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Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Ahoy – it’s time to set sail for the open seas like the pirates we are! So cast off your lines and… wait… what? What do you mean you don’t have a ship ready yet? Still under construction? Seriously?! Well I can see those other pirates building up their ships too, so you better hurry up and finish yours first so you can lay claim to the vast treasures of the world! And I’m not saying you should, but if those other guys ran into some… problems… with finishing their ships, that wouldn’t be too bad if you catch my drift.
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!
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!
Purple Phoenix Games (2266 KP) rated Sacred Rites in Tabletop Games
Jan 14, 2021
You know when you are about to be initiated into the cult you’ve been following for a while and you feel completely ready to smash all the steps to the initiation ritual? But then your friend Roger always comes to sacrifice lessons late and just bumbles his way through, so you feel like you have to carry him and his irresponsibility? Well, you always told him that you wouldn’t be able to help him on initiation day and guess who still hasn’t arrived to the bonfire…
Sacred Rites is a semi-cooperative, social deduction party game for three to nine initiates. These special few are about to be accepted into the cult full-time, assuming they all know the rites and traditions to be celebrated. Did you remember all your moves to the required interpretive dance?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup gather enough windowed Believer envelopes for the number of players and also include the two Outsider envelopes. Believer envelopes have a cutout section whereas the Outsider envelopes have no cutouts. Shuffle these together and place them on the table Crown-side up (so one cannot see which have windows and which do not). Each player chooses an envelope. Shuffle the deck of Rite cards into a draw pile and similarly shuffle the Tradition tiles into a draw pile. Sprinkle the flower tokens around the table (which I just now considered and should have included that little setup action for more immersion) within reach of all initiates. The game may now begin!
To start a round one player chooses a Rite card from the pile and slides it into their envelope. After contemplating the meaning, they then slide out the Rite and pass it to the next player in table order to peruse in their window (if they have one). This continues around the table so everyone has a chance to “look” at it. Each player then chooses a Tradition tile from the pile and similarly secretly peruses it.
Once everyone has completed these steps the Ritual may begin. Any player may begin by revealing their Tradition tile to the group and stating, “The (whatever Tradition tile says) of our Sacred Rite is…” At this point the player will attempt to give the group a clue as to what the Rite card said without being blatant about it. This could be a word, a movement, a sound, or whatever they so choose. When done, the rest of the initiates respond with, “Ahhhh, (whatever the player just said/did/etc).” Every player will need to present their idea of the Rite with their Tradition, even if they are an Outsider.
When all players have performed, a count of three is made and all players will then either point to the player they feel is an Outsider, or point to the sky to declare they believe no initiate is an Outsider. Initiates who guess correctly immediately score two VP (white flowers), and any initiate not accused will score one VP flower. At this point the Outsider(s) will have a chance to guess the Rite, scoring two VP for a correct guess. The round ends and a new round begins. The winner is the initiate who earns 13 points (or more) first!
Components. This is a BEAUTIFUL game to look at and play. The minimalistic style and color palette are perfect choices for this style and theme of game. The cards are those nice smaller cards, and the tiles are lovely wooden tiles. The VP flower tokens are a nice touch, and it also comes with a great little embroidered bag. This is one of the prettiest games I have played and I love all the component choices made.
The gameplay is something that surprised me. I typically do not enjoy my plays of a similar game called Spyfall, but found myself loving every play of Sacred Rites. You see, in Spyfall players ask each other questions in order to suss out the spy, and rounds can go for too many minutes. In Sacred Rites, each turn is similar in timeframe and have a “shoot-them-to-vote-them-out” mechanic like is found in Ca$h ‘n Guns. I much prefer Sacred Rites to Spyfall and will be pulling it off the shelf every time we get the itch to be shady.
I understand that some people may not be into the theme of rituals for cult initiation, but this isn’t a dark game or have any sort of strange, questionable content. I would feel comfortable playing this with my in-laws as much as I would with anyone’s sweet granny. That said, Purple Phoenix Games gives this one a moonbeam hippy flowerstone 10 / 12. I believe it to be a wonderful addition to any collection, especially if it lacks a somewhat silly game of accusations and performance, or if, like me, your plays of Spyfall are falling flat. I am so happy to have this one I may actually do a full-length interpretive dance right now. Just let me turn off my webcam…
Sacred Rites is a semi-cooperative, social deduction party game for three to nine initiates. These special few are about to be accepted into the cult full-time, assuming they all know the rites and traditions to be celebrated. Did you remember all your moves to the required interpretive dance?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup gather enough windowed Believer envelopes for the number of players and also include the two Outsider envelopes. Believer envelopes have a cutout section whereas the Outsider envelopes have no cutouts. Shuffle these together and place them on the table Crown-side up (so one cannot see which have windows and which do not). Each player chooses an envelope. Shuffle the deck of Rite cards into a draw pile and similarly shuffle the Tradition tiles into a draw pile. Sprinkle the flower tokens around the table (which I just now considered and should have included that little setup action for more immersion) within reach of all initiates. The game may now begin!
To start a round one player chooses a Rite card from the pile and slides it into their envelope. After contemplating the meaning, they then slide out the Rite and pass it to the next player in table order to peruse in their window (if they have one). This continues around the table so everyone has a chance to “look” at it. Each player then chooses a Tradition tile from the pile and similarly secretly peruses it.
Once everyone has completed these steps the Ritual may begin. Any player may begin by revealing their Tradition tile to the group and stating, “The (whatever Tradition tile says) of our Sacred Rite is…” At this point the player will attempt to give the group a clue as to what the Rite card said without being blatant about it. This could be a word, a movement, a sound, or whatever they so choose. When done, the rest of the initiates respond with, “Ahhhh, (whatever the player just said/did/etc).” Every player will need to present their idea of the Rite with their Tradition, even if they are an Outsider.
When all players have performed, a count of three is made and all players will then either point to the player they feel is an Outsider, or point to the sky to declare they believe no initiate is an Outsider. Initiates who guess correctly immediately score two VP (white flowers), and any initiate not accused will score one VP flower. At this point the Outsider(s) will have a chance to guess the Rite, scoring two VP for a correct guess. The round ends and a new round begins. The winner is the initiate who earns 13 points (or more) first!
Components. This is a BEAUTIFUL game to look at and play. The minimalistic style and color palette are perfect choices for this style and theme of game. The cards are those nice smaller cards, and the tiles are lovely wooden tiles. The VP flower tokens are a nice touch, and it also comes with a great little embroidered bag. This is one of the prettiest games I have played and I love all the component choices made.
