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Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


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

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

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


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

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

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
Where They Found Her
Where They Found Her
Kimberly McCreight | 2015 | Fiction & Poetry
8
8.7 (6 Ratings)
Book Rating
Ridgedale is a small town in New Jersey. Not much happens there. So when the body of a baby girl is found under a bridge near the University, the town is in an uproar. Molly Sanderson, usually a freelancer with the Ridgedale Reader, is given the task of reporting on this story. This is a story that really resonates with her, having lost a child herself, not too long ago. During her investigation, she meets some interesting people and learns more about this small town. The story is told from the point of view of three women from the town. Molly, the reporter, Sandy, the teenager trying to survive with an absentee parent, and Barbara, the "perfect" mother who is also the wife of the chief of police. All three of these women have a connection to this dead child, they just don't know it.

This book was very hard to put down. A thriller with three female characters you will either love or hate. Each of them has a spirit that is determined. Several times during this book, I felt my heart racing. I had to know what was going to happen next.

From the title you might deduce that the mystery is solved in the first chapter, but there are many who need to be found in this book, in more ways than one. Kimberly McCreight grabs at your heart and sold with her writing. She draws you in and keeps you engaged through the entire journey. I can't wait to read more from her in the very near future.

Also by Kimberly McCreight [bc:Reconstructing Amelia|15776309|Reconstructing Amelia|Kimberly McCreight|https://d.gr-assets.com/books/1350193583s/15776309.jpg|21488217]
  
Mission: Impossible - Fallout (2018)
Mission: Impossible - Fallout (2018)
2018 | Action, Adventure, Thriller
A Race Against the Clock After a Mission Gone Wrong
In this sixth installment (yes, it’s been six!), special agent Ethan Hunt (Tom Cruise) and his crew find themselves racing against the clock after a mission goes terribly wrong.

Acting: 8

Beginning: 9

Characters: 10

Cinematography/Visuals: 10

Conflict: 9
Solid action from beginning to end keeps this film alive and well. This is what you come for, not a deep story or in-depth character development. You want to see Tom Cruise run really fast and jump off of tall things. While the action falls just short of the quality from the third film, it still packs a hard punch.

Genre: 9
It is surprising to me that, after six films and the following of a somewhat similar formula along the way, this franchise still continues to stand at the pinnacle of espionage action films. Director Christopher McQuarrie not only manages to keep the action fresh in Fallout, but he makes you think they could easily pull off another three. Not the best M:I movie, but it takes you on a wild ride nonetheless.

Memorability: 9

Pace: 9

Plot: 9

Resolution: 9
Wasn’t perfect, but solid enough to wrap the film up nicely. I was hoping for a little more for Ethan, but something tells me that things are going to work out for him just fine in the end. You will definitely leave the movie excited from the seventh installment.

Overall: 91
Mission: Impossible—Fallout is clever enough to make you use your brain, but not too over-the-top where you’re left thinking, “Wait, what?” I have mad respect for McQuarrie as it’s hard as all get out to keep a franchise fresh. After a terrible second try, the franchise has been balling ever since. Long live the running of Tom Cruise!
  
<a href="https://awindowintobooks.wordpress.com">Full Review</a>
The Born Again Runner by Pete Magill is about motivating people to get out there and run. The book is simple, has a clear structure. It has three sections which are before, during, and after the process of becoming a runner, each with four chapters. Each chapter begins with an introduction and ends with a summary to reinforce the lesson. My favorite part of each chapter is the "becoming a runner" profile, which is a story of a man or woman who one day decided to start running. Some are now record holders, some are ordinary people who like to run. They are all inspirational.

I like the persistent focus on starting easy and slow, which is something a lot of beginners do not realize or simply forget. The biggest mistake for any runner is in the actual training itself. In the book Magill talks about how in the beginning programs people should spend the first three weeks walking. I think this makes sense for those who are "couch potatoes" and are just getting out and being active. This; however, will be extremely frustrating to active people who want to start running. The training schedules focuses on time rather than mileage. This makes sense for those who are beginning. I like that he recommends strides and hill sprints for speed workouts.

The sections on "mythbusting" and on running and racing etiquette are nothing an experienced runner does not know, but useful for the real beginner. The section on "mistakes" is something even experienced runners could use a reminder on, and the injury prevention exercises would be useful to all runners.

I received this book from The Experiment via NetGalley in exchange for an honest review.
  
Chasing the Dime
Chasing the Dime
Michael Connelly | 2002 | Crime, Fiction & Poetry, Thriller
7
6.0 (4 Ratings)
Book Rating
"What Happened to You?" "I Got the Wrong Number."
Henry Pierce is just days away from a patent and a huge meeting with a potential investor at the company he founded. However, he's also just moved into an apartment since he has split with his fiancee. That, of course, means a new land line, and Pierce starts to get phone messages for someone named Lilly. Pierce quickly figures out that Lilly is a prostitute, but how did he get her number? Why would she give it up? Pierce isn't able to let the puzzle go, and he begins to spend his weekend obsessing over finding her instead of doing the last-minute things he should be doing for his company. Will he find her? Will he destroy everything he's worked for in the process?

