Powers Review – “F@#k the Big Chiller”

Powers

Kyle’s Review

Powers’ season finale, “F@#k the Big Chiller,” climaxed too soon for my taste. It reached an apex with close to twenty minutes left in a forty minute episode. That’s a long denouement. As a result, “F@#k the Big Chiller” played more like two mini episodes stapled together: the moments before Wolfe dies and the ones after Wolfe’s death.

The first portion of “F@#k the Big Chiller” had a solid pace but the acting felt forced. I almost believed Pilgrim’s first expletive when Wolfe escaped the first time but then she paused for ten seconds and started swearing for a few minutes, throwing a temper-tantrum. That was tough to watch. Noah Taylor’s Johnny Royalle almost sang his curse word a few scenes later and it was everything I could do to not chuckle. He should put that moment on his F***ing Wicked audition tape. The acting started to smooth out when the show focused on the action—and there was a lot of action. Somewhere along the way, Calista becomes the new Wolfe in a not-so-subtle hand-off of powers and that’s where the long walk to the finish began.

I got a better sense of the characters in the second portion of “F@#k the Big Chiller,” but the story meandered in predictable areas. Even the big reveal at the end wasn’t as big as I’m sure Powers would’ve liked. They choreographed the scene so much that it left nothing to the imagination. Even so, the final scenes do pose enough questions to warrant a second season. I don’t know if Playstation will renew Powers but the series ended with a cliffhanger, so it’s clear that they want to pursue one. I just hope Powers irons out some of its rough edges, particularly the ones with Pilgrim and Walker.

Verdict:

Powers’ “F@#k the Big Chiller” couldn’t decide what it wanted to be in this wonky finale.

Arrow Secrets: May 1, 2015

CanaryCryTheFlash

Canary Cry

Laurel was loud and proud with her Canary Cry this week. Sure, Sara Lance used a sonic disruptor, but this week’s Canary Cry came straight from the comics. Sort of. Usually, the Black Canary’s power is inherent, not based off of technology, but I couldn’t help but smile when she belted that super-sonic shout.

Smoke Bombs

Batman and The League of Assassins love using smoke bombs and this week we saw a nod to that gadget.

Speedy

Speedy

Thea Dearden Queen gets closer to the Mia Dearden, one of the people to go by the name Speedy in the comics. She’s had assassin training and Ollie has called her Speedy off and on since the pilot. Arrow has even shown archery trophies in Thea’s room from time to time, so that arrow through Ollie’s wrist wasn’t a lucky shot.

TaliaAlGhulAndBatmanGetHitchedArrow

Marry my daughter

What’s with Ra’s Al Ghul giving his daughters’ hand in marriage to various members of the DC Universe? He’s been hard up to marry Talia off to Batman and now he’s doing the same with Ollie and Nyssa.

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Damien Darhk

Damien Darhk was more than a name drop. He’s a minor character in the comics, but per Ra’s Al Ghul’s monologue, he’s the head of HIVE and behind several of the show’s mysteries. There has been some speculation on-line that Damien Darhk could be the son of Batman and grandson of Ra’s al Ghul, Damian Wayne, but that’d be too close to superhero who should not be named on a CW program.

In the comics, Darhk was a mysterious figure who claimed to be a major player in America’s underworld. He even had some connections to HIVE, so that’s not too far-fetched. On Arrow, HIVE hired Deadshot to kill Andy Diggle, John Diggle’s brother, so if Damien Darhk does have ties to HIVE, we should be in for a treat.

Did you miss our Arrow review? Check it out here.

Arrow Review – “Al Sah-Him”

Arrow

Jim’s Review

I think Arrow has really started to find its footing since the reemergence of Ra’s. It’s given the show a little more focus, and a good source of tension to carry through week to week. If you’re familiar with my past takes on the show, you can probably guess what I’m going to say this week. There was entirely too much Laurel. This week, there may also have been a little too much of everyone moping around missing Oliver.