The gameplay is something that surprised me. I typically do not enjoy my plays of a similar game called Spyfall, but found myself loving every play of Sacred Rites. You see, in Spyfall players ask each other questions in order to suss out the spy, and rounds can go for too many minutes. In Sacred Rites, each turn is similar in timeframe and have a “shoot-them-to-vote-them-out” mechanic like is found in Ca$h ‘n Guns. I much prefer Sacred Rites to Spyfall and will be pulling it off the shelf every time we get the itch to be shady.
I understand that some people may not be into the theme of rituals for cult initiation, but this isn’t a dark game or have any sort of strange, questionable content. I would feel comfortable playing this with my in-laws as much as I would with anyone’s sweet granny. That said, Purple Phoenix Games gives this one a moonbeam hippy flowerstone 10 / 12. I believe it to be a wonderful addition to any collection, especially if it lacks a somewhat silly game of accusations and performance, or if, like me, your plays of Spyfall are falling flat. I am so happy to have this one I may actually do a full-length interpretive dance right now. Just let me turn off my webcam…
BankofMarquis (1832 KP) rated A League of Their Own (1992) in Movies
May 26, 2020
My Favorite Baseball Movie of All Time
I am a big fan of movies. I am a big fan of baseball. So, inevitably, I get asked what my favorite baseball movie is - and my answer surprises many. Beyond a doubt, my favorite baseball movie is the 1992 comedy A LEAGUE OF THEIR OWN, directed by Penny Marshall and starring Geena Davis and Tom Hanks.
I just rewatched this film (for the umpteenth time) and it still works very, very well.
Set during WWII, A LEAGUE OF THEIR OWN tells the story of the All American Girls Professional Baseball League - set up by owners of Major League baseball as many, many of the male professional baseball players were overseas fighting in the war.
Set up as a sibling rivalry story between star player Dottie Henson (Geena Davis) and her kid sister Kit (Lori Petty) who is always in Dottie's shadow, ALOTO shows the start-up of the league, the initial reluctance of the general public to embrace it and the eventual winning over of those that mocked it by actually playing good, hard-nosed ball.
This indifference (turned to acceptance) of this league is shown through the eyes of alcoholic, former Major League star Jimmy Dugan (a pre-Oscars Tom Hanks). After a strong 1980's in film, the first part of the 1990's was not kind to Hanks (JOE vs. THE VOLCANO tanked and the less that can be said about BONFIRE OF THE VANITIES the better). This film was considered a bit of a "comeback" film for him and he came back very, very well. His Jimmy Dugan is irascible, vulgar and angry but has a good heart that shines through. It was this role that would catapult Hanks into SuperStardom later in this decade (with films like PHILADELPHIA, FOREST GUMP, SAVING PRIVATE RYAN, SLEEPLESS IN SEATTLE, APOLLO 13 and THE GREEN MILE). So, remember, without Jimmy Duggan, their probably would not be a Woody from TOY STORY (at least not a Woody voiced by Hanks).
Geena Davis is strong in the lead role of Dottie. Davis is a natural athlete and a very intelligent individual (she was a semi-finalist for the U.S. Olympic Archery team and is a member of MENSA) and both attributes shine through in her portrayal of Dottie. She is strong, graceful and sure-headed in her approach to her goal - to be the best at what she is currently doing. The pairing of Davis and Hanks is interesting for you see great chemistry between these two characters - 2 characters that are compatriots and, perhaps, friends, but...which is unusual in a film such as this...NOT love interests for each other.
Faring less well in this film is Lori Petty as kid sister Kit who just wants a chance to get out from under her sister's shadow. I don't blame Petty's performance - she does the best she can with the material she is given, but her character is "whiny, pouty and shouty" throughout the film and was just not someone I cared about.
That cannot be said for the strong list of actresses that were cast as members of the Rockford Peaches - the team that Dottie and Kit play for (and that Jimmy Dugan manages). Director Penny Marshall insisted that all of the women cast actually be able to play baseball, so cut many, many good actresses that just couldn't be believed as baseball players. Madonna (of all people) shows a passable ability to play ball - as well as a winning personality as "All the Way" Mae, the team's centerfielder. In her first film role, Rosie O'Donnell almost steals the film as loud Long Island 3b Doris Murphy. Megan Cavanagh (2b Marla Hooch), Tracy Reiner (LF/P Betty "Spaghetti" Horn), Bitty Schram (RF Evelyn Gardner who was the cryer in the "there's no crying in baseball" scene), Ann Cusack (illiterate OF Shirley Baker), Anne Ramsey (1B Helen Haley) and Freddie Simpson (SS/P Ellen Sue Gotlander) all make a believably passable group of ballplayers that you want to spend time with.
Special notice needs to be made to the always dependable David Strathairn (as Ira Lowenstein - the guiding light to this league) and Jon Lovitz (who is the star of the first 1/4 of this film as Scout Ernie Capadino). They both bring needed life to moments of the film when it need it the most.
All of these elements are brought together wonderfully by the smart, thoughtful and emotionally rich direction of Penny Marshall. She was on a bit of a roll in this part of her career, having helmed BIG (1988) and AWAKENINGS (1990 - with Robin Williams and Robert DeNiro) previously. She went "3 for 3" as a Director with this one. She keeps the film moving along smartly, pausing just long enough at times to bring in some emotion and then follows it right up with some gut-busting laughs.
While I am not thrilled by the events of the final game (I think it is a little contrived and one of the principal characters gets a reward they don't deserve) but that is a "nit" on this film, for it is the journey - with characters that are fun to spend some time with - that makes this film works.
Oh...and Marshall also puts in some of the real players from the league in a finale that serves as a well-deserved salute to these womeon
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)
I just rewatched this film (for the umpteenth time) and it still works very, very well.
Set during WWII, A LEAGUE OF THEIR OWN tells the story of the All American Girls Professional Baseball League - set up by owners of Major League baseball as many, many of the male professional baseball players were overseas fighting in the war.
Set up as a sibling rivalry story between star player Dottie Henson (Geena Davis) and her kid sister Kit (Lori Petty) who is always in Dottie's shadow, ALOTO shows the start-up of the league, the initial reluctance of the general public to embrace it and the eventual winning over of those that mocked it by actually playing good, hard-nosed ball.
