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Bob Mann (459 KP) rated Game Night (2018) in Movies

Sep 29, 2021 (Updated Sep 29, 2021)  
Game Night (2018)
Game Night (2018)
2018 | Comedy, Mystery
Miss Scarlett at the Airport with the Jet Engine.
“Game Night” is an American comedy film starring Jason Bateman (“Horrible Bosses”, “Central Intelligence“) as Max and Rachel McAdams (“Spotlight“, “Doctor Strange“) as Annie: two hyper-competitive professionals who invite other couples around to their house for a weekly night of charades and board games. The regulars are long-term couple Kevin and Michelle (Lamorne Morris and Kylie Bunbury) and complete buffoon Ryan (Billy Magnussen, “The Big Short“) and his revolving door of generally vacant girlfriends. Estranged from the group, after his divorce, is the creepy police officer Gary (Jesse Plemons, “The Post“, “American Made“) who lives next door.

Auditions for the next Spiderman movie were not going well.
But Max is not content (affecting the mobility of his fishes!) as he has a severe inferiority complex about his enormously successful and cocky older brother Brooks (Kyle Chandler, “Manchester by the Sea“) who beats him at EVERYTHING. When Brooks barges into their game night things get heated and after he organises the next game night as “something different” things take a sharp left into The Twilight Zone.

Bateman, McAdams and Chandler, with game night about to go in an odd direction.
As befits the quality of most modern American comedy films, its all complete nonsense of course. But actually, this is quite good nonsense. The script by Mark Perez (his first movie script in 12 years!) while following a fairly predictable path early in the film is littered with some good one-liners and funny scenes (a bullet-removal is a high-spot) and includes a memorable twist in the final real that I didn’t see coming.

Ryan and Sarah (Billy Magnussen and Sharon Horgan) about to get egged on. (There is a certain lack of logic in the action that follows).
Much of this is powered by the chemistry between Bateman and McAdams. McAdams in particular should do more comedy, as she is very adept at it. Playing the one bright spark in a parade of vacuousness, English comedienne Sharon Horgan also adds a butt to Magnussen’s one-tone joke very effectively. The surprising comedy player though is Jesse Plemons who I thought was just uncomfortably hilarious.

Jesse Plemons and his very white hairy friend.
It is normally unusual to find special effects in a film like this, but here the team (headed up by Dean Tyrrell) should be congratulated for some very subtle but effective effects. Most of the long shots in the film of the neighbourhood/streets etc. are of models which only fade to live action as you zoom in. In the opening drone-fly-over of Max and Annie driving home I thought all the housing looked model-like but as we zoomed into them arriving home I thought I must have imagined in. Only in the subsequent scenes did I realise I was right after all! But it’s so very subtle. I suspect many of the audience were similarly fooled (and many who’ve seen the film and are reading this will be still going “what??”)! There’s a kind of explanation for the randomness of these effects during the (very entertaining) end-titles.

Bullet removal with squeaky toy gag… very funny.
It’s unusual for me to laugh at a comedy so much, but this one I really did. Every comedy film is allowed a little latitude to get the odd strand wrong, and this one is no exception (I didn’t think the spat between Kevin and Michelle really worked)… so it’s not perfect, but novice directors John Francis Daley and Jonathan Goldstein (who’s only previous film project was 2015’s clearly missable “Vacation”) have pulled off a really entertaining watch here.
  
Firefly Adventures: Brigands and Browncoats
Firefly Adventures: Brigands and Browncoats
2018 | Entertainment, Miniatures, Science Fiction
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?

Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.


To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!

This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.


When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…

In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.

Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
  
Battlestar Galactica: The Board Game
Battlestar Galactica: The Board Game
2008 | Bluff, Deduction, Entertainment, Political, Science Fiction
Welcome aboard the Battlestar Galactica, a ship home to the remnants of the human race. After an uprising and near-annihilation by the Cylons (cyborg workers/soldiers created by the humans), the human survivors have taken to space to outrun their mechanical enemies and search for a new world to inhabit. Hardly a walk in the park, this journey through space is filled with many challenges – from fuel and food shortages to mutiny and battles for power. The biggest challenge of all, however, is that the Cylons have advanced to such a high level that they actually appear to be human. Are the Galactica’s misfortunes just bad luck, or are they being orchestrated by a Cylon who has infiltrated the ship and is yet to be discovered? Who can you trust? Which race will end up victorious?