It may be a little unfair to knock them for the grief portrayed by Team Arrow. It’s only been a few weeks at this point, and not showing any mourning would be equally sloppy, but I can’t help but feel it might have been better to have something else for them to be doing.

To that end, I think it was too soon to bring Oliver back to Starling City. It was interesting to see a face-off with Diggle, and it was shocking to see Oliver act so brutally toward his friends, but I think it could have been better handled if they’d given it more time to breathe first. With that said, it’s still a nice upward trend in the show. We all know Oliver won’t last as Ra’s. That’s just obvious, but in the meantime, my hopes are on the rise for a great close to the season.

Kyle’s Take

Laurel didn’t bother me as much this episode because even though everyone sported a hangdog look, she actually fought crime before Ollie came back to town. The rest of the cast was too verklempt.

I will knock the writers/directors/actors for the grief Team Arrow showed this episode because after the midseason break (when the team thought Ollie was dead), they continued the good fight. Did they grieve? Yes. But they could also get out of bed in the morning. Most of the mopey scenes in this week’s “Al Sah-Him” were over-the-top. I say most because the one at the end, after they found out that Ollie had changed and wasn’t just chilling in Nanda Parbat, made sense.

I agree that Ollie should’ve spent some time away from Starling. It took a few weeks for him to make it back home after he died (midseason) and this week fast forwarded three weeks—yet another reason to not believe Team Arrow’s deep depression: they’ve had more time with which to grieve. The Ra’s angle works – for the most part – and I liked the stinger at the end of the episode. The flashbacks finally tied into the greater arc for this season. But what of the season finale?

I’m afraid that anything Arrow comes up with for the finale will either be ludicrous and/or undermine the classic Batman – oh no, the “b” word – villain Ra’s Al Ghul. The only hope of a somewhat satisfying ending comes from Ra’s Al Ghul’s lengthy monologue–and that was a little too much exposition for me.

While the end of this season should be fun and action-packed, I’d have a hard time accepting Ra’s letting Ollie go or Ollie taking down the League of Assassins. The writers may have written themselves into a corner that I don’t think they can overcome with any style or grace. Still, I look forward to the twists and turns Arrow has in store for us.

Verdict:

No amount of moody blues could keep the action-fueled “Al Sah-Him” down. Arrow zings toward its season finale.

Not enough Arrow? Check out our Arrow Secrets page here.

The Flash Review – “The Trap”

TheFlash

Jim’s Review

After a couple of stumbles, Flash seems to be developing a trend of finishing strong. This week’s episode kept with that. Grant Gustin continues to deliver a particularly strong performance. It’d be easy for him to overplay the part of the conflicted hero, trying to work with and subvert Dr. Wells at the same time, but he’s done it well.

There was a lot more of the Iris romance angle this week, both with Eddie and Barry, and I continue to just not care. Iris simply isn’t being given anything to make her an interesting character. Her “great revelation” that the appearance of meta-humans in Central City may be linked to the STAR Labs explosion did nothing to give her credibility as an investigative journalist. Actually, I’m thinking her next big breakthrough will be to link low income to poverty.

The sequence with Cisco remembering the events of the alternate timeline felt poorly explained, and that, in conjunction with the uninteresting Iris segments made for a weak midway point to the episode. By far, Dr. Wells going outright evil made for the high point. His loathing/need for Barry makes for an interesting story, and I look forward to it. Of course, the preview for the upcoming episode look really interesting. Grodd, anyone?

Kyle’s Take

This week’s Flash was fantastic if you turn off your brain and don’t ask too many questions. I’ll try something new this week and turn off my brain for the first portion of this review, and then turn it back on for some issues I found, but let’s start with the mind on shut down.