This indifference (turned to acceptance) of this league is shown through the eyes of alcoholic, former Major League star Jimmy Dugan (a pre-Oscars Tom Hanks). After a strong 1980's in film, the first part of the 1990's was not kind to Hanks (JOE vs. THE VOLCANO tanked and the less that can be said about BONFIRE OF THE VANITIES the better). This film was considered a bit of a "comeback" film for him and he came back very, very well. His Jimmy Dugan is irascible, vulgar and angry but has a good heart that shines through. It was this role that would catapult Hanks into SuperStardom later in this decade (with films like PHILADELPHIA, FOREST GUMP, SAVING PRIVATE RYAN, SLEEPLESS IN SEATTLE, APOLLO 13 and THE GREEN MILE). So, remember, without Jimmy Duggan, their probably would not be a Woody from TOY STORY (at least not a Woody voiced by Hanks).
Geena Davis is strong in the lead role of Dottie. Davis is a natural athlete and a very intelligent individual (she was a semi-finalist for the U.S. Olympic Archery team and is a member of MENSA) and both attributes shine through in her portrayal of Dottie. She is strong, graceful and sure-headed in her approach to her goal - to be the best at what she is currently doing. The pairing of Davis and Hanks is interesting for you see great chemistry between these two characters - 2 characters that are compatriots and, perhaps, friends, but...which is unusual in a film such as this...NOT love interests for each other.
Faring less well in this film is Lori Petty as kid sister Kit who just wants a chance to get out from under her sister's shadow. I don't blame Petty's performance - she does the best she can with the material she is given, but her character is "whiny, pouty and shouty" throughout the film and was just not someone I cared about.
That cannot be said for the strong list of actresses that were cast as members of the Rockford Peaches - the team that Dottie and Kit play for (and that Jimmy Dugan manages). Director Penny Marshall insisted that all of the women cast actually be able to play baseball, so cut many, many good actresses that just couldn't be believed as baseball players. Madonna (of all people) shows a passable ability to play ball - as well as a winning personality as "All the Way" Mae, the team's centerfielder. In her first film role, Rosie O'Donnell almost steals the film as loud Long Island 3b Doris Murphy. Megan Cavanagh (2b Marla Hooch), Tracy Reiner (LF/P Betty "Spaghetti" Horn), Bitty Schram (RF Evelyn Gardner who was the cryer in the "there's no crying in baseball" scene), Ann Cusack (illiterate OF Shirley Baker), Anne Ramsey (1B Helen Haley) and Freddie Simpson (SS/P Ellen Sue Gotlander) all make a believably passable group of ballplayers that you want to spend time with.
Special notice needs to be made to the always dependable David Strathairn (as Ira Lowenstein - the guiding light to this league) and Jon Lovitz (who is the star of the first 1/4 of this film as Scout Ernie Capadino). They both bring needed life to moments of the film when it need it the most.
All of these elements are brought together wonderfully by the smart, thoughtful and emotionally rich direction of Penny Marshall. She was on a bit of a roll in this part of her career, having helmed BIG (1988) and AWAKENINGS (1990 - with Robin Williams and Robert DeNiro) previously. She went "3 for 3" as a Director with this one. She keeps the film moving along smartly, pausing just long enough at times to bring in some emotion and then follows it right up with some gut-busting laughs.
While I am not thrilled by the events of the final game (I think it is a little contrived and one of the principal characters gets a reward they don't deserve) but that is a "nit" on this film, for it is the journey - with characters that are fun to spend some time with - that makes this film works.
Oh...and Marshall also puts in some of the real players from the league in a finale that serves as a well-deserved salute to these womeon
Letter Grade: A
9 stars (out of 10) and you can take that to the Bank(ofMarquis)
Charlie Cobra Reviews (1840 KP) rated Shang-Chi and the Legend of the Ten Rings (2021) in Movies
Sep 5, 2021
Superhero Epic With Emotional Family Drama And Gravity-Defying Martial Arts
In the past, Xu Wenwu (Tony Leung), Shang-Chi's father, used the Ten Rings, mystical weapons granting him immortality and power, to amass an army of warriors and topple kingdoms and governments alike. In the present Shang-Chi (Simu Liu) is just a regular guy working a dead end job as a valet with his best friend Katy (Awkwafina) and enjoying life. When he and Katy are attacked by the mysterious Ten Rings Organization, Shang-Chi must confront the past of his former life. A life he thought he left behind.
This movie was really great! I'm so glad I went to go watch it in theaters and on the first day before anybody spoiled anything for me. I hate people who do that. Anyways, this movie was an excellent addition to the MCU and I like the way it went about being it's own thing. It felt like they didn't have to try and adhere to being part of a shared universe and making things fit but at the same time there were plenty of Easter eggs and surprises sprinkled throughout. The film also managed to check a lot of boxes without feeling like they were forced. It had drama, really great action, killer fight scenes, and some comedy mixed in there. The movie felt a lot like the first Guardians of the Galaxy movie, especially in how it balanced the seriousness and lightness throughout the film. I liked the chemistry between the characters and thought the casting was perfect. The bus scene was one of my favorite parts of the movie and all the action that went on. If I had to say that there was a biggest flaw in the film it would probably be that they didn't really go too far into some of the lore involved but ultimately that didn't detract from it enough to be something major.
I liked the way the director chose to portray the events in the story and how it was a pretty cohesive plot and not all over the place. The pacing was done well and there was good use of flashbacks in certain scenes to move the plot. I felt like it was done well without turning into "info dumping" with character dialogue. The cinematography was great and seemed naturalistic and heightened. They definitely took advantage of filming on location in San Francisco with some scenes filmed in famous places such as Russian Hill, Noe Valley, Nob Hill and Fisherman's Wharf. The fight choreography in the movie is phenomenal. It's probably the best that there has ever been in a Marvel film and it shows. They got Brad Allen who had worked with Jackie Chan before, as the supervising stunt coordinator and he brought that physical comedy to the scenes where setups and stakes keep rising as do the payoffs. The tone of the movie was light but definitely had it's moments were it got darker however it never left it's core of being about family. The music was more contemporary and modern but with some musical score in the scenes where it fit really well but there was nothing that really stuck out as unique or compelling. The acting was pretty good with even Awkwafina showing a little bit of range with some dramatic scenes and not just comedy. Simu Liu was very convincing as Shang-Chi, both versions, the "average Joe" and the warrior. His father played by Tony Leung was also very good in his scenes from the ones showing the past to his interactions with Shang-Chi. You could really feel the tension between them. And of course Michelle Yeoh was just awesome!
