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Tiny Epic Tactics: Maps Expansion
Tiny Epic Tactics: Maps Expansion
2019 | Fantasy, Fighting, Medieval
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.


This breakdown is for the Maps expansion for the game Tiny Epic Tactics.
The Maps expansion for Tiny Epic Tactics offers players of the game 2 new locations in which to play: The Winter Highlands and the Savage Wastelands. Although the rules and gameplay are identical to that of the base game, the new locations are set up in different configurations, providing players with a variable setup of sorts with which to play the game.

The components of the Maps expansion are as follows: a new map scroll for each location, as well as a set of 6 box covers depicting the artwork of the location. The map scrolls are cloth, and are the same quality as the map scroll of the base game. The box covers, however, leave much to be desired. Instead of providing new sets of actual boxes, this expansion instead has cardboard covers for the existing base game boxes. They are folded and flattened in the expansion box, and then are popped up and fit over top of the base boxes. My main issue with this is that with many plays, I anticipate that the thin cardboard box covers will start to tear or break. Also, since they are stored flattened, sometimes the covers do not fit snugly over the boxes, causing some of the sides to curve out a little bit. With how high quality all of the Tiny Epic games are, the box covers in the Maps expansion just don’t meet my expectations.

All in all, is the Maps expansion necessary for complete enjoyment of Tiny Epic Tactics? In my opinion, no. These new locations do not change any of the rules or gameplay. The purpose of this expansion really is to just provide players with a couple of alternate locations. Since each of the new locations does set up its boxes differently than the base game, there is a bit of uniqueness in each map. But by not adding any new rules or mechanics, it kind of falls a bit flat for me.

Official recommendation: If you play Tiny Epic Tactics so often that you are bored of the base game map setup, then I would definitely check out the Maps expansion. It just offers a new setting to freshen up the gameplay. If you are like me, though, and don’t get around to Tiny Epic Tactics enough to feel bored by the game layout, then this expansion really is just to satisfy your completionism. If the components were higher quality, I would be more willing to pull this expansion out more often. But the shortcomings of the production, as well as the lack of real changes to gameplay, keep it on the shelf for me.
  
Cosmic Run: Express
Cosmic Run: Express
2019 | Science Fiction, Space
Components are obviously an integral part of games. Some games are beasts when it comes to components – boasting large numbers of included components to bolster the gameplay. And then you have games that have mastered the art of gameplay utilizing a minimal number of components. Cosmic Run: Express is one of these games, consisting of only 25 cards. But does the gameplay hold up for such a physically small game? Read on to find out!

The latest game in Dr. Finn’s Cosmic Run universe, Cosmic Run: Express pits two players against each other, racing to be the first to reach 3 new planets. It is a game of area influence and simultaneous action selection played over a series of rounds in which players are playing cards to the 3 planets to advance their movement trackers the necessary 12 points to reach the planets. To setup the game, place the 3 planet cards in numerical order between the two players. Each player takes a set of 3 movement trackers in their chosen color and places one on their side of each planet card. All of the movement trackers are set to 0 for the start of the game. Players are dealt 6 ship cards, and the game is ready to play!

To begin a round, players look at their hand of 6 cards and choose 2 to pass to their opponent. Taking the new cards into your hand, you can decide to discard 1 card and draw a new card. This is not required, but can be performed by each player in each round. Next, players will simultaneously choose a card from their hand to be played face-up next to any planet, beneath their corresponding movement tracker. You can only play a maximum of 2 cards per planet.. If the color of the card you play at a planet matches the color at the top of your movement tracker, you may immediately move your tracker up by 1. Play continues, simultaneously playing cards, until all 6 cards in hand have been played and each movement tracker has 2 cards next to it.