Disclaimer: There are several expansions for Battlestar Galactica. This review will not take any expansions into account, and will focus solely on the base game. Also, I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the gameplay. – L

To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. Each player selects a Character, and receives the corresponding Character sheet and tokens. Based on the Characters selected, one player will receive the President title and another the Admiral title. Depending on how many players there are, a Loyalty deck is created and each player is secretly dealt a Loyalty card – either “You are not a Cylon” or “You Are a Cylon.” The Loyalty cards determine how you will play the game: human players win if they complete their given objective, and Cylon players win if they prevent the humans from completing their objective (by depleting resources, successfully invading the Galactica, or destroying the Galactica itself). The game is now ready to begin!

Battlestar Galactica is played over a series of rounds in which players take turns moving, performing actions, playing/drawing cards, etc. until either the human players or Cylon players have won the game. A player’s turn consists of 4 main steps, carried out in the following order: Receive Skills, Movement, Action, and Crisis. To begin your turn, you will draw Skill cards according to the skills listed on your Character sheet. Skill cards can be used to address crises or can provide special abilities. In the next step, Movement, you may move your Character to a different location/ship (all provide special actions). After moving, you will then choose one Action to perform – either listed on your current location, Character sheet, by using a Skill card, or you may choose to perform no action at all. Once you have completed your action, draw the top card of the Crisis deck, and resolve it. Depending on the Crisis card drawn, you may need to then Activate Cylon Ships or Prepare for Jump (more on this in a bit). If neither of those are listed on the Crisis card, then your turn ends and play moves to the next player.


I know that seems like a lot, but each turn of Battlestar Galactica can essentially be broken down into 2 phases: Player Actions and Space Combat. The first phase, Player Actions, is what is detailed above – drawing Skills, Movement, Actions, and drawing Crisis cards. This phase is where players make progress towards their objectives. Certain Actions or Skill cards earn specific rewards necessary to move forward in the game. Crisis cards can consist of Cylon attacks (activating and adding new Cylon ships to the board), Skill checks (all players secretly contribute Skill cards to either aid or sabotage the Skill check), or Events (resolved immediately). The second phase of play, Space Combat, takes place after the Crisis card has been drawn on each turn. Certain Crisis cards will show icons of Cylon ships, indicating that they are to be activated for combat, launched into play, or moved around the Galactica. Cylon ships will act based upon an action hierarchy, detailed in the rulebook. If the drawn Crisis card has the “Prepare for Jump” icon, move the fleet token forward on the Jump Preparation track, jumping the fleet if necessary (and moving the humans closer to their game-end objective). I have purposefully left out some elements of play, for you to discover on your own, or because they just provide intricate detail for the steps and actions described above. When the game-end objective is met by either the human players or the Cylons, the game is over and that respective race wins the game!
To say that there is a lot going on in Battlestar Galactica is quite an understatement. There are several rules and game elements that I did not touch upon, just because if I did then this review would be too long. With so many elements in play and of which to keep track, this game is not exactly for the faint of heart. The gameplay is very involved and requires a good amount of strategy – this is definitely a game that could take up most of a game night to play. That being said, I love this game. There is a lot going on, but that just provides players with so many different strategies to complete their objectives. Maybe you want to focus on dealing with Skill checks or Crisis cards, but maybe you’d rather think offensively and be prepared for any potential Space Combat. Can you help the crew efficiently manage its resources, or position its fleet to protect the Galactica itself? Your strategy must be adaptable at a moment’s notice to help you complete your objective….whatever it may be.

Speaking of which, the fact that there may or may not be secret Cylon players attempting to disrupt your plans really takes a hidden identity game to the next level. Cylons want to sabotage the humans, but in subtle ways as to not be found out – because once a Cylon is revealed, the humans can target and hinder their turns. Can you convince the humans that your previous actions were honest mistakes, or will they catch on that you are trying to undermine their efforts? The elements of deception and bluffing in this regard make the game much more immersive and make it feel realistic – there is a traitor among us and we have to find them, while also completing our own objectives. You really start to question who to trust and how your own actions can be perceived by your fellow players. There have been times, when playing this game, that we have taken breaks for dinner or snacks, and all players pocketed their cards rather than leave them on the table, vulnerable to sneaky opponents. Battlestar Galactica is definitely engaging for all players, and for such an involved and lengthy game, that is something to be applauded.


