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Amityville Uprising (2022)
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As a direct result of a chemical explosion at the Fort Johnson military base, a deleterious cloud...
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history
Darren (1599 KP) rated Navy Seals vs. Zombies (2015) in Movies
Oct 14, 2019
Performances – The performances in the film suffer because of the lack of interesting non-generic characters. none of the actors get a chance to show their skills as performers, with large parts of the film just being headless running around.
Story – The story here follows a Navy SEALS unit that must go into Baton Rouge to rescue the Vice president and the scientists behind the outbreak. This is everything a zombie story has given us before, we have a group of people running around a city trying to elude the zombies that outnumber them. We know the team will dwindle down as the film unfolds which is the normal. The starting point for the weaknesses comes from that fact this story is set in a world where zombie film don’t exist, which is clear by all the behaviour through the film. Most of the actual storytelling is saved for the closing of the film which fills in most of the blanks we don’t mention until then.
Action/Horror – The action in the film is just shooting zombies, it is nothing new and becomes overly repetitive after a while. The horror side of the film gives us zombies that run, they never feel like a threat to the anybody.
Settings – The film is set in Baton Rouge, which is considered a military area, I think, the truth is, it could have been any city without any major locations being shown.
Special Effects – The effects in the film are weak with even basic door explosion looking weak, the zombie look is acceptable for a low budget film.
Scene of the Movie – The explaining.
That Moment That Annoyed Me – The stupid decisions.
Final Thoughts – This is a basic zombie film that offers nothing new to the genre, it I filled with stupid decisions and generic action.
Overall: Basic zombie nonsense.
Empires & Allies
Games
App
Get ready to annihilate the enemy! Join your friends, form alliances, build your army and prepare...
7 Wonders Duel
Tabletop Game
One of the most celebrated games in the world can now be experienced in a two-player arena. 7...
BoardGames 2PlayerGames
Purple Phoenix Games (2266 KP) rated 7 Wonders Duel in Tabletop Games
Oct 26, 2021
7 Wonders: Duel is a 2-player tableau and engine-building card game set in the 7 Wonders game universe where players collect cards to create an engine to gain VP using any number of winning strategies. The game takes place over three ages and the player with the most VP at the end of the game, becomes victorious via military supremacy, or wins via scientific supremacy.
To setup, place the game board between the players with the green Progress tokens, Military tokens, and red Conflict pawn upon it. Shuffle the Age I cards and lay them according to the rule book (this formation changes for each age. Age I is setup in the photo below). Each player receives seven gold and they draft their Wonders according to the process in the rules.
On a turn the active player will choose one uncovered face-up card to be used one of three different ways. The card can be added to the player’s tableau and “built” by spending resources required, if any. The card may be discarded in exchange for coins totaling 2 + the number of yellow cards built in the player’s city. Lastly, the card may be used to build a player’s Wonder card by inserting it below the Wonder and paying the cost, as in 7 Wonders proper. The next player will then take their turn.
If on a turn a player builds certain card types into their city, special actions are taken. This happens as a result of building Military or Science cards. When a player builds a Military (red shield icon) card they immediately move the Conflict token on the board one space toward their opponent’s Capital (the end of the board closest to the opponent). Should a player force the Conflict token to reach their opponent’s Capital, the attacking player immediately wins! The other special action that can be taken is with a pair of Science cards being built. For every pair of like-symbol Science cards built, the active player may choose to take one of the Progress tokens from the game board and add it to their collection. These tokens can be very powerful, and just as in 7 Wonders proper, Science is a viable yet difficult strategy. Should a player build any six unique Science icons on cards they will immediately win!
If a Military or Science supremacy victory is not achieved, the game continues to Age II, where setup of the cards is different, but play remains the same. Similarly, Age III is setup differently still and has the added bonus of three random Guild cards, which may add significant strategic icons or abilities. At the end of Age III the players count their VP from the various sources listed in the rule book and the ultimate champion is then crowned!
Components. This game comes in a very small box, so the components are also quite small. I believe myself to have medium-sized man-paws and I have not had any issues with size of components. They are all very high quality, as is to be expected from Repos Production, and are fantastically illustrated. The Conflict token is enticingly menacing, and it lures me into concentrating on a Military victory every time I play. I need to just ignore it, but it’s so beautiful! All in all, the components are great, and even though the cardstock is relatively thin, my copy has withstood many plays and has seen very little wear and tear.
So 7 Wonders: Duel exists for all those players who love 7 Wonders but do not wish to play it with the 2-player variant rules. While Duel is certainly a little sibling, it is also its own beast of a game and should be treated as such. There are several key changes in rules for Duel, such as the trading with the BANK for missing resources upon building versus paying a neighbor to borrow their resource production. Also, the obvious change of adding a board with an ever-dancing Conflict token is unique to this title. Wonders are treated differently and instead of receiving one Wonder with three layers, Duels gives each player four Wonders with just one layer.
Aside from the differences between the two games, I do believe that if you are a fan of one you will also like the other. I can see, though, gamers who dislike 7 Wonders enjoying the smaller 7 Wonders: Duel. There is just something about being able to focus on one other player and agonizing over every turn so that your opponent receives a useless card from the offer, or taking every Military or Science card possible so as to end the game as quickly as possible. My brother, Bryan, greatly dislikes 7 Wonders, but he does not mind playing Duel, or at least that is what he led me to believe…
Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.
Putty: From Tel-El-Kebir to Cambrai: the Life and Letters of Lieutenant General Sir William Pulteney 1861-1941
Book
Once described by a subordinate as "the most completely ignorant general I served during the war",...