“The Trap” brought Flash back to the point it was at before Barry’s day trip, just after the tsunami. It tied many of the threads together: Wells gets outed, Eddie discovers his relationship to the Reverse-Flash, and Iris knows Barry’s secret. Fireworks popped all over the place, similar to the time warp/day trip episode, and we’re thrust toward Flash’s season finale with plenty of momentum. Throw in some great acting by Tom Cavanagh (Harrison Wells) and The Reverse-Flash’s loathing/need for Barry and a few gotcha scenes and this week’s episode proved to be a fun game of cat-and-mouse.

(Brain engaged.)

Yes, Iris discovering that meta-humans were created by the STAR Labs explosion was a duh moment, but Flash’s bigger issue is its inability to explain how alternate timelines work. They need to get out ahead of this and I’m disappointed that they didn’t put more thought into it before the series began. Cisco’s echoes of the alternate timeline where Wells kills him and Iris uncovering Barry’s secret that can be explained – most likely – by her experiencing an echo of the same timeline is inconsistent if no one has echoes of the timeline where the Reverse-Flash didn’t kill Wells. If you introduce another timeline (like the one without Wells’ untimely death), you can’t ignore it.

Then, the Reverse-Flash tells Eddie that he’s his great-great-great-grandfather (or something to that effect). That’s kind of like Hitler raising hell in the time of his predecessors and then telling one of his ancestors (that he’s making life difficult for) that they’re related. That ancestor would at least consider celibacy (or castration)—and good bye, Reverse-Flash.

Okay, there is a precedent for members of the Thawne family to become supervillains in the comics, but Eddie hasn’t shown a vicious bone in his body in the show so far and he’d be overreacting if he turns rogue after finding out Iris loves (and marries) Barry, not him.

Finally, we’re left with the gotcha moments. While they were fun, they weren’t earned. The Flash did little to explain how they could pull them off, since the biggest gotcha moment required The Everyman to possess knowledge that he couldn’t possibly have. There was no clue – besides a force field not working – that the man threatening Cisco wasn’t The Reverse-Flash. It was a bait and switch that manipulated the audience.

Despite these flaws, I choose to turn off my brain – for now – and enjoy this rollercoaster. Bring on Grodd.

Verdict:

A fun – if uneven – episode that gets fans excited for the season finale.

Did you want more Flash? Make a dash to our Flash secrets page here.

The Flash Secrets: May 1, 2015

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Newspaper from the Future

Just how many Easter Eggs are in that newspaper?

  • Arrow is called Green Arrow.
  • Hawkgirl joins the fray in the crisis.
  • The byline changed from Evan Gibson (Iris’s mentor of sorts at the paper) to Iris West-Allen, suggesting that she’ll marry Barry just like she did in the comics prior to Flashpoint.

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Founding Member of the Justice—

The comic based on the TV series The Flash added the line “Founding member of the Justice” before Barry cut off the Gideon AI.

Too bad we didn’t get the same nugget in the show itself.

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Time Vault

Leave it to Cisco to drop random geek references in The Flash. This week, it’s a reference in my wheelhouse when he calls the room holding Gideon the Time Vault. That’s a Magic: The Gathering card. Yay!

Vibe

Vibe’s Sunglasses

Is it just me or do the lucid dream glasses Vibe wore this week look like his Vibe sunglasses in the comics? Oh, yeah. I can’t wait for him to get his vibe on. Okay. Maybe I can wait a season or two.

Vacuum Arms

Yeah, that speed power shows up a lot in the comics. It looks cool and it’s effective too.

Cali-Ma!

Cisco dropped another reference, this time an Indiana Jones and the Temple of Doom one.

News 52

The local News 52 showed up again in this week’s flashbacks. We got a look at the Deathstroke initiated riots in Starling City.

Eddie Thawne

In the comics, the Thawne family is villain heavy. It could be that Reverse-Flash intends to draw something out of Eddie that Team Flash won’t appreciate and that we haven’t seen to this point.

