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Bob Mann (459 KP) rated No Time to Die (2021) in Movies

Oct 7, 2021 (Updated Oct 10, 2021)  
No Time to Die (2021)
No Time to Die (2021)
2021 | Action, Adventure, Thriller
What a wait it’s been for Bond 25! But Daniel Craig’s last outing as Bond is finally here and I thought it was great! It has all the elements of Bond… but perhaps not as we traditionally know it.

Plot Summary:
We pick up immediately after the ending of “Spectre“, with Bond (Daniel Craig) and Madeleine (Léa Seydoux) all loved up and driving off into the sunset together. But their romantic getaway to Italy is rudely broken short by Spectre as elements of Madeleine’s past emerge to haunt the couple.

One element of that past – the horribly disfigured Lyutsifer Safin (Rami Malek) has a plan to make his mark on mankind with a biochemical weapon. And the retired Bond teams with the CIA’s Felix Leiter (a very welcome return of Jeffrey Wright) in a mission to Jamaica to combat it.

Certification:
US: PG-13. UK: 12A.

Talent:
Starring: Daniel Craig, Léa Seydoux, Rami Malek, Lashana Lynch, Ralph Fiennes, Ben Whishaw, Naomie Harris, Ana de Armas.

Directed by: Cary Joji Fukunaga.

Written by: Neal Purvis, Robert Wade, Cary Joji Fukunaga and Phoebe Waller-Bridge. (From a story by Purvis, Wade and Fukunaga).

Positives:
- The script has all the trappings of Bond: exotic locations; great stunts; thrilling action sequences; and more gadgets on show than in recent times. Yet it’s a real character piece too, delving far more into Bond’s emotions. The story running through it with Madeleine is both deep and emotional: something we haven’t seen since the Bond and Tracy romance in OHMSS. (And with Craig’s acting, he manages to pull this off far better than George Lazenby ever could!).
- I found the finale to be magnificent, bold and surprising. We’re back to the megalomaniac owning an island lair, à la Dr No. It even has its own submarine pen (a nod to Austin Power’s “Goldmember” perhaps!?). For me, the production design harks back to the superbly over-the-top Ken Adams creations of the Connery years. There are no sharks with frickin’ laser beams… but there could have been. (The set is a rather obvious redressing of the 007 stage at Pinewood, created of course for the tanker scenes in “The Spy Who Loved Me”. It even re-uses of the gantry level control room.)
- Craig is magnificent in his swan-song performance. There’s a scene, during the extended pre-credits sequence, where he’s sat in his bullet-ridden Aston just glowering for an extended period. I thought this was Craig’s acting at its best. I thought this again in a dramatic showdown scene with Rami Malek. Malek is not given a huge amount to do in the film, But what he does he does wonderfully, particularly in that electrifying scene with Craig.
- The film has a great deal more female empowerment than any previous Bond, with the tell-tale signs (although this might be a sexist presumption) of Phoebe Waller-Bridge on the script. Newcomer Lashana Lynch acquits herself well as the first female 00-agent, getting not just kick-ass action sequences but also her fair share of quips. But stealing the show is Ana de Armas (reunited with Craig of course from “Knives Out“). Her scenes in Cuba are brief but memorable, delivering a delicious mixture of action and comedy that makes you think “cast HER as the next Bond”!
- The music by Hans Zimmer! It’s a glorious soundtrack that pays deference not only to the action style of recent composers, like David Arnold and Thomas Newman, but particularly to the classic scores of John Barry. It actually incorporates not one but two classic themes from “On Her Majesty’s Secret Service”, directly into the film. I’m even starting to warm to the Billie Eilish theme song, although I think it’s too similar in style to the Sam Smith offering from “Spectre“.
- The cinematography from Linus Sandgren (who did “La La Land“) is gorgeous: in turns colourful and vibrant for the Italian and Cuban scenes and cool and blue for the tense Norwegian action sequences.

Negatives:
- My main criticism is not of the film, but of the trailer(s). There are so many of the money shots from the film (particularly from the Matera-based action of the pre-title sequence) included in the trailers that I had an “OK, move on, seen this” attitude. Why did they have to spoil the movie so much? IT’S A NEW BOND… OF COURSE WE’RE GOING TO SEE IT. All you EVER needed for this is a 20-second teaser trailer. Just put white “Bond is Back” text on a black background and the Craig tunnel shot to the camera. Job done. It really infuriates me. B arbara Broccoli and Michael Wilson, PLEASE take note!
- At 163 minutes it’s the longest Bond ever and a bit of a bladder tester. But, having said that, there are no more than a few minutes here and there that I would want to trim. To do more you’d need to cut out whole episodes, and leaving Ana de Armas on the cutting room floor would have been criminal. As the illustrious Mrs Movie Man commented, “I wish they’d bring in the half time Intermission card like they used to do in the old days”. I agree. Everyone would have been a whole lot more comfortable and less fidgety.

