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BankofMarquis (1832 KP) rated Amsterdam (2022) in Movies
Nov 21, 2022
The latest film from this cinematic auteur, AMSTERDAM, is jam-packed with stars from Christian Bale to John David Washington to Margot Robbie, Robert DeNiro, Zoe Saldana, Rami Malek, Andrea Riseborough, Chris Rock, Michael Shannon, Michael Myers, Timothy Olyphant, Any-Taylor Joy and even Taylor Swift show up to play part in this drama/thriller/comedy that takes a real life event and gives it the David O. Russell touch.
And…what is the David O. Russell touch? It is - for better or for worse - a skewed perspective of the goings-on in the film, commenting on the action while driving a narrative forward. On the one hand, he is liked by many actors for he let’s them improvise and work through their performances. However, on the other hand, if he is not getting what he wants, he is also known as a antagonistic Director as he has had on-set feuds with George Clooney, Lilly Tomlin and Amy Adams. But…on the other hand…he has been nominated for Best Director 3x and quite a few of his actors (Bale, Adams, Cooper, Jennifer Lawrence, etc.) have been nominated for an Oscar.
For AMSTERDAM the film’s tone and intention meander for the 1st half of the movie - as do the performances - before settling into a crackerjack thriller/murder-mystery/espionage film.
And that’s too bad for many will be turned off by the 1st half - the meandering is detrimental to the audience’s enjoyment - it feels like a series of “acting scenes” and not a coherent grouping of scenarios leading to a plot. This will turn many off - and will have them turning off the film - before it settles down and becomes good.
As is often the case with Russell’s films, the performances are good (Washington), better (Robbie) and best (Bale, channelling his inner Peter Faulk) while the other actors support the 3 leads in surprising ways. If nothing else, see this movie to watch all of these wonderful performers plying their craft. Of course, you’ll be saying to yourself “that’s wonderfully acted” for you won’t be immersed into the people, emotions or the plot at the beginning.
And that is Russell’s issue. If he could have settled on the tone and focus of the 2nd half of the film in the first half, he’d have himself another Oscar contending film. But, as it were, it’s an interesting curiosity - one that will have you entertained for a few hours, but will leave you scratching your head longing for “what could have been”.
Letter Grade: B (“C” for the first half, “A” for the 2nd half)
7 stars (out of 10) and you can take that to the Bank(ofMarquis)
BankofMarquis (1832 KP) rated The Greatest Beer Run Ever (2022) in Movies
Oct 10, 2022
This advertisement is doing this film a great disservice for this movie is much, much more than that and deserves some attention - and eyeballs looking at it.
Starring Zach Efron (who has turned into an actor who is much, much more than Troy Bolton of HIGH SCHOOL MUSICAL fame) and directed by Peter Farrelly (one of the Farrelly brothers that brought you such comedies as THERE’S SOMETHING ABOUT MARY and KINGPIN), THE GREATEST BEER RUN EVER tells the tale of a New Yorker in the late 1960’s who is big on talk and little on action. To shut those around him up, Chickie Donohue (Efron) decides to bring his buddies that are fighting in Viet Nam some beer from home. What starts out as a lark, evolves into something much more serious…and meaningful…for both Chickie and the audience.
Efron is quite good in the central role as Chickie and this film needs his inherent charisma in the center of this film as he is in every scene. Efron exudes goodness and sincerity even though, at times, he his speaking out of the sides of his mouth - or a place much further down his anatomy. And, as his character learns more and more about what is really going on in the war in Vietnam, his bravado and bluster fade and we get a glimpse of the real person underneath who is horrified by what he sees in this war.
Russell Crowe - who is finding a career renaissance in Supporting Roles - is strong (naturally) as a war photographer who befriends Chickie and takes him under his wing while the myriad of young, unknown actors who play Chickie’s friends scattered across various theaters of action in Viet Nam are appropriately played as folks who think what Chickie is doing is hilarious to those who are horrified that Chickie would voluntarily enter this war zone.
The tone of the film shifts from fun and silly to deep and meaningful throughout it’s 2 hour, 6 minute run-time, all under the watchful eye of Farrelly. He really has a handle on the deeper war-torn aspects of this film, while he (purposefully, I would imagine) shies away from his expected comedy and zaniness that could have been the first part of this movie. IMHO, Farrelly could have imparted some more zaniness at the start - to give the film a better kickstart (the beginning is a little slow) while also more starkly contrasting the beginning and end of the film - and the change in Chickie because of this experience.
I was drawn in - and touched - by the latter part of this BEER RUN and would strongly encourage everyone to check out this fine film.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank(ofMarquis)
Purple Phoenix Games (2266 KP) rated Rescuing Robin Hood in Tabletop Games
Nov 10, 2020
Rescuing Robin Hood is a cooperative card drafting and deck building game with multiple value usage on each card and, at least in my very first play, the humbling experience of having over 20 guards protecting the Sheriff of Nottingham. Players will win once Robin Hood is rescued, but may achieve an ultimate victory by defeating the Sheriff and his guard detail.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching November 10, 2020, or through any retailers stocking it after fulfillment. -T
To setup, follow the setup suggestion in the rulebook. The game should roughly look how it is below in the photo. Roughly. The components include cards for Nottingham Castle, the Sheriff, his guards, Robin Hood, his band of Merry Men, other recruitable villagers, and a Tracker Card. Along with all the cards, inside the box are tracker cubes and ability chips. Once the game is setup, determine the starting player and the game may begin!