Let’s touch on components for a minute. The production quality of this game is great. The cardboard elements, including resource dials, are thick and sturdy. The cards and Character sheets are quality, colorful, and feel good in hand. And the plastic ships are well made too. The artwork consists mainly of screen caps from the TV show (which I admittedly have not yet seen…) but the theme and cohesiveness of the components makes for an immersive and engaging game overall.
In general, I am not a person who enjoys hidden identity games – simply because I am a bad liar and get found out almost immediately. However, the way this mechanic is incorporated into Battlestar Galactica makes it more a game of strategy than simple deception. And games of strategy are what I truly love. Managing your hand of Skill cards to best overcome Crisis cards, thinking tactically about how to deploy your fleet and battle Cylon ships, and having to determine who among the crew can actually be trusted keeps all players engaged across the board. Nobody can just sit back and relax, every single turn can drastically affect the outcome of the game. Everyone is in it, and that is what I love about this game. Purple Phoenix Games gives it a 11 / 12. This game has been out of print for a while now, but if you ever get a chance to play – jump on it! You don’t have to know the show to enjoy the game. Trust me, I haven’t seen a single episode yet.
  
Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
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!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
Small World
Small World
2009 | Fantasy, Fighting, Territory Building
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.

The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?

DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T

Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.

One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.

Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.

The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.

Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
  
Salty Dogs
Salty Dogs
2019 | Animals, Card Game, Pirates
Avast ye land lubbers!! Batten down the hatches! I am a scary pirate! Ok so maybe that last one isn’t necessarily historically accurate, but it’s fun. Sometimes you can enjoy something purely because it’s fun and you don’t have to analyze everything down to the mechanic or pixel. I am not even going to attempt that with this one, but I will explain the rules and our thoughts through several plays of Salty Dogs.

Salty Dogs is a small card game – it fits into a normal deck box – where each player is captaining their pirate ship and vying to become King of the Mountain! … or, rather, the High Seas! Players must protect their crew and be the last pirate ship standing to win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. Similarly, you will see the play mat that was provided. You can download a play mat from the game’s website or order these from the publisher. -T

Setup is easy peasy scurvy squeezy. Remove from the deck all the pirate cards (they have a blue banner with a unique name at the bottom). Shuffle these, and deal each player five pirates. This will make up the crew for each player’s ship. No individual cards have certain abilities – they are all the same – so either place your crew randomly or choose who you would prefer to be Captain, First Mate, and then dump the others into the generic Pirate spaces. From there shuffle the remaining pirate cards into the deck, deal each player five cards and the battle is on!

On your turn, draw a card and play a card. Ok, on to final thoughts! Kidding, but game play is really that easy. There is no hand minimum or maximum limit, but it usually stays around five for the duration of the game. Cards drawn will be pirates, actions, attacks, illnesses, cures, or defense cards. You use pirate cards to refill any vacant crew slot on your ship. Vacancies happen when an opponent plays an attack or illness card on one of your crew. Your crew may only be attacked in a certain order with the first attackable card being furthest away from your Captain, and said Captain being targeted last. So your pirate is ill, eh? Simply play a cure card that affects the illness and heal your crew right up. Example – you have contracted Scurvy. Well, obviously the only cure for Scurvy is Piggy Peg Leg’s Gumbo. So throw the Gumbo card to cure your crew’s illness. That dastardly Captain Doodles McPoodle is firing their cannon attacks at you? Throw your Fog defense card to protect yourself – BOOM! There are several other illness and action combinations in the game I will allow you to discover for yourselves.

A note about attacking First Mates and Captains. First Mates are immune to Mutiny cards, and the Captain is immune to Mutiny AND Illness cards. This is a rule pair that can easily be forgotten, so try to keep that in mind the whole time as your crews are blown to smithereens.

Components. Per my disclaimer we were sent the deck of cards and four optional play mats. These components may change or improve over the course of the upcoming Kickstarter campaign, but I will comment on what we were sent. The cards are of good quality and the art upon them and throughout the game is quirky, but really really good. We really enjoyed seeing some tongue-in-cheek pop culture references in the pirate cards and in the accompanying art. The play mats feel like the top layer of a mouse pad – they are silky smooth and just as thin. I thought having thin play mats would be a negative, but then I packed up the game again and was thankful that they weren’t complete neoprene pads. So I’m in on those play mats. If you don’t splurge for the play mats, just line up your crew in front of you and it’s quite functional that way as well.