Summary Thoughts on “No Time to Die”: Reading the comments on IMDB for the movie, I’m perplexed at the diatribe coming from supposed ‘Bond fans’ on this one. One-star review after one-star review (despite, I note, the overall film getting an overall 7.8/10 at the time of writing). In this regard, I class myself as very much a Bond fan. (My first film at the cinema was the release of “Live and Let Die” in 1973, but I then binge-watched all the other Bond films at the cinema: they used to do repeated double-features in those days). And I thought this was a fabulous Bond film. Full of drama, action, humour and deep-seated emotion. Couldn’t be better for me, and certainly on a par with “Casino Royale” and “Skyfall” for me as my favourite Craig outings.

As the end of the end credits said – “James Bond Will Return”. Who will they cast as the next Bond? And where will they take the story from here? Two of the most intriguing movie questions to take into 2022.


(For the full graphical review and video review, please search for @onemannsmovies. Thanks.)
  
Chronicles of Crime: 2400
Chronicles of Crime: 2400
2021 | Adventure, Deduction, Murder & Mystery, Science Fiction
I have reviewed and previewed the base Chronicles of Crime, and each of the entries in the Millennium Series (1400, 1900, and now 2400). I have the Noir expansion coming in my next order from an online retailer once another title gets off the pre-order list, and will most likely be ordering Welcome to Redvale soon as well. To say I am a fan of the series is a massive understatement. The system is just so unique and I love exploring the games inside. Now, I definitely prefer 1400 to 1900, but where does this newest entry fall in the pecking order? I bet you’re… dying… to find out!

Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.

DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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 directly from the publisher, or through any retailers stocking it after fulfillment. -T


To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.

By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.


Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.

The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.

Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…

It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
  
Doctor Strange in the Multiverse of Madness (2022)
Doctor Strange in the Multiverse of Madness (2022)
2022 | Action, Adventure, Fantasy
The noticeable Sam Raimi elements. (2 more)
The film is great when it's able to showcase horror.
The second end credits sequence is amazing.
The film is incredibly formulaic outside of its horror elements. (2 more)
You don't really care about any of the new characters.
No one is going to get that first end credits sequence.
Sam Raimi Finally Brings Horror to the MCU
Even with all of the universe jumping and Sam Raimi being able to add his filmmaking trademarks, Doctor Strange in the Multiverse of Madness is a bit too formulaic for its own good. Doctor Strange (Benedict Cumberbatch) has been having dreams of a different version of himself dying while seeking a mythical book known as The Book of Ashanti. In his dream, Strange encounters America Chavez (Xochitl Gomez), a young girl with the uncontrollable power of universe jumping.

But then Strange meets America in his universe and learns that dreams are actually us seeing different versions of ourselves in different universes. Still blinded by the events in WandaVision, Scarlet Witch (Elizabeth Olsen) intends to capture America and utilize her universe jumping ability to reunite with the children she created with magic.

Doctor Strange in the Multiverse of Madness relies on what feels like a simplistic storyline to drive what is essentially the MCU’s first horror film. Strange really only seems driven to protect America because he dreamed about her and Wanda Maximoff has only turned evil because there’s suddenly this very thin line between being a mother and becoming a monster. Most of the film feels like a typical MCU film featuring the standard humor and wisecracking you’ve come to expect from superhero films along with the fate of the world (and possibly every other) probably being at stake.

The most refreshing moments of Doctor Strange in the Multiverse of Madness are the moments that you can tell Raimi had a hand in writing, directing, or having some sort of input in some capacity. This is Raimi’s first directorial gig since 2013’s Oz: The Great and Powerful and it becomes quite obvious that audiences have missed his work. The Shuma Gorath sequence (renamed Gargantos for trademark purposes) is outstanding. Doctor Strange, Wong, and America battling a giant one eyed octopus is something so awesome that it kind of writes itself. Not only is it the film’s first big action sequence, but you can see a lot of Doctor Octopus and Spider-Man 2 influences as Gargantos destroys skyscrapers and gets his tentacles chopped off. The slicing of the bus as it’s thrown at Doctor Strange and America is also legitimately one of the coolest moments of the film.

There is a ton of homage to Evil Dead and Drag Me to Hell buried within the film. The final 20 minutes are overflowing with concepts seemingly pulled from classic Sam Raimi films. Doctor Strange in the Multiverse of Madness revolves around a book of the damned not unlike the Necronomicon. There are at least two major eyeball gags and a ridiculous amount of burning candles in the film. Like most Sam Raimi films, there’s an emphasis on corniness. His sense of humor has always been on the corny side and the heartfelt moments always seem to be milked and over exaggerated ever so slightly. All of these elements are in Doctor Strange in the Multiverse of Madness and they are the moments that make the film feel more unique in comparison to the other 28 films in the MCU.

