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Arctic Scavengers
Arctic Scavengers
2009 | Bluff, Card Game, Fighting
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!

Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?

Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.

Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!

The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.

In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.

The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.

I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.

Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.

https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
  
The Adventure Zone
The Adventure Zone
Comedy
10
8.8 (9 Ratings)
Podcast Rating
A Natural 20!
I stumbled about TAZ through tumblr; I kept seeing people post about it and had absolutely no idea of what it was, just that people adored it. After weeks of being confused, I decided to look into it, and wow, just WOW. I don't think a podcast has ever gotten me so hooked. The first arc, Balance, spans 69 episodes under the Dungeons & Dragons 5th edition tabletop role-playing game (or TTRPG) system. The McElroys are relatively D&D rookies (though they've had their brief involvements with the game), and so rule-breaking is abound. It's hardly a fault of the podcast, but I wouldn't listen to this one if you want to really learn D&D and its intricacies/how to play. This podcast is far more about the storytelling aspect of the game, which the McElroy family handles FANTASTICALLY. I laughed and cried real tears listening to the first arc of their podcast, I fell in love with so many characters. Clint, Justin, and Travis all have created wonderful player-characters that are engaging and oh-so-fun to root for, and Griffin SHINES as a creative Dungeon Master, with settings and NPCs that are unforgettably fun and interesting.

Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.

If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.

I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.

Do yourself a favor, roll perception with advantage and give this one a listen.
  
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Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Wolfenstein: The Old Blood in Video Games

Jun 19, 2019  
Wolfenstein: The Old Blood
Wolfenstein: The Old Blood
Action/Adventure
Wolfenstein: The Old Blood is the latest entry into the long running series which saw its origins back in the days of the Commodore and Apple computers.

Following up last year’s Wolfenstein: The New Order, Old Blood serves as a prequel to the last game but players do not need to own the previous game in order to play.

The game follows series hero William BJ Blazkowicz as he must escape from the deadly Castle Wolfenstein and then recover some secret documents while thwarting the latest Nazi campaign of evil.

Old Blood brings more of the run and gun mayhem that the series has become famous for and does not deviate much from the successful formula of previous games in the series. Players still grab health, ammunition; armor, health, and overcharge all around them and off fallen enemies and the enemies are as nasty and endless as ever.

The game has some serious challenge even on the easier settings at times and players will find themselves with plenty of solid graphics and interesting locales in which to battle. I loved one battle from cable cars and another in a small village was quite thrilling. Enemies are varied from Commanders who can call in support to the standard soldiers and super soldiers who require some up close combat to bring down faster.

The game has a sense of humor as there are rest areas where players can take a break and play levels form the old Wolfenstein 3D with all of its pixelated graphics form the days before 3D cards which shows just how far games have progressed.

The game uses the same weapons from The New Order with the addition of a pipe which is a real universal go to in the game. The pipe can be used as a single piece to club enemies and be used as a pry bar for vents and grates as well as to slide across wires.

When it is used in two parts, the pipe is a great weapon to impale and beat down enemies and is also a valuable climbing tool which will come in handy throughout the game.

Like The New Order, Old Blood does not offer a multiplay feature but it does offer great graphics, a challenge, and plenty of action.

The game has a short run time as I was able to finish it in five hours, but considering the $19.99 price and the fact that the campaign portion of the last few Call of Duty games is roughly the same length you more than get your money’s worth.

Playing on the PC version I did experience two technical issues where the game locked up, but they were minor and did not hinder my completion of the game.

As the game built to a satisfying finale, I was reminded of just how much fun the series is and how we will hopefully see more games in the series in the near future.

For now, Wolfenstein: The Old Blood is a fun game that will keep fans of the series and action games in general happy.


http://sknr.net/2015/05/12/wolfenstein-the-old-blood/
  
True History of the Kelly Gang (2019)
True History of the Kelly Gang (2019)
2019 | Biography, Crime, Drama, History
One of the main things that divides opinion on Ned Kelly is was he on the side of good or bad? Some see him as a kind of freedom fighter, standing up to the British, who at the time that looked to suppress and demean the Australian people. Some see him as a criminal, who murdered innocent people for reasons known only to him. Both of these opinions may be true, neither of them might be, but it's one hell of a gamble to base a film on someone that divides opinion that much.

It's a gamble that doesn't pay off, the team behind the film try to sell it as a punk-esque, spit in the face of authority tale of a guy standing up against the establishment. The soundtrack is on-point, but that's about it. George Mackay (as Ned Kelly) does his best to sell it, but the film-makers never truly drive home the idea that this was a man of the people, someone speaking up for the downtrodden, instead Ned spends most of the films run-time with his family in their home, seemingly away from civilisation entirely, taking away from the Robin Hood-like mythology of the man. Without any other characters, Robin Hood is just a man who steals from people. A story about a thief, who becomes a murderer, who becomes a gang leader who incites others to kill, doesn't exactly evoke much sympathy, especially as these are based on real life events. Even if the film denies this by stating “Nothing you are about to see is true” at the start, despite “True History” being in the title of the film.

Some of the cast do their best to with what they are given, but some fall short, and some are just wilfully underused, Thomasin McKenzie, who has been great in recent films such as JoJo Rabbit and Leave No Trace is barely given anything to do other than play “The Woman” despite many important events revolving around her, opposite to this is Charlie Hunnam, who is given ample things to do, but seems to still be playing the same character from his recent The Gentleman performance. George Mackay is a force to be reckoned with, but its a performance that would be better placed in a sex pistols biopic than in 1800's Australia. The shining performance in this is Nicolas Hoult, shaking off his nice guy image to play the corrupt Constable Fitzpatrick, who seems to delight in the power he has and when events stop going Fitzpatrick's way, Hoult commits to playing a man on the edge of completely losing control with surprising conviction and menace, his interrogation scenes being and uncomfortable highlight in an otherwise unconvincing film.

With no mention of the two years Kelly spent on the run, being hidden from the police by a network of sympathisers, and by showing his plight as a very personal experience instead of showing it as an example of the culture at the time, the film misses an opportunity to make a legend of the man, and instead falls short of greatness.