Now we move to the scoring/movement phase. Starting with Planet 1, compare the 2-card hands and determine which player played the best hand. The hierarchy for determining best hand is described in the rules, and that player earns 2 movement points for that planet, and adjusts their tracker accordingly. After scoring best hand, players score arrows. Underneath the number on each card is an arrow pointing either left or right, with a corresponding color. Beginning with the player who did not win best hand, look at the arrows on their 2-card hand, and score movement points if the arrows match any cards in their adjacent planets. Repeat these scoring steps for Planets 2 and 3. If, by the end of scoring, a player has earned 12 movement points and reached all 3 planets, that player is the winner! If not all 3 planets have been reached, collect all the cards, shuffle them, deal 6 to each player, and begin a new round. Rounds continue until one player has reached all 3 planets.
As a fan of the Cosmic Run universe, I was excited when I saw Cosmic Run: Express on Kickstarter. It seemed light, simple, and in the same universe as other games I loved, so I decided to back it. How does it fare? I think it’s great! For starters, I really appreciate that it is a small, portable game that can be played virtually anywhere. Lots of games these days are real table-hogs, and I enjoy the minimalistic approach of this game. Getting into the gameplay – it requires way more strategy than you initially think. There are 3 different ways in which you can score movement points (color matching, best hand, and arrow scoring) and you need to utilize all 3 for success. You are constantly evaluating your hand of cards and trying to determine which placements will yield the most points for you. Maybe you don’t have a color match, but the arrow on that card could make up for that and earn you up to 2 movement points. Another neat strategic point is that you have to pay attention to your opponent as well. The best hand points are a direct head-to-head between players, so not only do you have to maximize your own strategic points with card placement, you have to watch your opponent’s card placements and see if you can get a better hand than they do for a given planet. You are constantly engaged in this game, and that’s what I love about it.


Another great thing about Cosmic Run: Express is that it plays so quickly and effortlessly. Yes, at first there’s a tiny bit of a learning curve to remember the hierarchy for best hand, but after a couple of rounds the game flow is streamlined. It only takes 10-15 minutes to play, so it is easy to play “just one more” when you’re done. It’s light and fast enough to be a great filler between games, but it is also strategic enough to hold its own in a full game night.
So overall, how do we feel about this game? For being a nice and small 2-player game, it packs quite a punch! I was very pleasantly surprised by the amount of engagement and strategy in this game, and it is definitely one that I want to play multiple times in a row. So mission accomplished, Dr. Finn – in this case, less IS more. It’s a great little card game, and I highly recommend giving it a shot if you’re looking for something small but mighty. Purple Phoenix games gives Cosmic Run: Express a stellar 9 / 12.
  
TL
The Lens and the Looker
6
6.0 (1 Ratings)
Book Rating
The premise of this book was quite intriguing, so I had high hopes to see how this concept of "History Camps" played out using the city of Verona in the year 1347. What I did not really understand was why Hansum and Lincoln were specifically cast as lens-maker apprentices. Kaufman goes into extreme detail regarding the intricacies of making lenses for eye glasses with rudimentary tools of that time period, and quite a bit of the book is devoted to the education of the process and the modernization of the tools used. Seeing the lens-making business in practice in the "real" Verona showed that the "lenses for the eyes" contributed as more of a novelty for the wealthy and educated than a wide-spread tool used by the masses. In contrast, Shamira's role as kitchen girl made much more sense to me, as that is a generic role that would not necessarily impede the progression of plot.
Backing up, I was very interested in the present-day time period of 2347 and the few details that Kaufman spared regarding this society. Unfortunately, not much is explained about how this society came to be. A brief explanation is given for the planetary population of 300 million, along with other random details interspersed throughout the book, such as every child born is paired with an A.I., people are implanted with a device that keeps disease and infection at bay, and parents are only allowed to have one child with a lottery sometimes allowing for a second child. The purpose of the History Camps are explained through the rebellious attitudes of the three main characters and how they can easily manipulate the system for their own entertainment. As a parent, the word that continually echoed through my head regarding these children in the Hard-Time History Camp is "Spoiled!" Though they are supposed to be learning about how the rebellion of the human populations of the past caused everything from war, to disease, to poverty and famine, the way the children are coddled and protected from any sort of real pain or hardship makes me wonder how these History Camps ever accomplished anything of lasting value in any child.
Once the children are brought to the real Verona and abandoned as orphans, they finally begin to get a taste of real difficulty and hardship, but this is where the believability ends for me. The children had a single day in the History Camp Verona to get acquainted with their roles, and they show up in the real Verona as near-experts, maneuvering the details of their jobs to accommodate for comfort and ease of use that the family they work for is not familiar with, of course all with the help and direction of a very convenient genie. On top of all of this, the three children become agreeable, cooperative, and hard-working practically overnight, with little sign of the rebellious tendencies that put them in a History Camp in the first place. These transitions in character development felt forced to me.
Another aspect that really bugged me from the beginning of the book was the awkwardness of the dialog throughout the book, specifically regarding the children's speech. It felt stilted and over-simplified, and slowed down my reading because I consistently felt that children today did not speak like this. Some of the speech of the people native to the real Verona also seemed strange, but I attributed that to the speech of the time period.
Many of the characters took on unique facets that made them rather memorable to me, such as Ugilino's looks and arrogance, Signora della Cappa's madness, and Shamira's artistic inclinations. The budding romance between Hansum, or "Romero", and Guilietta copies the Shakespearean play, "Romeo and Juliet", in many ways, down to the presence of a Father Lurenzano, and I have to wonder about Kaufman's motivations for working this tale into the plot. And again, their romance also felt forced and over-the-top, missing the reality-warping conviction that is obvious in the original Shakespeare story.
I also have to wonder how these advancements that the three children are introducing to 1347 Verona are actually affecting the progression of time, since this is a much harped-upon concern regarding time travel. The only thing that is apparent to both the children and the reader is the quaint changes made to the appearance of the genie. Something else that is also mentioned early on is that this is also the same time period as the Black Plague, which has yet to make an appearance. Hopefully, the next book in the trilogy will address these things, The Bronze and the Brimstone: The Verona Trilogy, Book 2.
This book seemed geared to appeal to pre-teens and young teens in many ways, but as an adult reader, it left much to be desired for me.
  