Salty Dogs. What did we think? Well, honestly, we really loved it. The art is whimsical and colorful. The cards are all super useful, and there’s something to be said about just obliterating your opponents’ ships and giving in to the piratey bloodlust. I was targeted early and was raring to come back as soon as I could in the next game. With so many pirate games, take that games, card games, and battle games on the market, I still think most gamers will enjoy Salty Dogs. It is not at all a brain burner, but it’s a great light (and light-hearted) filler game that will leave you with a smile on your face and a desire to play again and again. We at Purple Phoenix Games highly recommend this title, and cannot wait to see what the Kickstarter campaign has in store. May yer poop decks be sparkling and yer booty be plentiful!
  
Cards Against Humanity
Cards Against Humanity
2009 | Adult, Card Game, Humor, Party Game, Print & Play
Humour (2 more)
player count is high
a game specifically tailored to party people
creativity is limited (2 more)
often a popularity contest
multiple plays decreases the enjoyment of play
Here comes an unpopular opinion - hear me out
now - don't get me wrong, my first time playing Card against Humanity was hilarious! I loved it, I was in. The concept is very simple, you're presented with a silly, funny or rude situation and you have to fill in the blanks using the inappropriate cards from your hand to make the others laugh.

NOW

On MANY plays later, I see the flaw in this design. I've realised this is more of an activity than a game as such. Again, don't go pointing fingers too fast, I did enjoy the game at the start remember? Now, theres an AI built into the game called 'Rando' he can play too for various reasons and he can often win. As suggested, random cards are drawn, and because it usually doesn't make sense, its funny, and therefore wins! This made me realise that I'm not funny. Damn, I've been caught in this web of lies cards against humanity had me caught in. I have very limited choice and often my choices are a result of a card "dump" where really nothing was funny nor fit. A well thought out game might have a mechanic that allows me to do something else with these cards that maybe I don't see use for. So I'm not the one being funny, the predisposed topics and cards are just used as a shock factor -

which promptly brings me to my next point, these things and statements are often funny because you're shocked! THAT is in a card game, woaaah I'm such an adult, wow. No. sadly this may be funny the first time but there's only so many times I can see the "chunks of a dead hooker" card before it looses it's humorous effect. I've played with all of the expansions (which were available before I quit on this game) which was a fair few, and even then it wasn't enough.

The buzz was gone, and I no longer enjoy this game, I've not grown out of it, I'm not a humour buzzkill. There are many other similar style games that provide ample creativity. Now before one of you thinks it, yes, there are blank cards to write on, but it's often not enough to change and sustain the games core.

One more thing before I sign off on this one, it's often a popularity contest. I'm not the most popular in our gaming group, there are certainly people who will favour others and thats normal and fine. BUT when games like this swing around and the winner is essentially cast on a vote of the other players choosing. The winner can often be the same person again, and again and again. Because them putting cards down that were drawn out of a stack randomly and they had no input into the outcome of what those cards says was totally hilarious. They win again.

To summerise, creativity is so limited, it's not YOU being funny, it's the cards. It's not really that re-playable and it's often a popularity contest,
there are many other games of this genre that do it better.
  
Ma Rainey's Black Bottom (2020)
Ma Rainey's Black Bottom (2020)
2020 | Drama, Music
Give Chadwick the Oscar
Pulitzer Prize winning Playwright August Wilson wrote 10 plays that he labeled his “Century Cycle” - one placed in each decade of the 20th century that depicts the Negro experience in America. Denzel Washington has pledged to produce a film for each one of these plays.

The first film, FENCES (2016), earned Viola Davis an Oscar and was nominated for Best Film. The 2nd film, MA RAINEY’S BLACK BOTTOM looks to be just as awarded.

Set in a recording studio in Chicago in the 1920’s (the only play of Wilson’s Century Cycle NOT set in Pittsburgh), MA RAINEY’S BLACK BOTTOM tells the story of a recording session for Ma Rainey and her band.

Nominated for the Tony for Best Play of 1984, MA RAINEY’S BLACK BOTTOM is the perfect stage play, for it takes place in one room - the recording studio. The problem with turning this into a film is that Director George C. Wolf felt compelled to “open things up” and added scenes, mostly at the beginning of the film, that takes you out of the studio. He also included Ma Rainey in some of these scenes, thus taking away the power of her entrance about 1/3 of the way into the story. These added scenes add nothing to the story and waters down some of the strength that being confined in one place brings.
But, oh, with performances and dialogue like this, those things are quickly forgotten.

