his passion though, and becomes an expert in Natural History: the trees and plants around him, around the world, and in his native Cyprus. Which is what brings him and Defne back together, and reunites them with the fig tree.

The three of them return to London together, all cast adrift from their homeland.

Later, Kostas and Defne’s daughter carries this feeling of not quite belonging as well, but her father doesn’t seem to be able to give her what she needs. She knows nothing of her roots: she has no contact with her Cypriot family - until the day her aunt arrives.

The way that Shafak writes about loss and the pain of loss is visceral, but there’s a great deal of hope and the promise of healing. This book just has it all. I was completely enveloped in this story, and I’ve been left with a pressing need to read everything else that Elif Shafak has written!
Many thanks to Jellybooks and Penguin for providing me with a copy of this book to read.
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.