A game of Rescuing Robin Hood lasts five rounds (or “days” to rescue the hero from being executed). Each round has players dealing four cards from their draw decks and using these four villagers in conjunction with their chosen Merry Men character card to create values on the Tracker Card for Wit, Stealth, Brawn, and Jolliness. Some villagers or characters will also provide the player with ability chips to be used during the turn. These include Prayer (which can move guards from one group to another, or eliminate a guard entirely – the power of prayer is REAL), Cookery (which can be used to increase the values of Wit, Stealth, or Brawn by +2 for each chip), and Scouting (which allows a player to reveal a face-down guard card in any group).
Once the active player has adjusted all their values they wish, they may now begin attacking guards. Per the setup card for each round a group of guards are holding villagers captive and they must be defeated in order to free the villagers to be recruited to players’ decks. In order to defeat a guard or entire groups of guards, players will be attacking twice using their Wit, Stealth, and/or Brawn values.
To attack with Wit, the active player will determine which group of guards they will attack and target the face-up guard at the end of the group. If defeated, the player will reduce their total Wit by the value of Wit they expended to defeat the first guard. Should they wish to continue attacking guards with Wit, they must state this before flipping the next guard face-up. This adds the push-your-luck element to the game. Should the player wish to stop, the guards are defeated. Should the player bust, the entire collection of guards previously outwitted are added back to the group face-up to be defeated by another player or by the same player using a different attack method.
If the active player wishes to use Stealth to attack guards, they must choose a group of guards and pick them off one by one. Using their total Stealth value and decreasing it with each successful attack, the player will choose one or more (face-up or face-down) guards to attack. Again, should they succeed the guards will be defeated and removed from play. Should the player bust by attempting to pick off too many guards, then all guards are added back to the group face-up.
Using Brawn to attack guards requires the active player to choose a group of guards and attack the ENTIRE group using their Brawn value. Should the player succeed in defeating all guards in the group (no matter the size of the group) then all guards are removed from play. If the player fails, as always, the guards are returned to the group to taunt the next player.
Active players will be able to attack guards twice on a turn but must use two different attack methods. Should the player end their turn with remaining Brawn or Jolliness values, those values will be passed along to the next player in turn order to be used. Additionally, should the next player end their turn with Brawn or Jolliness, they will be passed to the next player and so on.
At the end of each round villagers that were freed of guards during the round will be drafted to players’ decks. At the end of round 2 and 4 players’ decks will be thinned by choosing which villagers stay and which will aid the players in the final round. The final round of Rescuing Robin Hood pits the players against the walls of Nottingham Castle, a Courtyard full of guards, and even Sheriff Nottingham and his personal guards. Again, should the players defeat the Castle walls and Courtyard, they free Robin Hood and win the game. If the players are feeling particularly confident they may also challenge the Sheriff for ultimate victory.
Components. Again, this is a prototype copy of the game using prototype components. That said, the components we received are truly excellent. Firstly, the art style throughout the game is crisp and colorful and a lot of fun. Some of the names of the villagers are downright silly and punny and I absolutely love that. The cards are all wonderful, and the cubes are normal game cubes (not Nintendo-related), and hopefully they will be upgraded via a successful Kickstarter campaign. All in all the components are great and the art is quite enjoyable.
So do I like Rescuing Robin Hood? Oh yes, quite a bit! This game exercises my brain so much without having to labor for minutes on end creating strategies and alternate strategies. I enjoy being able to just barrel into a group of guards and take out the entire swath of them using my extreme Brawniness. Need to pump up before a fight? Well obviously I’ll use up my Jolliness to boost my confidence or narrow my concentration. I purposely omitted several rules so as not to bog down my review any further, but there are so many interesting little flecks of mechanics working together to create a cohesive gaming experience and it is simply delicious.
While Rescuing Robin Hood is not incredibly heavy, there are tons of choices to be made and risks to be taken to achieve ultimate victory. I enjoy being able to tailor my deck with powerful villagers, or specialize in two attack values to unload on guards. Having players that use interesting mixes of Merry Men characters also increases the enjoyment as this game is absolutely cooperative and players may assist each other in many ways. Need some extra Wit for your turn coming up? Here, let me pass along my extra Jolliness to you to use. Want some Cookery too? Go ahead, I’ve got plenty to share. Oh, such great feelings at the table being able to share resources like this.
So I urge you, dear reader, to check out the Kickstarter campaign for Rescuing Robin Hood. If you enjoy lighter (but not tooooo light) cooperative, card drafting, deck building games with a great theme, you need to pick up a copy of Rescuing Robin Hood. I didn’t see Blinkin or Ahchoo in the game, but that’s not to say Castillo Games doesn’t have these hiding in stretch goals (I really don’t know if they are in the plans, but they SHOULD be).
Purple Phoenix Games (2266 KP) rated Cult of the Deep in Tabletop Games
Feb 24, 2021
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.