Did you miss our Flash review? Check it out here.

iZombie Review – “Maternity Liv”

iZombie

Kyle’s Review

I like the word play iZombie has used for its titular character Liv. The titles that use Liv’s name are cute and reveal what you should expect during the episode. “Liv and let Clive” was fun as is this week’s “Maternity Liv.” The episode itself fell short of its punny title.

As you can guess, Liv eats the brain of a deceased pregnant woman. Fortunately, the baby survives so we don’t have that death on our conscious. Unfortunately, the woman whose brain Liv eats gets reduced to motherhood. iZombie has walked a thin line between deep and stereotypical victim characters but the mother on Liv’s slab this week had only one defining characteristic: she was pregnant. To make matters worse, Liv’s zombie hunk ate the brains of a homosexual male and that caused the zombie hunk to prance around in stereotypical fashion.

Even the weekly mystery was a yawn. iZombie bucked the trend (and reality) of someone close to a murder victim as the culprit for a nonsensical solution. That hurt. Usually, I can count on the mystery to do work if the interpersonal stuff doesn’t. Even worse was that iZombie set up a great who done it that could’ve pinned the murder on a jealous boyfriend or her overbearing parents. Instead, we’re left scratching our heads.

But all wasn’t horrible. The police lieutenant – the one proven zombie at police HQ – might have figured out that Liv’s a zombie too and I liked how Major and Detective Babineaux could be at odds with Major introducing the press to the missing kids case. iZombie has plenty to work with in regards to its ongoing arcs. We’ll have to see which direction they’ll take. Hopefully, they’ll make some wiser choices and get back to some deeper characters and mysteries.

Verdict:

“Maternity Liv” was the weakest episode of iZombie so far but folks who follow the ongoing arcs had something to cheer for.

Power Grid Deluxe: Europe/North America

Power Grid celebrated its 10th anniversary with a deluxe, standalone game and the deluxe version of the game is what we’re covering today. The game isn’t a Ticket to Ride clone. Sure, it uses the route/network building mechanism and you’re connecting cities with your power grid, but the auction and resource management in Power Grid separates it from the Days of Wonder game that came out the same year.

It doesn’t hurt that Friedemann Friese is a guy after my own heart. He loves the color green, incorporates it in his company’s logo, his game designs, chooses green whenever he plays (we might have to leg wrestle if we ever played a game together), and he dyes his hair green. No fooling. Here’s a picture of Friese.

FriedemannFrieseInFrontOfHisGames

That’s hardcore, even for me.

We’ll turn the lights on this review in a bit but let’s cover some game specs.

The Fiddly Bits
Designer: Friedemann Friese
Publisher: Rio Grande Games and 2F-Spiele
Date Released: 2014
Number of Players: 2-6
Age Range: 12 and up
Setup Time: Around 10 minutes
Play Time: Around 120 minutes
Game Mechanisms:
Auction/Bidding
Route/Network Building

Game Flow:

Here’s fair warning. Power Grid has a lot of moving parts: 5 phases to each turn and 3 steps to the game. This will be a lengthy Game Flow but Power Grid’s parts aren’t that difficult—they just take a while to explain.

The goal of Power Grid Deluxe is to supply the most cities with electricity by the time someone’s network reaches a predetermined size. The size varies by how many people are playing the game. We’ll talk more about winning the game but let’s get to the game’s setup and its different phases.

Setup

We’ll concentrate on the North American map (there’s a Europe map and it plays differently but stick with the “Murrica” for now) and this is how it should look at the beginning of the game if you have three players.

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Overview of Power Grid Deluxe

As you can guess, the map and setup change a little with the number of players just like the winning conditions. We’ll discuss the different areas in detail but let’s break down this map—trust me, it’s not as complicated as it appears.

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Close Up of Power Plant Auction House

The stack of cards in the top center of the board is the power plant draw pile. To the right of the draw pile is the current power plant auction house (those are the plants available for purchase).