Strange saves America from Scarlet Witch by knocking her and himself into her own star shaped portal that sees them both falling through multiple universes. It’s a gloriously disorienting sequence, but it’s also incredibly similar to not only what we saw in the first Doctor Strange film but also a lot like the 700 space jumps in Guardians of the Galaxy Vol. 2. This film is meant to open the door even further when it comes to the cosmic side of the MCU and now the horror side of it as well. Doctor Strange in the Multiverse of Madness is not Spider-Man: No Way Home. There are not a ton of nostalgic cameos sprinkled throughout the film. There’s one sequence that combines fan speculation and other universes, but there aren’t a lot of hidden cameos like the internet speculated.

What is perhaps most interesting about this superhero sequel is that Stephen Strange is still learning to be more humble. His only play during Infinity War that ended up costing so many their lives for five long years is still weighing heavily on his mind. He also still loves Christine (Rachel McAdams) despite the fact that she’s moved on and struggles with whether he’s now happy or not. Throughout the film he’s constantly compared to the Doctor Strange of that universe and yet the film goes out of its way to show that this Doctor Strange is different. He will break the rules if he has to, but he will only do so when it’s the only option.

With so many universes and alternate versions of himself, it was naturally only a matter of time before Doctor Strange would have to fight himself. The musical note war Strange has with the Darkhold obsessed version of himself in the collapsed universe in the second half of the film does some really intriguing stuff with musical notes that essentially borrows visuals from the Chuck Jones directed animated short, “High Note,” from 1960 as well as the battle or reactionary element found in video games such as Dance Dance Revolution and Guitar Hero. It’s an unusual fight that seems to be inspired solely by Strange bumping into a piano during the magical brawl.

Doctor Strange in the Multiverse of Madness is dark, silly, and fan pleasing. The film is at is most bewitching when Sam Raimi can let his horror roots be showcased. It will satisfy horror and superhero film fans alike, but would have and could have been even better if Raimi was allowed to dive even further into the horror genre. Be sure to stay after the credits, as well. There are two after credits sequences with the final one being so absurdly on the nose for Sam Raimi that it may be the most entertaining part of the film.
  
Batman Begins (2005)
Batman Begins (2005)
2005 | Action, Mystery, Sci-Fi
Before Ben Affleck, but after Adam West, Michael Keaton, Kevin Conroy, Val Kilmer, and George Clooney, Christian Bale was Batman for at least two of the best Batman films out there. With a screenplay by director Christopher Nolan and his brother Jonathan and a story by David S. Goyer, Batman Begins is an origin story. Gotham City is dying since criminals like Carmine Falcone (Tom Wilkinson) are able to get away with murder since, “he keeps the bad people rich and the good people scared,” as Rachel Dawes (Katie Holmes) puts it. Bruce Wayne (Christian Bale) trains with Henri Ducard (Liam Neeson), the right hand of Ra’s Al Ghul (Ken Watanabe), and The League of Shadows.

But The League of Shadows has a skewed view of justice since they believe that more serious crimes should be punishable by death (usually by their hand) while Bruce believes in compassion and the right to a fair trial before passing judgment. Leaving The League of Shadows in shambles, Bruce makes his way back to Gotham after a seven year absence. In Bruce’s own words, “As a man, I’m flesh and blood. I can be ignored. I can be destroyed. But as a symbol I can be incorruptible. I can be everlasting.” This is the story of Batman’s uprising; how a young Bruce Wayne conquered his fear of bats and the death of his parents to become the ominous and fearsome dark knight.

Even when you look back at what Christopher Nolan accomplished in his Dark Knight Trilogy, Batman Begins still holds its own and should be considered one of the best Batman films to date. Before Batman v Superman took the dark and gritty aspects of serious superhero films too far, Batman Begins was the first Batman film since Tim Burton’s Batman to favor a more serious tone in comparison to the campiness that overloads the likes of Batman Forever and Batman & Robin. Christopher Nolan always had the intention of keeping Batman grounded in realism and that concept reflected in its incredibly well-written storyline. Batman Begins is a lot like the Year One comic book storyline with Bruce Wayne returning to Gotham City after training in martial arts and being gone for several years, the inclusion of Carmine Falcone, a blossoming relationship between Batman and Jim Gordon, and The Joker tease on the rooftop even ends the story in similar fashion.