The writing was good and dialogue never felt like somebody said something that was out of character or didn't fit right. The plot was never weak or boring. Although you could tell where it was going it had a little bit of mystery to it. The editing was done very proper and there were some good cuts of action scenes particularly the bus scene. I liked the one transition in the beginning from the tale of the past to the alarm clock. The costume designs were something that you usually don't remember in some films but this one had some really iconic ones that stuck out. For example that one masked blue ninja's outfit, as well as the other Ten Rings soldiers looked cool. Razor Fist's arm design was inventive also. There were so many outfits that come out later in the movie that just fit really well too. Although as cool and nice looking as Shang-Chi's costume was, I did think it could have been better. There were plenty of really cool set designs from the Ten Rings lair to a underground fight club in Macau but the one set piece that stole the show to me was this really ornate wooden carving that looked really intricate. You'll know the one when you see it. The special effects were really good and I couldn't really complain too much except that the movie did suffer from one of those things that happened towards the end like in Black Panther where they just used too much in a certain sequence and it looked bad in that particular part. I did have a favorite character in the movie but it'd be spoiling it if I said who it was, so I'll just say that they have exceptional "acting" skills. Anyways I give Shang-Chi and the Legend of the Ten Rings a 8/10 and it gets my "Must See Seal of Approval". You need to get out there and check this movie out this Labor Day Weekend.
This movie was really great! I'm so glad I went to go watch it in theaters and on the first day before anybody spoiled anything for me. I hate people who do that. Anyways, this movie was an excellent addition to the MCU and I like the way it went about being it's own thing. It felt like they didn't have to try and adhere to being part of a shared universe and making things fit but at the same time there were plenty of Easter eggs and surprises sprinkled throughout. The film also managed to check a lot of boxes without feeling like they were forced. It had drama, really great action, killer fight scenes, and some comedy mixed in there. The movie felt a lot like the first Guardians of the Galaxy movie, especially in how it balanced the seriousness and lightness throughout the film. I liked the chemistry between the characters and thought the casting was perfect. The bus scene was one of my favorite parts of the movie and all the action that went on. If I had to say that there was a biggest flaw in the film it would probably be that they didn't really go too far into some of the lore involved but ultimately that didn't detract from it enough to be something major.
I liked the way the director chose to portray the events in the story and how it was a pretty cohesive plot and not all over the place. The pacing was done well and there was good use of flashbacks in certain scenes to move the plot. I felt like it was done well without turning into "info dumping" with character dialogue. The cinematography was great and seemed naturalistic and heightened. They definitely took advantage of filming on location in San Francisco with some scenes filmed in famous places such as Russian Hill, Noe Valley, Nob Hill and Fisherman's Wharf. The fight choreography in the movie is phenomenal. It's probably the best that there has ever been in a Marvel film and it shows. They got Brad Allen who had worked with Jackie Chan before, as the supervising stunt coordinator and he brought that physical comedy to the scenes where setups and stakes keep rising as do the payoffs. The tone of the movie was light but definitely had it's moments were it got darker however it never left it's core of being about family. The music was more contemporary and modern but with some musical score in the scenes where it fit really well but there was nothing that really stuck out as unique or compelling. The acting was pretty good with even Awkwafina showing a little bit of range with some dramatic scenes and not just comedy. Simu Liu was very convincing as Shang-Chi, both versions, the "average Joe" and the warrior. His father played by Tony Leung was also very good in his scenes from the ones showing the past to his interactions with Shang-Chi. You could really feel the tension between them. And of course Michelle Yeoh was just awesome!
The writing was good and dialogue never felt like somebody said something that was out of character or didn't fit right. The plot was never weak or boring. Although you could tell where it was going it had a little bit of mystery to it. The editing was done very proper and there were some good cuts of action scenes particularly the bus scene. I liked the one transition in the beginning from the tale of the past to the alarm clock. The costume designs were something that you usually don't remember in some films but this one had some really iconic ones that stuck out. For example that one masked blue ninja's outfit, as well as the other Ten Rings soldiers looked cool. Razor Fist's arm design was inventive also. There were so many outfits that come out later in the movie that just fit really well too. Although as cool and nice looking as Shang-Chi's costume was, I did think it could have been better. There were plenty of really cool set designs from the Ten Rings lair to a underground fight club in Macau but the one set piece that stole the show to me was this really ornate wooden carving that looked really intricate. You'll know the one when you see it. The special effects were really good and I couldn't really complain too much except that the movie did suffer from one of those things that happened towards the end like in Black Panther where they just used too much in a certain sequence and it looked bad in that particular part. I did have a favorite character in the movie but it'd be spoiling it if I said who it was, so I'll just say that they have exceptional "acting" skills. Anyways I give Shang-Chi and the Legend of the Ten Rings a 8/10 and it gets my "Must See Seal of Approval". You need to get out there and check this movie out this Labor Day Weekend.
Hadley (567 KP) rated The Shining in Books
Apr 6, 2019
Different from the movie (1 more)
Well written
Contains spoilers, click to show
In his most well-known horror story, 'The Shining,' which is either a ghost story or the collapse of a man's mental state, Jack Torrance, a recovering alcoholic who just lost his job teaching at a school, gets hired to be the Winter caretaker of the infamous Overlook Hotel. In this book, the readers follow Jack into a nervous breakdown, as well as his possession by the ghosts of this hotel.
While the Torrance's seem like every other family - a small boy and moving to a new town - we find out that their son, Danny, has special abilities that help him to see things that may or may not happen in the future.
Soon after the family arrives to take over the hotel for the Winter, Danny meets a man named Hallorann - a chef at the hotel - who has the same abilities as him, which he calls 'Shine:' "What you got son, I call it shinin' on, the Bible calls it having visions, and there's scientists that call it precognition. I've read up on it, son. I've studied on it. They all mean seeing the future. Do you understand that?" Hallorann tells Danny.
Why does Danny, or anyone for that matter, have the Shine? King doesn't explain this in the book, it just seems to be something specific people are born with, even Danny's parents take him to a doctor before the snowfall hits to figure out what is going on,but even the doctor believes it's just a child's overactive imagination. Even so, Danny continues to have visions: one is of the room 217 in the Overlook, which even Hallorann told him to never go inside, and the other is of a creature-like man swinging a roque mallet, yelling about someone needing to take their medicine,"Come out! Come out, you little shit! Take your medicine!" We,also,meet his imaginary friend, Tony, who is the one whom continues to show Danny these visions over and over.
Unlike the movie, 'The Shining' book stands on it's own as an almost completely different story, even having Jack wielding a roque mallet and not an axe. Also the infamous scene of the Grady twins showing up in a hallway, asking Danny to play with them, never happened in the book; Hallorann also survives Jack's attack, Wendy is nearly beaten to-death by the roque mallet, and the hedge maze doesn't even exist! Instead, King wrote about topiary animals that came to life to kill you, "The rabbit was down on all fours, cropping grass. Its belly was against the ground. But not ten minutes ago it had been up on its hind legs, of course it had been, he had trimmed its ears...and its belly."
