
Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!

Micah Ulibarri (79 KP) rated Star War #44 in Books
Mar 15, 2018
Readers familar with the Star Wars galaxy will understand how important this never before told story is to the universe. The rebellion has few warships at this time and decide to ask their friend and everyone's favorite Star wars meme, Admiral Ackbar, to call in a favor from his planet. In a time when Star Wars comics has been criticized for being irrelevant in the grand scheme, this story is one worth telling and with real stakes on the galaxy.
Don't worry. You're faborite Star wars characters are written with great respect to who the characters are while still keeping them fresh and interesting. I particularly found myself enjoying Han in this issue.
While the previous arcs had been somewhat episodic and disjointed, this one seems to make sense and includes reveals from the previous issue, leading to a more cohesive overall feel to the series since Kieron Gillen took over from Jason Aaron.
The main thing holding the issue back from being great is its need to exposit and introduce what the next arc will include. A couple times the exposition can be a bit cumbersome.
Finally, my hope is that this series will bring another tie-in from The Clone Wars animated series. They seem to be telegraphing the return of Mon Cal king Lee-Char. I would be quite tickled if we got to see a more wisened version of him in this series.
Conclusion: A fun and strong start with just a couple hiccups in the set up and a great place to junp on for the curious.

Josh Burns (166 KP) rated Megashark vs Crocasaurus (2010) in Movies
Jun 21, 2019
The acting amd writing is about what you'd expect from a movie like this. It's passable most of the time, but sometimes, not so much. That being said, top notch acting amd writing is not why anyone watches movies like this.
The movies biggest downfall is it's monsters. They look absolutely terrible and have inconsistent size from scene to scene. Let me break each one down.
The Megashark: this may be the least intetesting "giant monster" I've seen brought to screen, and unfortunately, itbis the star of the franchise (yes there is more than one Megashark movie). Terrible CGI aside, it's kills were extremely underwhelming, mostly resorting to flopping out of the water, to smash ships with it's tail as it hurtles over them, causing little CGI explosions. As an example of the inconsistent size, when it's fin sticks out of the water upon approaching a ship, it is about the size of the whole shark when it is seen flopping out of the water.
The Crocasaurus: This one is marginally more interesting with a wider range of terribly animated kills and the ability to be on both land and water.
The Clash: This was a laughably bad "battle between the two monsters. Most of it consisted of them forming a circle, both with the others tail it it's mouth, as the military poured missiles into them.
Overall, it's not at all a good movie, but I'm pretty sure that's intentional to a point. It has its moments where it reaches levels of fun for fans of the genre. If you catch it on TV ir maybe a streaming service (it's on Amazon Prime now), it might be worth a watch, but I don't recommend spending money on it.

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