The realistic quality Christopher Nolan was aiming for also translates into the dialogue as nothing seems forced or out of place and everything seems to take place in consistent and reasonable fashion. Aside from Christian Bale, the rest of the cast is far more impressive than it had any right to be with the likes of Michael Caine, Morgan Freeman, Gary Oldman, Cillian Murphy, and Rutger Hauer. Caine adds a level of tenderness to the Alfred character we haven’t really seen before while Cillian Murphy is brilliantly sinister as Jonathan Crane/Scarecrow. Thanks to frequent Christopher Nolan collaborator, director of photography Wally Pfister, Batman Begins is beautifully shot. Colors are always bright and vibrant outside of the Batcave as the dark visuals of the film seem to slowly swallow their colorful surroundings piece by piece.

The inclusion of Liam Neeson in the film is an interesting one for statistical purposes. Prior to Taken, Neeson was known for taking on roles where his character died; Star Wars: Episode I – The Phantom Menace, Gangs of New York, Kingdom of Heaven, and The Chronicles of Narnia: The Lion, The Witch, and The Wardrobe are all prime examples. Neeson’s character Ducard is also the main ingredient in the surprise Nolan often includes in the finale of his films. Neeson has this calm demeanor about him as Ducard that portrays just how in control he is of the training he’s passing onto Bruce. The cast to Batman films are usually packed with stars that are relevant to the time it’s released, but Batman Begins can boast that its supporting cast is just as strong as the leads in the film.

The reasoning behind Christian Bale’s Batman voice is legitimate and you certainly understand why it’s utilized, but the awkward transition between normal voice and rough and raspy vigilante takes some getting used to since you immediately think of the ridiculousness in The Lego Batman Movie or the handful of Deadpool 2 jokes whenever he’s Batman now. Katie Holmes is dull dishwater as an actress. She is the least memorable of the entire cast and is basically that person at a party that everyone knows that’s there but they don’t say anything to anybody before leaving when no one is looking. Maggie Gyllenhaal is able to add some depth with the Rachel Dawes character in The Dark Knight, but it’s as if you can still hear the sound of the Dawson’s Creek theme song echoing in your head whenever Gyllenhaal is on-screen; Katie Holmes is like a huge fart that is still smelt after she’s gone in the sequel she’s not even a part of. There was an overwhelming amount of complaints in the online community regarding how ugly Batman’s new Batmobile, The Tumblr, is in the film. While the vehicle is ugly, at least that ugliness is maintained throughout Nolan’s entire trilogy. Batman likes ugly things in this universe, but at least they’re functional and serve their purpose.

Even with how most individuals feel about The Dark Knight, Batman Begins is still an incredible superhero film that is more than capable as a standalone feature as well as the jumpstart to a new set of Batman films. Christopher Nolan practically reinvented the Batman franchise to a certain extent starting with this film. Depending on how you feel about Ben Affleck’s Batman, Christian Bale was the last satisfying Batman.

Batman Begins feels more like a crime film first and a superhero film second where Batman is an unstoppable force of nature. Stripping the film of its origin retelling, one would think this is what Todd McFarlane is going for with his new Spawn film only to an R-rated extent; a superhero that flourishes in the darkness and has a reputation as this spiritual incarnation of vengeance. Christopher Nolan made something special with his Batman films and it feels like Batman Begins is often overlooked due to the reputation of The Dark Knight. While that perspective isn’t necessarily wrong, fans should at least appreciate Batman Begins in a similar light if not a slightly brighter one.

Batman Begins is currently available to stream for $2.99 on Amazon Prime, YouTube, Vudu, and Google Play and for $3.99 on iTunes. The film is available for a variety of formats on Amazon including 4K/Blu-ray ($24.49), DVD ($9.43), and Multi-Format Blu-ray ($11.49). The Blu-ray is currently $5.22 (5% off its normal $5.50 price) in brand new condition and $3.42 pre-owned on eBay with free shipping on both. You can also get the film as part of a three-disc DVD trilogy pack with The Dark Knight and The Dark Knight Rises or as The Dark Knight Trilogy box set on DVD or Blu-ray. Both options are available on both Amazon and eBay (DVD set is running $11.97 on eBay and $19.72 on Amazon while The Dark Knight Trilogy is available in a variety of formats (regular, ultimate, and special editions) on both sites between $12 and $18.99 unless you want the $69.99 ultimate set.
  
Dance of the Dead (2008)
Dance of the Dead (2008)
2008 | Action, Horror
3
5.3 (3 Ratings)
Movie Rating
Jimmy Dunn (Jared Kusnitz) never seems to take anything seriously. He likes to spend more time in detention than he does in class. So it’s no surprise that Lindsey (Greyson Chadwick), the girl Jimmy was going to take to prom, decides to not go with him after realizing that Jimmy has no ambition. To make matters worse, something weird is going on in the graveyard next to the nuclear power plant in town. The dead are walking and they’re headed to the prom. The town is now in the hands of the losers who couldn’t get dates to the prom. There goes the neighborhood and here comes the pain; that is something that is certainly meant in more ways than one.