Jack begins to change when he finds a scrapbook in the basement that contains articles and such of things that happened at the Overlook. One such thing that sticks with Jack is about a Masked Ball that took place at the grand opening of the hotel. "Horace M. Derwent Requests The Pleasure of Your Company At a Masked Ball to Celebrate The Grand Opening of THE OVERLOOK HOTEL...Dinner Will Be Served At 8 P.M. Unmasking And Dancing At Midnight August 29,1945...RSVP"
Later on in the story, Jack, Wendy and Danny are awoken by the elevator going up and down by itself, but inside is a surprise,"Then she was up, her cheeks flushed, her forehead as pale and shining as a spirit lamp. 'What about this, Jack? Is this a short circuit?' She threw something and suddenly the hall was full of drifting confetti, red and white and blue and yellow. 'Is this?' A green party streamer, faded to a pale pastel color with age." Continuously, throughout the book,the past hotel guests make themselves known, either by showing up in rooms or leaving things for the family to find.
King shines (pun intended) with this book, he keeps things moving so that readers don't get bored. Known for his horror books, he doesn't disappoint in this one, which I personally think that this is his best work ever. He doesn't jump from scene to scene (like in many of his other books), he flawlessly keeps the timeline going even though he switches from character view points, between Jack, Danny, Wendy and Hallorann.
Although the film 'The Shining' is a classic in the horror movie genre, it is a huge step away from the book itself. "And the Red Death held sway over all." is a line that was never in the movie,but is quite frequent through the book. Even the most recognizable scene of "Here's Johnny!" is not in the book!
Also, Hallorann's character has a much bigger part in the story, the reader gets to see him living his Winter life in Florida, working as a chef in another hotel.. Hallorann even has a back story in the book that is wonderful to read about; we get to accompany him to a lawyer's office where he feels the need to get his Will made out for everything to be left to his sister when he is overcome with the feeling that his life may be about to end,"Hallorann had stepped in and told this McIver that he wanted to make a will,and could McIver help him out? Well, McIver asked,how soon do you want the document? Yesterday, said Hallorann, and threw his head back and laughed."
This 659- page book is well worth the read. You not only get a different take on 'The Shining' that is so well known,but you also get a different ending!'The Shining' will now always be a staple on my book shelf.
Even if you love the movie as much as I do (it is my favorite horror movie of all time), you will love the book just as much. King went above and beyond when he wrote 'The Shining.' Highly recommend!
While the Torrance's seem like every other family - a small boy and moving to a new town - we find out that their son, Danny, has special abilities that help him to see things that may or may not happen in the future.
Soon after the family arrives to take over the hotel for the Winter, Danny meets a man named Hallorann - a chef at the hotel - who has the same abilities as him, which he calls 'Shine:' "What you got son, I call it shinin' on, the Bible calls it having visions, and there's scientists that call it precognition. I've read up on it, son. I've studied on it. They all mean seeing the future. Do you understand that?" Hallorann tells Danny.
Why does Danny, or anyone for that matter, have the Shine? King doesn't explain this in the book, it just seems to be something specific people are born with, even Danny's parents take him to a doctor before the snowfall hits to figure out what is going on,but even the doctor believes it's just a child's overactive imagination. Even so, Danny continues to have visions: one is of the room 217 in the Overlook, which even Hallorann told him to never go inside, and the other is of a creature-like man swinging a roque mallet, yelling about someone needing to take their medicine,"Come out! Come out, you little shit! Take your medicine!" We,also,meet his imaginary friend, Tony, who is the one whom continues to show Danny these visions over and over.
Unlike the movie, 'The Shining' book stands on it's own as an almost completely different story, even having Jack wielding a roque mallet and not an axe. Also the infamous scene of the Grady twins showing up in a hallway, asking Danny to play with them, never happened in the book; Hallorann also survives Jack's attack, Wendy is nearly beaten to-death by the roque mallet, and the hedge maze doesn't even exist! Instead, King wrote about topiary animals that came to life to kill you, "The rabbit was down on all fours, cropping grass. Its belly was against the ground. But not ten minutes ago it had been up on its hind legs, of course it had been, he had trimmed its ears...and its belly."
Jack begins to change when he finds a scrapbook in the basement that contains articles and such of things that happened at the Overlook. One such thing that sticks with Jack is about a Masked Ball that took place at the grand opening of the hotel. "Horace M. Derwent Requests The Pleasure of Your Company At a Masked Ball to Celebrate The Grand Opening of THE OVERLOOK HOTEL...Dinner Will Be Served At 8 P.M. Unmasking And Dancing At Midnight August 29,1945...RSVP"
Later on in the story, Jack, Wendy and Danny are awoken by the elevator going up and down by itself, but inside is a surprise,"Then she was up, her cheeks flushed, her forehead as pale and shining as a spirit lamp. 'What about this, Jack? Is this a short circuit?' She threw something and suddenly the hall was full of drifting confetti, red and white and blue and yellow. 'Is this?' A green party streamer, faded to a pale pastel color with age." Continuously, throughout the book,the past hotel guests make themselves known, either by showing up in rooms or leaving things for the family to find.
King shines (pun intended) with this book, he keeps things moving so that readers don't get bored. Known for his horror books, he doesn't disappoint in this one, which I personally think that this is his best work ever. He doesn't jump from scene to scene (like in many of his other books), he flawlessly keeps the timeline going even though he switches from character view points, between Jack, Danny, Wendy and Hallorann.
Although the film 'The Shining' is a classic in the horror movie genre, it is a huge step away from the book itself. "And the Red Death held sway over all." is a line that was never in the movie,but is quite frequent through the book. Even the most recognizable scene of "Here's Johnny!" is not in the book!
Also, Hallorann's character has a much bigger part in the story, the reader gets to see him living his Winter life in Florida, working as a chef in another hotel.. Hallorann even has a back story in the book that is wonderful to read about; we get to accompany him to a lawyer's office where he feels the need to get his Will made out for everything to be left to his sister when he is overcome with the feeling that his life may be about to end,"Hallorann had stepped in and told this McIver that he wanted to make a will,and could McIver help him out? Well, McIver asked,how soon do you want the document? Yesterday, said Hallorann, and threw his head back and laughed."
This 659- page book is well worth the read. You not only get a different take on 'The Shining' that is so well known,but you also get a different ending!'The Shining' will now always be a staple on my book shelf.
Even if you love the movie as much as I do (it is my favorite horror movie of all time), you will love the book just as much. King went above and beyond when he wrote 'The Shining.' Highly recommend!