The map itself consists of seven areas. Since we have three players (purple, green, and yellow), we have to eliminate four areas of the map—that’s why there is a card on top of the brown, blue, yellow, and purple areas to the west. You can choose which areas to block off so long as the areas left in play are connected. When I play with my kids, I open up at least one or two more regions (sometimes all of them), so there’s more room to place your generators.

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Close Up of the Player Order Track

Off to the right is the Player Order Track. This section determines who gets to do what when. The track of squares invading Mexico – right around the Yucatan…mmm, Yucatan – is the indicator of how many generators each player has.

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Close Up of Number of Generator Track

As soon as a player reaches one of the benchmarks, all players enter a new step. Various things happen during each step: the number step dictates how many generators can be placed in a city, the power plant auction house changes how it does things, and even the number of resources you get per turn changes.

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Close Up of the Resource Market

At the very bottom of board rests the discard pile – that’s the solo square off to the left – and to the right of that is the resource market.

Fortunately, most of these sections are used during the different phases of a turn, so we’ll cover these areas and the phase in which they’re used at the same time.

Power Plant Auction House/Auction Phase

Technically, there’s another phase before this one but that’s the “Determine Player Order Phase.” If you’re just starting out, you’ll have to do this at random. I like grabbing one of each of the players’ generators, shake ‘em up in my hand and drop a generator one at a time on the board. No matter how you determine who goes first, the first player goes on the top of the Player Order Track.

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Close Up of Player Order Track

After the first turn, the number of generators a player has in play determines the turn order, most to least, and if you have any ties, the player with the bigger power plant goes first.

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Close Up of Power Plant Auction House

The size of the power plant is in the top corners of the power plant cards. The power plant auction house is set up with the largest to smallest power plants filling the board from left to right, starting with the top row and then the bottom. The top row is the future’s market. You can’t purchase any power plants on this row in the first two steps – you’ll have to wait until the third and final step – but you can decide to auction any plant in the bottom row. The player who is first on the Player Order Track picks which plant to auction. Before we get to the auction portion, let’s take a closer look at the plants we’ll be auctioning.

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Close Up of a Coal-Fired Plant

This is a coal-fired plant. The top is how big the plant is and how much the minimum bid is for the plant. The bottom left indicates how many units of coal you need to run the plant. The bottom right shows you how many generators this plant can power. So, you must have two units of coal and that will power one generator. As you can see, there are a lot more energy efficient plants on the market.

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Close Up of Petroleum Plant

This is a petroleum plant. It costs a minimum of 10, uses two oil, and can generate enough power for two cities.

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Close Up of a Nuclear Plant

This is a nuclear power plant. You only need one uranium to power two generators and it costs 13.

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Close Up of Gas Plant

This is a natural gas plant. One unit of gas can make enough power for three cities and it costs 19.

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Close Up of a Hybrid Plant

This is an odd duck; it’s a hybrid plant. It uses any combination of two natural gas or petroleum, costs 35, and powers a whopping 5 generators.

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Close Up of Green Energy Plant

This last one is a green energy plant—yay, green. It doesn’t require any fossil fuel and can power two cities. Let’s get back to our auction example.

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Choosing a Nuclear Plant for Auction

Let’s say that the first player chooses the nuclear plant because they want more efficient energy, even though the plant costs a little more. They’d place the hammer piece on the nuclear plant and the starting bid they use must be at least 13 coin (Power Grid calls it Electro but that reminds me of the Spider-Man villain, so I call it coin). The player to that player’s left decides whether they’ll increase the bid or pass. If you pass, you can’t jump back into the auction. The auction ends when only one player’s left.

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Green Won the First Power Plant Auction

When a player gains a plant, they move their marker to the right side of the Player Order Track. You can only purchase one plant per turn. In this case, green picked up the nuclear plant, so yellow starts another auction because they don’t have a plant yet and they’re still the first player.