This is the type of horror film you have the urge to turn off as soon as it starts. Written by Joe Ballarini (My Little Pony: The Movie) and directed by Gregg Bishop (the “Dante the Great” segment of V/H/S Viral), Dance of the Dead is a part of the eight films that made up Ghost House Underground; horror films from all over the world chosen by Sam Raimi and Rob Tapert supposedly representing a “fresh” perspective of the horror genre. The problem is that most people would seek out one of these films and then never bother with the rest because why would you torture yourself any further?

The first 20 or so minutes of the film revolve around high school melodrama and the prom. This is supposedly where you get accustomed to the film’s humor, but it’s mostly nothing more than high school kids being obnoxious and unbearable. The graveyard scene is where things get even worse. Zombies start rising from beyond the grave and decomposing hands start bursting through headstones since that makes more sense than soil. Emerging from the ground simply wasn’t enough either; these zombies explode from their graves with smoke and a loud crash. Moments later during the same sequence, there are zombies jumping several feet into the air out of the ground, landing on their feet, and running after these kids. If it sounds cool in the slightest, then this description isn’t doing this dumpster fire justice.

The zombies are all over the place in Dance of the Dead. They start off as the zombies that run similar to the zombies in Zack Snyder’s Dawn of the Dead remake. Later on in the film, they stumble around and are slow like George Romero’s zombies. Even later after that, the zombies are running again while some attempt to speak, say, “Brains!” and then get in a car and drive off. Someone had pointed out that the zombies in the film who are fresh out of the ground run while older ones move slower, which only makes this turd milkshake slightly less nutty. Dance of the Dead also can’t decide what zombie films to pay homage to either. Return of the Living Dead has a massive influence, but the film clearly pays tribute to Night of the Living Dead when the kids reach a house and decide to board up all the windows and take shelter. It seems like the one consistent aspect this film has is to be inconsistent.

Did you know zombies can be held at bay solely by the power of rocking out? Three stoners in a band (a guitarist, a bassist, and a drummer) inadvertently discover that their music stops zombies in their tracks. A bit later in the film during the prom, the gymnasium is full of zombies. There’s music playing and it shows three zombies on stage playing musical instruments; a guitar, a bass, and a drum set. Fast forward a little more and the three stoners are back again playing their stoner rock and the zombies are back to being frozen during their performance. There’s no consistency when it comes to what they play or how it affects zombies.

“In extreme circumstances, the assailants can be stopped by removing the head or destroying the brain.” Do you remember this quote from Shaun of the Dead? Try to keep it in mind, especially the, “removing the head,” part. A guy gets his head torn off by a zombie and you’d think he’d be dead, but this actually turns his decapitated head into a zombie. He comes back later on; his headless corpse carrying his decapitated head around. It’s one thing to try and reinvent a genre, but when you have so many reinventions along with homage out to wazoo you’re basically throwing cow pies at a brick wall and seeing what sticks.

Zombies shouldn’t make out with each other. Vampires shouldn’t sparkle and Warm Bodies isn’t canon. Two students turn into zombies and still end up in a giant make out session after they’ve turned. The kiss turns awkward as they start chewing on each other mid-kiss. They start taking bites out of each other while they’re still sucking face. This is the scariest aspect of the film considering that maybe most of us don’t want our eyeballs chewed out of our skulls during something so intimate.

When the special effects aren’t being a complete eyesore from being so cheap and ugly, the gore in Dance of the Dead is decent. Blood splattering everywhere is pretty common throughout the film. The acting isn’t completely terrible either. It absolutely isn’t good by any means. Dance of the Dead is basically Degrassi with zombies and everything lame you’re expecting to tag along with that reference. Lucas Till (X-Men: First Class, MacGyver) has a brief cameo as one of the rockers in the film and he's probably the only cast member you'll recognize.

The jumbled mass of homage and redefining of zombie lore in Dance of the Dead throws a monkey wrench in calling the film stereotypical and cliché, but it certainly feels that way. It seems like a rejected, alternate, first draft of a film you’ve already seen rather than a film that attempts to stand on its own two legs. It may be fun for fans of campy horror films, but its originality is borderline offensive since Dance of the Dead seems to just combine everything you know about zombies or purposely does the opposite at an attempt at being a different chomp of undead horror. Unfortunately though, Dance of the Dead is too overwhelmingly absurd for its own good as its gore feels like the drunken antics of a washed up clown rather than a competent horror film.