Gareth von Kallenbach (980 KP) rated Tropico 6 in Video Games
Aug 14, 2019
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.
Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.
For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.
There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.
Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.
Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.
Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.
Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.
Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!
What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals
What I liked less: Road tool seems a bit finicky, some items are difficult to locate
Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.
For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.
There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.
Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.
Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.
Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.
Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.
Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!
What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals
What I liked less: Road tool seems a bit finicky, some items are difficult to locate
Becs (244 KP) rated Where Creatures Hide in Books
May 17, 2019
Mysterious and tons of twists that will make you want more of this story!
My rating: ☆☆☆☆☆
Review:
I was sent Where Rogues Hide to read and review for my honest opinion but I only got about 20 pages in when I realized that I needed to read Where Creatures Hide (which is book 1 of the series) and Where Puppets Hide (book 2 of the series). So I rented them off of Amazon so I can give them a quick read through and review. Here is everything that I have felt throughout my read through of Where Creatures Hide.
The story starts by introducing the "Chant of Creatures." This then leads to the opening of the story where there are a bunch of lab technicians doing tests on a girl that is frozen in a tomb of ice. They decide to melt the ice so they can carry out other tests that would lead to the girl's puppet soul being released.
A note on puppet souls:
Puppet souls are the darkest part of a creature's mind. The part of the mind that tells you you're not good enough. That voice that can break you down until you're nothing. They are extremely dangerous because they are numb beings that enjoy killing for pleasure, even if it costs them their own life. "Now what I mean here is that when you give into your dark thoughts, you forget about everything around you. Your family, your friends, the people who love you, the people who matter most. You don't see them, all you see is a shadowy haze of darkness, nothing else. The sun doesn't shine, rain pours thicker than it ever has before but you don't care because you're falling. Falling into that endless bottomless pit of ebony nights. You're not scared because everything you see means nothing. Everything you hear means nothing. The people who call your name, mean nothing... Falling into your puppet soul is like ecstasy. You crave for silence, bliss, happiness and you think the only way you're going to get it is if you truly allow it to overcome you. Even if it means hurting the people around you, and yourself."
The girl's puppet soul ends up releasing for only a short moment before she passes out. This is where Alex comes into the story as he was the only one to survive the release of the girl's puppet soul. Where Creatures Hide follows that girl's story. Her name is Dawn, she is a creature with a puppet soul and has no recollection of who she really is but she's determined to figure that out, even if it means hurting others around her.
"Because love thrives so much more than fear and darkness. Loyalty lies so much deeper with family than it does an army."
Characters:
Alex - the leader of Europha and one of Titan's sons. He is light in a dark and cruel world.
Dawn - the main character with a puppet soul. There is a twist that I can't reveal about her because it's a spoiler, but it was amazing!
Xavior - my baby, my smol cinnamonroll, my love. Xavior is by far my favorite character. He's just so innocent and loves to eat - I can get down with that!
Aziel - a god sent from higher up gods to find and protect the princess, eventually he must... wait, I can't tell you that cause it's a spoiler!
Luna - this little girl right here has my heart wrenched into a million pieces. I want to smother her into my arms and protect her from the world but at the same time, she's strong and independent and doesn't need any protection as long as she has her violin.
Titan - Alex's father. A gruesome man who wants to control all
Inaya - the princess that is to save her people from Titan's grasp
Tremayne - a phoenix lady who is cursed with not being able to touch anybody. Raised Alex after he lost his mother.
Ava - a vampire who doesn't come in until roughly the halfway mark of the book. She ends up standing close with Uma and Susi to protect them.
Uma - a bad ass little cat girl who I just wanted to cuddle in my arms!
Susi - wolf sidekick and protective of Uma
Reasons why I rated it 5 stars:
1. The plot:
I've never read anything by PJ Sheperd and I honestly have no idea why. PJ is an amazing human being with great storytelling skills. Where Creatures Hide packed a punch that I was not ready at all for. I bawled my eyes out, I fell in love, my heart raced at the twists and turns that littered throughout this breathtaking novel. There was an aura of mystery across the entirety of the novel and it honestly added such an appeal to the plot that left me craving more.
2. My enjoyment:
I absolutely 100% enjoyed reading Where Creatures Hide. The execution of the writing was amazing and the amount of background, development, and story that was packed into this little novel was a whirlwind of a roller coaster ride that I will gladly take over and over again.
3. Character and story development:
Guys! The character development within Where Creatures Hide is some of the best I've seen. PJ Sheperd does an amazing job and it was honestly a lot better than quite a few popular authors that have great editors. The story development was a little slow at first but with how the story ended up laying out, it made total sense the way that it was written.
4. Grammar and spelling:
PJ Sheperd has had a lot of hardships finding a good editor as each one has screwed her over. So I am not rating her on grammar and spelling as she is a new-ish indie author. There weren't many grammatical and spelling errors, just a few that could be overlooked but I happened to notice. She knows all about them already.
5. The overall story:
I absolutely am in love. I cannot express how much I've come to love this story-line just know that it's a lot. I can't wait to get my hands on some physical copies so I can reread the story. I'm already ready to do it!
"When you have strength, you fear nothing, and when you fear nothing you overcome the darkness with a blazing beacon of light."
There are three (3) different covers for each book in the Where Creatures Hide series. Each cover has a bit of extra stuff added to either the story or at the end of the book.
OG paperback cover - original PG-13 storyline
Special Edition paperback cover - smut filled storyline
Hardback cover - smut filled storyline + artwork
Review:
I was sent Where Rogues Hide to read and review for my honest opinion but I only got about 20 pages in when I realized that I needed to read Where Creatures Hide (which is book 1 of the series) and Where Puppets Hide (book 2 of the series). So I rented them off of Amazon so I can give them a quick read through and review. Here is everything that I have felt throughout my read through of Where Creatures Hide.
The story starts by introducing the "Chant of Creatures." This then leads to the opening of the story where there are a bunch of lab technicians doing tests on a girl that is frozen in a tomb of ice. They decide to melt the ice so they can carry out other tests that would lead to the girl's puppet soul being released.
A note on puppet souls:
Puppet souls are the darkest part of a creature's mind. The part of the mind that tells you you're not good enough. That voice that can break you down until you're nothing. They are extremely dangerous because they are numb beings that enjoy killing for pleasure, even if it costs them their own life. "Now what I mean here is that when you give into your dark thoughts, you forget about everything around you. Your family, your friends, the people who love you, the people who matter most. You don't see them, all you see is a shadowy haze of darkness, nothing else. The sun doesn't shine, rain pours thicker than it ever has before but you don't care because you're falling. Falling into that endless bottomless pit of ebony nights. You're not scared because everything you see means nothing. Everything you hear means nothing. The people who call your name, mean nothing... Falling into your puppet soul is like ecstasy. You crave for silence, bliss, happiness and you think the only way you're going to get it is if you truly allow it to overcome you. Even if it means hurting the people around you, and yourself."