Everest (2015)
Everest (2015)
2015 | Action, Drama, Mystery
A by the numbers adventure
The 1996 Everest disaster remains one of the greatest true stories to have ever been told. From made-for-TV movies to award-winning documentaries, it appears that audiences simply cannot get enough of this tale of survival.

Now, Universal Pictures ends its record-breaking summer campaign with Everest, a high-budget thriller based on those events in 1996. But does it get the balance between all-out spectacle and human characterisation spot on?

Everest follows the fortunes of two climbing teams planning on making it to the top of the deadly mountain. The Adventure Consultants, led by Rob Hall, and Mountain Madness, guided by Scott Fischer, all make their way to the summit of Everest, battling against horrific storms, avalanches and the mountain itself along the way.

The film features an all-star cast, something not forgotten in its marketing campaign, with the likes of Jason Clarke as Hall, Jake Gyllenhaal as Fischer, Josh Brolin, Keira Knightley, Emily Watson and Sam Worthington all making an appearance as climbers and base-camp attendees.

There’s some great talent here but Everest simply cannot cope with that many characters jostling for screen time and the majority of the cast, bar Clarke, feel like cardboard cut-outs – this is a real shame given the true-story that the writers had to work with.

Knightley in particular is wasted with only ten minutes of screen time and Brolin’s side story is never fully explored to make you remember his character – especially when the onslaught of stormy weather makes it difficult to pick out each person at a glance.

Effects-wise, this is a huge spectacle. The cinematography is absolutely astounding and every shot is filled to the brim with colours, sounds and ragged landscapes – it’s absolutely stunning.

The scenes before the mountaineers start their final climb are particularly beautiful and the summit sequences themselves feel ridiculously real, all culminating in a film that looks and sounds spectacular, but just lacks that human touch needed to make it matter.

Unfortunately, there are no risks here, despite the ones being taken by our intrepid explorers and whilst the true-story elements lend the film some gravitas, everything else feels a little clichéd with a been there, done that attitude.

Naturally, the finale is when the emotional side comes into play with a selection of real video footage and photographs. This ensures that Everest finishes on a thought-provoking and intentionally sombre note. Yes, this is Hollywood at work, but this is not a film to be ‘enjoyed’ in the traditional sense.

Overall, Everest is a fine film with some breath-taking action sequences and top-notch special effects. Unfortunately, despite the fascinating true-story, the human characters don’t register until the final act and this stops it from being as memorable as it should be.

https://moviemetropolis.net/2015/09/27/a-by-the-numbers-adventure-everest-review/
  
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