Dance of the Dead is available to stream on Amazon Prime, YouTube, and Google Play for $1.99, Vudu for $2.99, and iTunes for $5.99. The DVD is $7.72 on Amazon while the Blu-ray (which is Region 2 only) is $25.52 from a third party seller. The DVD is $7.49 in new condition and with free shipping on eBay or $4 with $2.99 shipping pre-owned. If you enjoy terrible things, the eight disc set of all the Ghost House Underground titles are available as a boxed set on Amazon for $179.74 and on eBay for $39.99 in brand new condition and with free shipping.
  
Century Golem: Eastern Mountains
Century Golem: Eastern Mountains
2019 | Fantasy
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?

The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.

Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L

Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!

Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.

To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.


Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.

The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.


Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
  
Century: Golem Edition - An Endless World
Century: Golem Edition - An Endless World
2020 | Fantasy
If you’ve read our reviews on the first 2 games of the Century: Golem Edition games, then you will know that we are big fans. The art and theme really drew us in, and the gameplay is what keeps us coming back for more. Now that the third and final game has dropped, how does it fit in with its predecessors? Is it the finale we were hoping for? Or does it leave us yearning for the OG Century Golem? Keep reading to find out!

Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L

Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!

On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.

Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.


The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.

An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.


Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!
  
40x40

Bob Mann (459 KP) rated Mank (2020) in Movies

Dec 10, 2020  
Mank (2020)
Mank (2020)
2020 | Biography, Drama
Cinematography - glorious to look at (1 more)
A fabulous ensemble cast, with Oldham, Seyfried, Arliss and Dance excelling
Sound mixing make some of the dialogue difficult to hear (0 more)
"Mank" is a biopic slice of the career of Herman Jacob Mankiewicz (Gary Oldman), the Hollywood screenwriter who was the pen behind what is regularly voted by critics as being the greatest movie of all time - "Citizen Kane". "Citizen Kane" was written in 1940 (and released the following year) and much of the action in "Mank" takes place in a retreat in the Mojave desert when Mank, crippled by a full-cast on the leg, has been 'sent' by Orson Welles (Tom Burke) to complete the screenplay without alcohol and other worldly distractions. Helping administer to his writing and care needs are English typist Rita Alexander (Lily Collins) and carer Fraulein Freda (Monika Gossmann). However, although Mank produces brilliant stuff, his speed of progress exasperates his 'minder' and editor John Houseman (Sam Troughton). (Yes, THAT John Houseman, the actor.)

In developing the story, we continuously flash-back six years - - nicely indicated by typed 'script notes' - - to 1934 where Mank is working at MGM studios for Louis B. Mayer (Arliss Howard) and mixing in the circles of millionaire publisher William Randolph Hearst (Charles Dance) and his glamorous young wife, actress Marion Davies (Amanda Seyfried). Allegedly, the "Citizen Kane" script was based on Hearst. But what souring of the relationship could have led to such a stinging betrayal during those six years?

Mank has an embarrassment of acting riches. Mankiewicz is a fascinating character: charismatic, reckless, passionate and the definition of a loose cannon. Basically, a dream for a great actor to portray. And Gary Oldham IS a great actor. After doing Churchill in "Darkest Hour", he here turns in a magnificent performance as the alcoholic writer. Never more so than in a furious tirade at a dinner table late in the film, which will likely be the equivalent to the Churchill "tiger" speech come Oscar time. Surely, there's a Best Actor nomination there?

Equally impressive though are some of the supporting cast.

- Tom Burke - so good as TV's "Strike" - gives a fine impersonation of the great Orson Welles: full of confidence and swagger. It's only a cameo role, but he genuinely 'feels' like the young Welles.
- Amanda Seyfried: It took me almost half of the film to recognize her as Marion Davies, and her performance is pitch perfect - the best of her career in my view, and again Oscar-worthy.
- Arliss Howard for me almost steals the show as the megalomaniac Mayer: his introduction to Mank's brother Joe (Tom Pelphrey) has a memorable "walk with me" walkthrough of the studio with Mayer preaching on the real meaning of MGM and the movies in general. Breathtakingly good.
- But - I said "nearly steals the show".... the guy who made off with it in a swag-bag for me was our own Charles Dance as Hearst. Quietly impressive throughout, he just completely nails it with his "organ-grinder's monkey" speech towards the end of the movie. Probably my favourite monologue of 2020. Chilling. I'd really like to see Dance get a Supporting Actor nomination for this.

The screenplay was originally written by director David Fincher's late father Jack. Jack Fincher died in 2002, and this project has literally been decades in the planning. Mankiewicz has a caustic turn of phrase, and there are laugh-out lines of dialogue scattered throughout the script. "Write hard, aim low" implores Houseman at one point. And my personal favourite: Mank's puncturing of the irony that the Screen Writers Guild has been formed without an apostrophe! A huge LOL!