The girl's puppet soul ends up releasing for only a short moment before she passes out. This is where Alex comes into the story as he was the only one to survive the release of the girl's puppet soul. Where Creatures Hide follows that girl's story. Her name is Dawn, she is a creature with a puppet soul and has no recollection of who she really is but she's determined to figure that out, even if it means hurting others around her.
"Because love thrives so much more than fear and darkness. Loyalty lies so much deeper with family than it does an army."
Characters:
Alex - the leader of Europha and one of Titan's sons. He is light in a dark and cruel world.
Dawn - the main character with a puppet soul. There is a twist that I can't reveal about her because it's a spoiler, but it was amazing!
Xavior - my baby, my smol cinnamonroll, my love. Xavior is by far my favorite character. He's just so innocent and loves to eat - I can get down with that!
Aziel - a god sent from higher up gods to find and protect the princess, eventually he must... wait, I can't tell you that cause it's a spoiler!
Luna - this little girl right here has my heart wrenched into a million pieces. I want to smother her into my arms and protect her from the world but at the same time, she's strong and independent and doesn't need any protection as long as she has her violin.
Titan - Alex's father. A gruesome man who wants to control all
Inaya - the princess that is to save her people from Titan's grasp
Tremayne - a phoenix lady who is cursed with not being able to touch anybody. Raised Alex after he lost his mother.
Ava - a vampire who doesn't come in until roughly the halfway mark of the book. She ends up standing close with Uma and Susi to protect them.
Uma - a bad ass little cat girl who I just wanted to cuddle in my arms!
Susi - wolf sidekick and protective of Uma
Reasons why I rated it 5 stars:
1. The plot:
I've never read anything by PJ Sheperd and I honestly have no idea why. PJ is an amazing human being with great storytelling skills. Where Creatures Hide packed a punch that I was not ready at all for. I bawled my eyes out, I fell in love, my heart raced at the twists and turns that littered throughout this breathtaking novel. There was an aura of mystery across the entirety of the novel and it honestly added such an appeal to the plot that left me craving more.
2. My enjoyment:
I absolutely 100% enjoyed reading Where Creatures Hide. The execution of the writing was amazing and the amount of background, development, and story that was packed into this little novel was a whirlwind of a roller coaster ride that I will gladly take over and over again.
3. Character and story development:
Guys! The character development within Where Creatures Hide is some of the best I've seen. PJ Sheperd does an amazing job and it was honestly a lot better than quite a few popular authors that have great editors. The story development was a little slow at first but with how the story ended up laying out, it made total sense the way that it was written.
4. Grammar and spelling:
PJ Sheperd has had a lot of hardships finding a good editor as each one has screwed her over. So I am not rating her on grammar and spelling as she is a new-ish indie author. There weren't many grammatical and spelling errors, just a few that could be overlooked but I happened to notice. She knows all about them already.
5. The overall story:
I absolutely am in love. I cannot express how much I've come to love this story-line just know that it's a lot. I can't wait to get my hands on some physical copies so I can reread the story. I'm already ready to do it!
"When you have strength, you fear nothing, and when you fear nothing you overcome the darkness with a blazing beacon of light."
There are three (3) different covers for each book in the Where Creatures Hide series. Each cover has a bit of extra stuff added to either the story or at the end of the book.
OG paperback cover - original PG-13 storyline
Special Edition paperback cover - smut filled storyline
Hardback cover - smut filled storyline + artwork
Purple Phoenix Games (2266 KP) rated 13 Monsters in Tabletop Games
Dec 5, 2019
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…
As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.
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, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T
To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!
Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.
Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.
Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.
There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.
Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!
Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.
Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.
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, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T
To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!
Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.
Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.
Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.
There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.
Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!
Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.
Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
Purple Phoenix Games (2266 KP) rated Gnomes & Wizards in Tabletop Games
Jan 21, 2020
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.
To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.
Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.
Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.
Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.
The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.
Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.
I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
Emma @ The Movies (1786 KP) rated 1917 (2020) in Movies
Jan 22, 2020
It has felt like a long wait to get to this film, there was a lot of talk when Midway was coming out so I was very glad it finally arrived.
Lance Corporal Blake has been told to report with another soldier, the respite from war was short but something important must be afoot. It's more than just important, it's life and death for Blake's older brother. His company have sent word that they're going to advance on the retreating German troops but communications are down and they don't know they're going headfirst into a trap.
Blake and Schofield are tasked with finding a way to their position to stop the advance before they lead 1,600 men into the ambush. Between them and their objective? No man's land, abandoned German trenches and large expanses of open land. One another and vigilance are all they have to get them to their objective.
I ended up seeing this twice on its opening weekend, mainly for technical reasons. When I completed my first watch I saw a lot of tweets about its "one-shot" filming and details of an interview about the filming techniques used, that all made me want to go back and watch for more detail.
If I'm honest with you I didn't notice the "one-shot" filming during my first trip to the cinema. In the interview I saw it said that there were no takes longer than 9 minutes, with its running time that meant that at the very least there were 14 cuts... of course I wanted to go and try to spot them. There were only a few "obvious" ones, but even then some of those felt so seamless that you wouldn't question if they said it was done in one (two) shot(s).
The effects in the film are fantastic, but also one of my only quibbles. There are several video clips with and without effects on floating around the internet and you'll see the massive effort that went into these effects. The major scene that comes to mind is in the trailer, Schofield is running across the field as the regiment is advancing around him. I had just assumed that the shot was aerial, but no, it was filmed from the back of a truck. That doesn't sound all that strange until you see in this video that the truck has a road to drive down that is then CGId out for the final cut. That was incredible to see. But this scene is also the only scene that made me doubt the effects too. When I watched it on the big screen it felt clear that some of the explosions were generated, and watching the clips proved that feeling to be right.
I could ramble on about the effects in this for ages but I need to remember there are other things to talk about... but well, I want to rave a little.
The nighttime scene is truly incredible to watch. It makes you paranoid and scared, you watch the shadows for soldiers and survivors, ugh, gripping and terrifying all at the same time.
Right, come one... move along, Emma!