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Draw a New Plant and Adjust the Auction House

But before the next auction, you must refill the auction house with a new plant and adjust the rows accordingly. (Looks like green missed out on a hybrid plant that costs 8.) The auction phase continues until everyone has either purchased a plant or passed on buying a plant for the turn. If you’re the last player standing, you have your pick of any plant available. You pay the base price with pesky auction.

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Auction House after One Turn of Auctions

Another thing that occurs after all the auctions is that the plant with the lowest cost gets the “One” token placed on it. On the next turn, you may open an auction for that plant with one coin instead of the card’s true cost, so that 8 hybrid plant just became a 1 hybrid plant.

One last note: you can only have three power plants at one time. If you would have more plants than three, you must discard one of your plants and replace it with the new one.

Resource Market/Buying Resources

Mmmm…who doesn’t like the smell of new resources? I know I do and Power Grid has one of the most interesting resource markets in the business.

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Close Up of Resource Market

The resources fill from right to left. The far right side costs 9 coin per resource unit, while the far left side costs 1 coin per resource unit, so you want to purchase resources before other folks. It just so happens that players buy resources in reverse Player Order Track. So it hurts to have the most generators on the board during this phase because player 3 goes first, driving up the cost of the resources he/she picked up.

But you can’t just pick up any old resource. You must have a plant that uses the resource you purchase but you can store up to twice the number of resources needed to power you plant on your plant’s card.

Fortunately for green, purple bought coal, so uranium’s price didn’t go up.

The Map/Building Generators

Like the buying resources phase, the building generators phase also goes in reverse Player Order Track, so sorry, yellow, you’re going last again. Because Friedemann Friese loves green, let’s use green as the example for building generators.

PowerGridDeluxePlacingGenerators

Building Your First Generator

To build your first generator, you need to pay 10 coin and then you can place a generator in any city that doesn’t already have a generator in it. (There’s a 10 on the left-hand side of each city space and it has a ten on it.) The 15 and 20 spaces of each city do get used but in the second and third steps of the game. We’re still in the beginning, so you must find an empty city.

PowerGridDeluxePlacingGenerators3

Green Building a Second Generator

In order to build a second generator, you must place your new generator in an available space and then pay the connection fee. Green chose Ottawa, so they had to pay the 3 coin to connect Montreal to Ottawa and then pay the 10 for the new generator. The grand total for green’s second generator is 13 coin.

Now, green has several options. He can purchase a third generator and place it in New York for 22 coin, go to Boston for 19 coins, or Quebec for 15. But he’s tapped out on coin at the moment, so he passes his turn to yellow.

Once everyone has had the chance to build generators, you move to the final phase.

Bureaucracy

Several things happen in this phase. First, you earn money. You look at the number of generators you have on the map and see how many generators you can power with your plants.

Earn Money

Green picked up the nuclear plant that can charge two generators and he has two generators on the board in Montreal and Ottawa, so he can power both cities by spending one uranium on his power plant. Note: you can only use your power plants once per turn, so you can’t use two uranium to power four generators.

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Payment for Powering Generators

If green chooses to fire both generators, he earns 33 coin. He can also choose to power only one or no generators. (Powering no generators in a turn is a viable option and could be strategic as you can horde resources on your plant.) Each player chooses how many of their generators they can power and they turn in resources to the bank and then earn the corresponding number of coin to how many generators they used.

Resupply the Resource Market

Based on the number of players, you’ll place more resources in resource market but there’s a finite supply of resources. If someone has a lot of resources on their power plants, you may end up with very expensive resources the next round.

Update the Power Plant Auction House

During Step 1 and Step 2, place the highest numbered power plant from the future’s market face down below the power plant draw pile and draw a new power plant. Adjust the auction house as usual.

During Step 3, discard the cheapest power plant.

How do you get to Step 2 and 3?

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Close Up of Number of Generator Track

You reach step 2 when one player passes the white stick on the generator indicator. You reach step 3 when a player passes the black stick (on the generator indicator), or you unearth the following card in the power plant draw pile.