Davis, of course, is stellar as Ma Rainey grabbing the spotlight and commanding the room with her presence. Ma Rainey (and Davis) are not to be trifled with and this is a powerhouse performance, so much so that I can forgive the film for having Davis’ voice dubbed for much of her singing performance.

But…Davis performance pales in comparison to the elite level work of Chadwick Boseman in the central role of trumpet player Levee who has some demons to unpack, demons that drive both his artistic and emotional self. This is a difficult character to root for, but Boseman’s charm shines through and mixed with his rage and sadness, makes for a potent combination and an interesting character to watch. Adding to the poignancy of the performance is the knowledge that this as Boseman’s last role before succumbing to cancer.

Colman Domingo (my favorite actor in FEAR THE WALKING DEAD) brings a strong grounding to the preceedings in the role of Cutler while veteran character actor Glynn Turman (who I remember from the 1970’s mini-series CENTENNIAL) is at a career best as another musician, Toledo. Most of the film (and play) consist of Cutler, Toledo and Levee talking, arguing, bantering and pontificating and these 3 are more than up to this challenge.

All of this, of course, would not be possible without the power of the original stage play script by August Wilson. This work was ably adapted to the screen by Ruben Santiago-Hudson (a shoo-in for an Oscar nomination).

A very strong, very interesting tale with some very moving performances makes MA RAINEY’S BLACK BOTTOM a worthy Oscar-type film that should be checked out by all.

Letter Grade: A-

8 stars (out of 10) and you can take that to the Bank(OfMarquis)
  
One Night in Miami (2020)
One Night in Miami (2020)
2020 | Drama
10
8.5 (4 Ratings)
Movie Rating
One Night in Miami is from start to finish a frank examination on responsibility and acceptance. On February 25, 1964, four friends who happened to highly visible black men, Malcolm X, Cassius Clay, Sam Cooke, and Jim Brown, met in a hotel room after Cassius surprised the world in winning the heavyweight championship. But, before we get to that night, we are introduced to each man at a crossroads. Malcolm X is breaking away from the Nation of Islam after witnessing the corruption of its leadership. His actions would lead some members to view him as a direct threat. Cassius Clay is a great boxer, but his focus is waning. His brash style is alienating the audience and he has opinions about the way his brothers are being treated in the country. Sam Cooke is recognized as a great voice, but still not respected in the "white" world where success is gauged. He is looking for a way to crossover without betraying his roots. Jim Brown is the greatest football player, but even in his hometown he is still seen as inferior socially. In this dramatized version of the events of that night, each man must come to terms with the path he has chosen and the path forward.
Like another recent film, the path is a choice between making changes within the system, like Sam Cooke and Jim Brown have attempted, or to change the system from the outside, like Malcolm and Clay. Both paths have their advantages, and both are also deadly. Within a year, both Malcolm and Cooke would be dead. The movie based on a play finds ways from each character to learn from the others by pairing them off in various combinations (Malcolm-Cooke, Brown-Clay, Cooke-Clay, Malcolm-Brown, Malcolm-Clay, Cooke-Brown). The main antagonism takes place between Cooke and Malcolm. Cooke sees Malcolm as a militant who is creating sowing seeds of fear in the eyes of "America" and Malcolm sees Cooke as a Stepin Fetchit with a huge amount of talent wasted playing by the rules. Cooke shows Malcolm that he is quietly taking control while Malcolm gives Cooke the spark to sing for civil rights for the less fortunate members of black society. Malcolm also begins to see how his actions have hurt his brothers by grouping all members of one race together similar to the way whites do not distinguish between black individuals. The movie never shies away from shading each hero with flaws.
Malcolm may be paranoid as evidenced by a couple scenes where he sees people on his trail who may or may not be real. Under a lot of pressure to break from his organization, Malcolm sees his staff betraying him to the feds who have been investigating him since he first started speaking. The whole subplot humanizes a man who many view as dangerous to the world. Jim Brown is also seen as a hero to most. He broke records and is about to conquer the film industry. Maybe they are using him, but he is using them to shine a light on the inequality of the races.
Lastly, one scene in the movie is a highlight. It is not in Miami, but in Boston. It shows how one man can turn a riot into a celebration of joy. With the main road blocked, a man of great talent can turn adversity into victory using his wits and his voice.