Aside from the witty dialogue, the script has a nuance to the storytelling that continually surprises. A revelation from Freda about Mank's philanthropic tendencies brings you up short in your face-value impression of his character. And the drivers that engineer the rift between Mankiewicz and Hearst - based around the story of the (fictional) director Shelly Metcalf (Jamie McShane) - are not slapped in your face, but elegantly slipped into your subconscious.

In addition, certain aspects are frustratingly withheld from you. Mank's long-suffering wife (a definition of the phrase) Sara (Tuppence Middleton) only occasionally comes into focus. The only reference to his kids are a crash in the background as they "remodel" the family home. Is the charismatic Mank a faithful husband or a philanderer? Is the relationship with Rita Alexander just professional and platonic (you assume so), or is there more going on? There's a tension there in the storytelling that never quite gets resolved: and that's a good thing.

Mank also has an embarrassment of technical riches. Even from the opening titles, you get the impression that this is a work of genius. All in black and white, and with the appearance of 40's titling, they scroll majestically in the sky and then - after "Charles Dance" - effortlessly scroll down to the desert highway. It's evidence of an attention to detail perhaps forced by lockdown. ("MUM - I'm bored". "Go up to your room and do some more work on that movie then".)

It's deliciously modern, yet retro. I love the fact that the cross-reel "circle" cue-marks appear so prominently... the indicators that the projectionist needs to spin up the next reel. I think they are still used in most modern films, but not as noticeably as in the old films... and this one!

A key contributor to the movie is cinematographer Erik Messerschmidt. Everything looks just BEAUTIFUL, and it is now a big regret that I didn't go to watch this on the big screen after all. Surely there will be a cinematography Oscar nomination for this one. Unbelievably, this is Messerschmidt's debut feature as director of cinematography!

Elsewhere, you can imagine multiple other technical Oscar noms. The tight and effective editing is by Kirk Baxter. And the combination of the glorious production design (Donald Graham Burt) and the costume design (Trish Summerville) make the movie emanate the same nostalgia for Hollywood as did last year's "Once Upon a Time... In Hollywood".... albeit set forty years earlier. Even the music (by the regular team of Trent Reznor and Atticus Ross) might get nominated, since I had to go back and check that it actually HAD music at all: it's subtly unobtrusive and effective.

The only area I had any issue with here was the sound mixing, since I had trouble picking up some of the dialogue.

Although I can gush about this movie as a technical work of art, I'm going to hold off a 10* review on this one. For one reason only. I just didn't feel 100% engaged with the story (at least with a first watch). The illustrious Mrs Movie Man summed it up with the phrase "I just didn't care enough what happened to any of the characters". I think though that this one is sufficiently subtle and cerebral that it deserves another watch.

Will it win Oscars. Yes, for sure. Hell, I would like to put a bet on that "Mank" will top the list of the "most nominations" when they are announced. (Hollywood likes nothing more than a navel-gazing look at its history of course). And an obvious nomination here will be David Fincher for Best Director. But, for me, this falls into a similar bucket as that other black and white multi-Oscar winner of two year's ago "Roma". It's glorious to look at; brilliantly directed; but not a movie I would choose to readily reach for to repeatedly watch again.

(For the full graphical review, please check out the review here - https://bob-the-movie-man.com/2020/12/10/mank-divines-for-oscar-gold-in-a-sea-of-pyrites/. Thanks.)
  
Funkoverse Strategy Game: Harry Potter 100
Funkoverse Strategy Game: Harry Potter 100
2019 | Fighting, Miniatures
Because I haven’t given my readers enough insight into my nerdiness, here are a few more things I’m into: Harry Potter, the MCU, and Doctor Who. I also have several Funko Pops! characters somewhere here in this house: the Tenth Doctor, the Twelfth Doctor, Captain America, Ms. Marvel, Ant-Man, and Dr. Strange to name a few. So when I heard that a game was coming out where I could possibly use my Funkos for something other than sitting on my armoire, I got excited. Oh, also it’s Harry Potter themed? COUNT ME IN!

Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.

DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T


To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).

To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.

If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.

Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.


After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.

I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.

Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.

I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.
  
Holi: Festival of Colors
Holi: Festival of Colors
2020 | Abstract Strategy, Puzzle
I absolutely love a beautiful game. Being a gamer, I have seen and played many gorgeous games. However, the first time I set up Holi: Festival of Colors (just Holi from here), both my 5 year old son and my slightly older mother-in-law both commented on how awesome it looked setup on the table. It has been a while since I last was so impressed by the sheer glamour of a game – and I only have the base retail version! I HAVE to get my hands on an upgrade pack or something… Just checked. I’ll have to buy the Deluxe version. Okay, placing order.