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Close Up of Timer Card

I didn’t mention this card before because it didn’t come into play until now but when you first setup the game, you place this card face up on the bottom of the power plant draw pile, so that all those high-priced power plant cards go underneath this card. You can skip step 2 and go straight to step 3 if this card shows up.

However, if a player does pass the black stick, everyone finishes the turn they’re on and then the end game occurs.

End Game

Players fire up their generators as normal but the player who can charge the most cities, wins.

Game Review:

As you can tell by the length of the game flow, there’s a lot going on in Power Grid, but I like it. It’s the gamer version of Ticket to Ride. Or is Ticket to Ride the simplified version of Power Grid? They did come out the same year.

Each map has its own character. You get more options for nuclear power in North America, while Europe gives you more power plant options as a whole and there’s a lot of power plant discard. And if you’re wondering how Friese came up with the numbers between the different cities, you answered that question during an interview by saying, “I measured the distance between the cities and came up with a formula to determine the amount of Electro needed to connect the cities.” That’s why the western United States has large numbers connecting its cities, while the eastern United States has smaller numbers.

PowerGridDeluxeGeneratorsOnTheBoard

 

Overview of Map with Generators

There are so many strategies and options to this game that you could spend hours and days trying to make each one work. You’re not just battling for power plants, resources, and spots on the map. You have to manage where you land in the Player Order Track. You’ll want to be close to first (because that means you have a lot of generators on the board) but there’s too much of a drawback to being the first player.

TrackerCloseUpTwoBidsDone

 

Yellow Goes Last during Resource and Generator Phases

You’ll also want to diversify your power plants. My son likes to play with nothing but green energy plants but that limits the number of cities he can power. You also don’t want to use the same energy everyone else uses because those resources get real expensive after a few purchases.

Friedemann Friese developed an elegant and layered resource management system with Power Grid and Power Grid Deluxe continues that tradition. I just hope he’s planning an Asia and Africa expansion. I think the full title of this game suggests that we should see one soon.

Verdict:

Power Grid Deluxe is an in-depth resource management/network building game that gamers should play once if not own. It does take a healthy chunk of time but it’s time well spent.

Bob’s Burgers Review – “Itty Bitty Ditty Committee”

Bobs

Kyle’s Review

Gene presents a problem that most Bob’s Burgers characters don’t have: he doesn’t have the attention span to have long-term or focused goals. The other Bob’s Burgers characters can always tap one desire that engages the audience with the character. Gene only wants to have fun. His inability to see beyond his bulbous nose makes it difficult to write for him if you don’t have a solid objective for him like in “Best Burger” (get Dad the ingredient he needs to win a cooking competition) earlier this season. This issue reared its ugly head in this week’s “Itty Bitty Ditty Committee.”

Sure, Gene loves music but he really wants to be a musical star rather than learn how to play anything – his piano lesson lasted all of two minutes – and despite his “love” of music, he was too willing to give it up as soon as it became work. Gene’s band booted him out after they booked a gig at a prestigious birthday party and while reinstatement in the band should’ve been Gene’s short-term objective (and was for the aforementioned two minutes), he lost sight of even that. The story resolved with his bandmates saying that music wasn’t fun without him. That didn’t ring true either because at least two out of those three bandmates had taken a year of lessons to learn their instruments. Why would they consider learning how to play music as just work?

Don’t get me wrong. I like Gene as a character but I question how easy it is to write him as the main character. He works better as the guy who gets a hair-brained idea and his sudden desire runs counter to what the main character wants to do like in “Topsy” from the second season, where Gene writes a musical about elephant and electric love. “Topsy” even shows that Gene would be willing to put in the work, even if his goal is to be a star.

The side story of Linda’s armpit rash fared slightly better. She doesn’t want to look like a fool with two furry friends (her pit hair) under her arms and eventually, finds a way to deal with the embarrassment. In genuine Linda style, she owns her massive pit hair and even earns a compliment by episode’s end.