This book is definitely a departure for Michael Connelly, featuring an everyman and bordering on a technothriller. It starts out well with plenty of intrigue, but it gets bogged down in the second half. The pace gets way too slow at one point before picking up again and racing to the climax. Pierce's reasons for getting as involved as he does are reasonable, but we don't find out until the end. He does make an interesting main character, however, and the rest of the cast are just as strong. Since this book originally came out in 2002, it has some dated elements. It's amazing how much our lives have changed in the last decade and a half. This is one of Connelly's rare stand-alones, and you can read it as much, but fans of the Harry Bosch books will recognize some cool Easter Eggs, including a reference to the ending of City of Bones, the Bosch book that came out just before this book did.
  
DO
6
6.0 (1 Ratings)
Book Rating
This is the second book in Quinn's Rome series, but confusingly the action here takes place chronologically before the first one. The setting for this book is 69AD - the Year of the Four Emperors, so plenty of plotting and back stabbing all round.

Many of the characters in this novel did exist historically. Obviously the further back in time you go, the less information there is generally available about what actually went on, which I suppose is a good thing for the historical novelist! The novel centres around four female cousins; two sisters and their two first cousins to be precise. The sisters really did exist, although more is known about one than the other (this is clear when you have read the book and read the historical note at the end). The cousins are invented to drive the plot along; Lollia starts off almost like a WAG - seemingly a bit empty headed and marrying whoever is in favour that month, but she does develop into a more likeable, rounded character. While Diana is difficult to dislike she is a pretty flat character; she's beautiful and completely obsessed with horses and 'The Reds' chariot racing team - a bit like a football bore today I suppose! The sister-in law, Tullia, is another very one-dimensional character, probably best summed up as 'fishwife'.

Many events are based on historical fact, but there are some bits, like the cousins escaping from Rome, that seems a bit unrealistic.

Overall, I found this quite a quick (for a 400 page novel) and entertaining read, but I suspect that like Quinn's Mistress of Rome, I may well be pushed to remember any plot details in a few months time and I probably wouldn't read it again.
  
The Chill Factor (1973)
The Chill Factor (1973)
1973 | Horror, Mystery, Sci-Fi
2
4.0 (2 Ratings)
Movie Rating
Storyline (0 more)
Acting, Gore scenes (0 more)
Contains spoilers, click to show
A group of friends are out Snowmobile racing when one has a critical accident. Out in the middle of nowhere in freezing conditions, 2 of the friends go to find help and stumble across a Cabin. The Cabin looks like it was once a Religious Camp but seems abandoned; it has an upside down cross of the mantle and is just very creepy in general. They ignore this and move their friend into the Cabin. Whilst looking around the Cabin they find a picture of some kids in the 1950's who attended when the place was a Camp. Below their picture there is a scroll that says "keep the beast in the field", which one of the friends alludes to the fact that "the beast" often references the Devil. They also discover a "Devil's Eye" board, similar to a Ouija Board and decide to use it. During this, one of the friends that went out for help is killed, one has a seizure and one woman is convinced they've let something evil in; further strengthened by the fact that one of friends finds an article about a Satanic Killer murdering people around that area. Soon enough the friends are getting picked off one by one by supernatural forces, yet the critically injured man is thriving. Could the Killer have returned to the Cabin? Or could this be the work of the Devil's Eye Board?

Chill Factor is one of those typically terrible 80's Horrors (made in 1989). It's slow burning and not in a good way, it feels more like a cheesy TV drama and the murders are substandard and really nothing at all that us Horror fans haven't seen a million times over. Also, it ends in a ridiculous Snowmobile race between Woman and evil... ludicrous.
  
Gaslands Refuelled
Gaslands Refuelled
2019 | Game System, Miniatures
Super cheap miniatures game (3 more)
Easy to get into
Fun rules
Unlimited modelling options
No official pre-made pre-painted miniatures (1 more)
Print off your own templates or buy from 3rd parties
A brilliantly written and illustrated book for a tabletop game of post-apocalyptic racing – fast cars with big guns – Mad Max in miniature.
It’s tons of fun and easy to play the basics straight away. After that, there is more depth to the rules to explore and building teams to keep things interesting and have long term playability. To get started, you can use templates copied and printed from the book and normal dice, or like I have done, you can get plenty of third-party companies selling templates, scenery and ‘skid’ dice.

One of the main reasons I picked this game up, apart from the raving reviews I’d seen online, was the DIY modelling aspect of the game. As a long time mini-gamer of things like Warhammer and Star Wars FFG, I’m used to my miniatures burning a big hole in my pocket. Re-modelling and repainting HotWheels cars (Super cheap – a couple of quid vs about £30 for a Star Wars ship) is the best part of this game for me, you can use standard cars if you want to, but there are no official pre-made pre-painted ‘cars’ which may be a negative, if you’re not into modelling.

Fun is the main priority and my favourite rule is that if a rule is unclear, you choose whichever option results in the most carnage for all concerned … This is ‘The Rule of Carnage’.

Highly recommended – if you want a different mini game that’s fun and won’t break the bank, check this out!
  
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