Not much of a switch but I want to mention what I believe are mainly physical effects. One of the first scenes shows Blake and Schofield going through the trenches and over no man's land, walking through the trenches takes a long time, the fact they dug all of that and decked out the entire length for what is sometimes just a fleeting view. The soldiers as they sleep against the walls blending in like they're not there, the claustrophobic feeling as they walls creep higher and closer around them, and just the sheer volume of people down there. Both fast-paced and drawn out at the same time this whole sequence is complex and important.
After the trenches we see them go over the top into no man's land. The pair of them make an amazing job of playing in the mud. It's another part of the film that makes you look around. What's floating in the water? What's hidden in the mud? Truly spectacular additions and I imagine that on every viewing you'd see something different and horrific appear.
Come on, Emma... acting.
There are a lot of cameos from recognisable talented actors but the nature of the story means they're only the briefest of scenes. Mark Strong was probably my favourite of those, his tone at that critical part of the film was perfect.
To our main duo... Blake is played by Dean-Charles Chapman, a face I recognised but had to look up. I'd seen him most recently in The King and Blinded By The Light but clearly neither of those roles stuck with me. Schofield is played by George MacKay who I haven't seen in anything before. The pair had an interesting dynamic, there was certainly a camaraderie there but I swung between thinking they were good friends and just acquaintances because of their behaviour towards each other. Their characters felt very much at two ends of the scale, Blake optimistic and almost a little green, Schofield, battle-worn and sceptical.
Between the two I can easily say that George MacKay was the better performer. He does get some of the headier scenes to deal with but Chapman felt like he wasn't in a warzone. There were still good moments there but I wasn't as convinced by his performance. MacKay was acting even when he wasn't acting, his moments of silence were just as impressive as his scripted parts.
There is just so much in 1917 to look at, the background is so well thought out that you're drawn to it just as much as the action that's in the foreground. You're scanning everything as they move with them like you're a member of their regiment. It feels like it needs to be watched a couple of times. I watched it to see it, I watched it to watch the techniques and I feel like I want to see it again just to watch that background. None of these watches are for anything other than the technical side of things though. Even though I felt emotional connections with parts of the story it's still a basic quest with obstacles and while it's an interesting look at soldiers and their dedication it's not all that extraordinary.
This truly deserves to win a lot of technical awards. I'm not sure that the acting or script hit the same heights, but as a whole 1917 is definitely something special to see.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/1917-movie-review.html
Lance Corporal Blake has been told to report with another soldier, the respite from war was short but something important must be afoot. It's more than just important, it's life and death for Blake's older brother. His company have sent word that they're going to advance on the retreating German troops but communications are down and they don't know they're going headfirst into a trap.
Blake and Schofield are tasked with finding a way to their position to stop the advance before they lead 1,600 men into the ambush. Between them and their objective? No man's land, abandoned German trenches and large expanses of open land. One another and vigilance are all they have to get them to their objective.
I ended up seeing this twice on its opening weekend, mainly for technical reasons. When I completed my first watch I saw a lot of tweets about its "one-shot" filming and details of an interview about the filming techniques used, that all made me want to go back and watch for more detail.
If I'm honest with you I didn't notice the "one-shot" filming during my first trip to the cinema. In the interview I saw it said that there were no takes longer than 9 minutes, with its running time that meant that at the very least there were 14 cuts... of course I wanted to go and try to spot them. There were only a few "obvious" ones, but even then some of those felt so seamless that you wouldn't question if they said it was done in one (two) shot(s).
The effects in the film are fantastic, but also one of my only quibbles. There are several video clips with and without effects on floating around the internet and you'll see the massive effort that went into these effects. The major scene that comes to mind is in the trailer, Schofield is running across the field as the regiment is advancing around him. I had just assumed that the shot was aerial, but no, it was filmed from the back of a truck. That doesn't sound all that strange until you see in this video that the truck has a road to drive down that is then CGId out for the final cut. That was incredible to see. But this scene is also the only scene that made me doubt the effects too. When I watched it on the big screen it felt clear that some of the explosions were generated, and watching the clips proved that feeling to be right.
I could ramble on about the effects in this for ages but I need to remember there are other things to talk about... but well, I want to rave a little.
The nighttime scene is truly incredible to watch. It makes you paranoid and scared, you watch the shadows for soldiers and survivors, ugh, gripping and terrifying all at the same time.
Right, come one... move along, Emma!
Not much of a switch but I want to mention what I believe are mainly physical effects. One of the first scenes shows Blake and Schofield going through the trenches and over no man's land, walking through the trenches takes a long time, the fact they dug all of that and decked out the entire length for what is sometimes just a fleeting view. The soldiers as they sleep against the walls blending in like they're not there, the claustrophobic feeling as they walls creep higher and closer around them, and just the sheer volume of people down there. Both fast-paced and drawn out at the same time this whole sequence is complex and important.
After the trenches we see them go over the top into no man's land. The pair of them make an amazing job of playing in the mud. It's another part of the film that makes you look around. What's floating in the water? What's hidden in the mud? Truly spectacular additions and I imagine that on every viewing you'd see something different and horrific appear.
Come on, Emma... acting.
There are a lot of cameos from recognisable talented actors but the nature of the story means they're only the briefest of scenes. Mark Strong was probably my favourite of those, his tone at that critical part of the film was perfect.
To our main duo... Blake is played by Dean-Charles Chapman, a face I recognised but had to look up. I'd seen him most recently in The King and Blinded By The Light but clearly neither of those roles stuck with me. Schofield is played by George MacKay who I haven't seen in anything before. The pair had an interesting dynamic, there was certainly a camaraderie there but I swung between thinking they were good friends and just acquaintances because of their behaviour towards each other. Their characters felt very much at two ends of the scale, Blake optimistic and almost a little green, Schofield, battle-worn and sceptical.
Between the two I can easily say that George MacKay was the better performer. He does get some of the headier scenes to deal with but Chapman felt like he wasn't in a warzone. There were still good moments there but I wasn't as convinced by his performance. MacKay was acting even when he wasn't acting, his moments of silence were just as impressive as his scripted parts.
There is just so much in 1917 to look at, the background is so well thought out that you're drawn to it just as much as the action that's in the foreground. You're scanning everything as they move with them like you're a member of their regiment. It feels like it needs to be watched a couple of times. I watched it to see it, I watched it to watch the techniques and I feel like I want to see it again just to watch that background. None of these watches are for anything other than the technical side of things though. Even though I felt emotional connections with parts of the story it's still a basic quest with obstacles and while it's an interesting look at soldiers and their dedication it's not all that extraordinary.
This truly deserves to win a lot of technical awards. I'm not sure that the acting or script hit the same heights, but as a whole 1917 is definitely something special to see.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/1917-movie-review.html