“Itty Bitty Ditty Committee” may not have been the welcome back episode of Bob’s Burgers I was expecting, but it was fun. You also have to love the straw solo at the end.

Orphan Black Review – “Transitory Sacrifices of Crisis”

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Kyle’s Review

“Transitory Sacrifices of Crisis” faltered a bit but Orphan Black’s good is still better than most show’s great.

I didn’t know it was possible, but Sarah (the show’s protagonist) got lost in this week’s episode. Sure, she was physically in the show but the male clones took over in the scenes with Sarah, causing her to react instead of plan or do much of anything else. This isn’t a bad thing necessarily. Ari Millen does a good job as the male clones but he doesn’t make his characters as different as Tatiana Maslany (the female clone actor) and I’m not as invested in his characters yet.

As with the female clones, the male clones have a fatal flaw in their makeup. I won’t spoil it here but this defect leads to a powerful scene. But the scene in question wasn’t as powerful as Millen’s final scene as the Prolethean turned lover boy on the run, Mark Rollins. Mark is one of the few male clones who does stand out.

As for Maslany’s clones, Helena sustains more abuse. I like that she doesn’t buy into her captors’ lies. She may not have had too much screen time but we got a nice taste of her character. Cosima makes a brief appearance too and it was memorable as she defied authority but the true female clone stand out this week has to be Alison Hendrix. She continues her bid for school trustee and found her edge over the competition. Again, I won’t spoil it here but she sure does know how to turn a situation on its ear. After she lost most of her money and anonymity, she became the forgotten clone but she made strides for her return as The Clone Club’s financier.

Speaking of money bags, Sarah’s beau Cal, who happens to be the formerly estranged father of her daughter, has deeper pockets than we might have guessed from last season. He had plenty of money lying around a year ago but apparently he has enough cash to purchase a gorgeous, new home. Cal, played by Game of Thrones’ Michiel Huisman, has a dark past of which Sarah has only scratched the surface. This might have played into Sarah’s diminished role but I see her clawing her way into the center of Cal’s past in the not-so-distant future.

Verdict:

A solid episode, “Transitory Sacrifices of Crisis” traded female clones for male clones to good effect. Orphan Black’s secondary female clones played well but Sarah needs more direction. I think she’ll have it soon.

Grimm Review – “Iron Hans”

Grimm

Kyle’s Review

This week’s episode of Grimm, “Iron Hans,” was a partial return to form to Grimm’s earlier season success. The Wesen of the week brought Monroe’s choice of non-violence back in the lime light – and I like the fact that Grimm returned to familiar Wesen instead of introducing a new Wesen, which meant that they didn’t have to waste the majority of the show’s hour explaining why we should care about this new Wesen – but the continuing stories shined the brightest.

Adalind’s love child with Nick reached critical mass. Juliette embraced her hexenbiest and I’m mostly on board with her vengeance, since Nick sided with Adalind instead of her. I also get Nick’s side, too—Adalind is pregnant with his child and even if Adalind wasn’t pregnant with Nick’s child, an unborn baby of about seven months is an innocent no matter the parentage. I still get Juliette’s sense of betrayal. While I like this angle a little more than I did before, I don’t like how heavy handed Grimm was when delivering it. Grimm used the line, “Adalind is having the baby that you (Juliette) were supposed to have.” That’s a little too on the nose.

Still, those developments worked nice and I got the sense that Monroe’s tormentors may be back soon. Grimm isn’t too subtle but the Wesen he meets in the woods let him know that his reputation precedes him. They were all right with Monroe’s actions but this could be a more gentle hand to reintroduce other Wesen who might not agree with Monroe’s actions.

Verdict:

I hope “Iron Hans” is a sign of what Grimm has in store for us in the future. Most of the ongoing stories progressed.