Holi is an abstract, area control, card-driven action selection (akin to Onitama) game for two to four players. In it, players are attendees at the Holi Festival and the goal is spread their favorite color onto the plaza and other players in order to increase their joy (earn VP). The winner is the player who is best able to throw their color and score joy, all while enjoying the festival!


To setup, the game owner will assemble the three-tiered board and place the appropriate sweets tokens on their spaces. The score track and Rivalry cards are set nearby so all can see. Each player receives their color’s player markers (in four delightful animal shapes), color tokens, color cards, and a helper card. The first player receives the cool lotus flower (I think) marker and the game may begin!
Holi is played over a series of turns, and continues until every player has either run out of color tokens or color cards to play. Each turn, players will take one to three actions in any order, with only one action being absolutely mandatory. This is the Throw Color action. In order to Throw Color, the active player will choose a color card from their hand of three cards to play. On these cards are indications of where a player’s marker/piece/animeeple must be located and the spaces near it to throw color tokens on the board. These color cards are reminiscent of those found in Onitama, where players may only move to specific spaces based on card grid iconography. Players will be littering the squares of the play area with their color tokens as well as attempting to hit other players’ animeeples with their color.

Players may also optionally Move at any point during the turn. This is an easy one: players may Move to any space on the current level of the board they are on, except any space inhabited by an opponent’s animeeple. These spaces could already contain sweets tokens, which can be collected by the player, or even color tokens. When a player lands in a space with their own color token, they take it back to their supply to be used again. However, landing on an opponent’s color token causes the active player to also take it into their supply, thus scoring the opponent points at the end of the game.

Finally, a player, if in a space surrounded on four edges by color tokens, may Climb Up to the next higher level. Players on the middle level will score 2 joy (VP) at the end of the game for each color token placed, while tokens on the top level will score 3 joy. Care should be taken when throwing color on the upper levels, because should an empty space reside on the level below where the token has been placed, the token will fall through to the lower level! Therefore, only color tokens will only remain placed on higher levels when another token is blocking its fall below it.


Once all players have played their cards and thrown their color tokens, the game is over and the score is tallied. 1 point is earned for each color token on the bottom level, 2 points for the middle level, and 3 points for tokens on the upper level. Players score 2 more points for each of their color tokens that found their way into opponents’ supplies. Remember those sweets tokens that players were collecting? Players will score 5 points for every player that has less sweets tokens at the end of the game. If playing with the Rivalry cards, points are also scored for any of their special circumstances (ie color tokens scoring 4 instead of 3 on the top level, or hitting opponents with colors score 2 points immediately instead of the normal 1 point, or even 10 bonus points to the player with the most color tokens on the bottom level). The player with the most points at the end of this scoring phase wins the game!
Components. I kind of already made my point about this game being a flat out stunner on the table. I will sing its praises from here to India and then back again. I normally acknowledge the artist(s) on a game once I open it for the first time, but seeing that this is a total Vincent Dutrait masterpiece, I just had to see which other games of his I own. I have made my claims in the past for my favorite board game artists and I had not included Dutrait. No more. This is brilliant and just a wonderful experience throughout. The components are all great, and that multi-layered board? I mean, come on! The intricacies found throughout and within this box are immeasurable, and I will surely be adding the Deluxe version to my collection.

Holi is a game I can pull out with almost any person or group of people and feel confident that it will give an extremely satisfying experience. The rules are relatively simple, and games are very quick. This is not a filler, but runs so smoothly and briskly that one may miscategorize it as such. The options of movement are so unrestricted, and having the ability to craft spatial situations with the cards in your hand to allow only your animeeple to climb up to the next level is just delicious. Speaking of, the sweets tokens, and really ALL of the components, are just so cute and well-illustrated. I really am finding it difficult to point out any flaws in this game. Every time I have played it I have simply had the best time with my opponents. Yeah, there’s some minor take that, but it’s all in good fun, and if you know anything about the actual celebration of Holi, participants relish coming home just covered head to toe in paint, colored water, and other colorful materials. It’s a great theme that shines through, and I look forward to each of my coming plays.

Currently, eight games we have published reviews for have earned the Golden Feather Award. At the time of this writing, I know one other will be joining that list soon, and now Holi will as well. So that is 10 total games over the 495 we have published and are sitting in queue to be published. That said, it is no surprise, I’m sure, that Holi has earned its spot among the best we have played, and I am incredibly relieved that I was able to grab a copy when I did. This will remain a favorite of mine for many years, I know it. If you are like me and appreciate an amazing production value with a comparably wonderful game underneath, then you owe it to yourself to pick up a copy of Holi as soon as you can. Or come play my copy with me. I will always be up for a play.