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Horrified: Universal Monsters Strategy Board Game
Horrified: Universal Monsters Strategy Board Game
2019 | Horror, Murder & Mystery
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.


Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!

Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.


Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.

The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.

Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.

The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
  
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Kirk Bage (1775 KP) rated The Expanse in TV

Sep 4, 2020 (Updated Feb 11, 2021)  
The Expanse
The Expanse
2015 | Sci-Fi
In this particular future, where there exists a cold war tension between the splintered factions of humanity across the solar system, all is not well. Earthers, Dusters (Martians) and Skinnies (Belters) compete for resources and political strength in an ever shifting landscape of trust and betrayal. It is a sci-fi geek’s paradise, full of believable tech, an extensive character list and jargon coming out of the wazoo! It’s all very complicated… and season five just finished airing on Amazon Prime on Wednesday 3rd Feb, so I thought it a good time to talk about it in detail.

Based on the novel series by James S. A. Corey (actually the assumed name of collaborators Ty Franck and Daniel Abraham), which began in 2011 and has produced one book a year since, the TV version has been on the go since 2015, first at SyFy and then at Amazon after being cancelled unfairly, and to mass uproar from the fans, after Season three. It isn’t something you watch casually – either you are into it and make a point of obsessing about it, or you watch a few, feel completely lost and admit it isn’t for you; although you suspect it is good and you just didn’t make the effort to engage enough. Sci-fi this earnest can be like that: a little unforgiving to tourists and passers-by.

Personally, I went through 2 phases with it. The first was watching it late at night with autoplay on, falling in and out of sleep depending on how exciting what was happening was, missing a lot of the detail and feeling largely lost in space. The second was coming back to Season 4 recently (about 3 weeks ago), after taking in a full recap of the story, and becoming a true fan that couldn’t get enough of the complex web of storylines, motives and personalities. Catching up enough to have to wait a week between episodes for the last 4 weeks, which has been tremendously rewarding.

Not that I had a major problem with it from the start. I thought it had a great look and a great mood about it, but lacked some star quality in the cast and was fairly opaque storywise. It always had potential. It was a question of whether you could be bothered to invest in that, knowing that it may go nowhere or even get cancelled very quickly – the TV universe is not known for being kind to sci-fi, as die-hard fans of Firefly still weep about regularly, and quite correctly.

In season one you watch it for the only person onboard that you have heard of, namely Thomas Jane (from The Mist and The Punisher) as det. Joe Miller, a cynical sleuth complete with a great anachronistic hat, who gets wrapped up in a mystery so mysterious it is often hard to work out what he is doing at all, and why… he literally comes and goes, for reasons that become apparent in later seasons. A frustrating and yet fascinating entity that must have been a real test to get right.

The show’s main cast also take a lot of time to warm up, to the point where you wonder who they are and whether they will be in it for long? Steven Strait, Dominique Tipper, Wes Chatham and Cas Anvar, as the ragtag collective of a small ship (they eventually name The Rocinante) that finds itself at the centre of a huge political shitstorm as the last bastion of impartial hope and moral reasoning, exude such little charisma at first it all seems doomed to fail. But, something magical begins to happen, by virtue of being in their presence a lot – you start to care. And the more you care the more the subsequent events have the power to stun you sideways!

More than anything else I can think of in recent years, this is a show that rewards patient investment. You will have definite moments of wanting to quit or take a long break, but the more faith you show in it, the more it will reward you in the long run. For me it was the climax of season 3 when I realised I was 100% into it, and that everything that had happened to that point was now starting to make sense in a larger context. Basically, what you think this is and what you assume it is about early doors, is not where it ends up. It goes somewhere way better!

Perhaps because it has the support of the book series as inspiration, the writing and story arc feels stronger and stronger in time. There are to date 9 books, so there is still scope to let this run for a good few years. And it does start to feel like there is a point where it will all completely tie together. Anyway, I am rambling as much as an average episode seems to do here. The point is, there is something right on the tightrope edge of classic or near miss going on with this. The cast have all really grown into their skins and personalities, and there are some moments in seasons 4 & 5 that left me jaw dropped at their dramatic weight!

Look, this isn’t going to be for everyone. It is very easy to say “I don’t get it” and move on with this show, but I am a sci-fi veteran , if not full geek, and I now absolutely love it. Cult status then is what we are talking about here. There will be a good wait for season six now, but the cliffhanger is mouth-watering, so I am in! It’s far from impossible they will ruin the vibe at some point and it will all fall flat… or, it could become the stuff of legend. I’ll be there to find out either way. No chance I am doing 5 seasons of something to drop out at that point.

Take away the space and the spaceships and this is a story about division and rights, and the hard work it takes to meet a diplomatic solution to the many differences and grievances that exist between different tribes and factions. What will some do to gain power? What will others do to ensure freedom and justice? How easy is it to waste life in the name of a cause? Oh, yeah and there’s also the little detail of an ancient alien civilisation that have been leaving tech and artifacts all over the solar system for us to fight over and try to control. As I say, the main story element of it all still feels like a partial mystery, and I love that!
  
Blue Moon City
Blue Moon City
2006 | City Building, Fantasy
Ahh Blue Moon. Delicious on a hot Summer day night. Hefeweizen is my favorite type of beer, but most places do not serve my all-time fave Hefe: Paulaner Hefe-Weizen. If you haven’t yet tried it, you must. I’m no snob or anything, so I’ll take the Blue Moon when I can’t have the Paulaner, but I wanted you all to know my tastes. So when I heard about a game that was all about a city named after a beer I enjoy (but only with an orange slice) I had to try it. Did it live up to my expectations or did it- wait, this game isn’t about beer? Why the heck did I-


Blue Moon City is a fantasy-set, hand management, set collection, city rebuilding game for two to four players. In it players are attempting to help reconstruct the war-ravaged Blue Moon City to its former glory by utilizing its citizens at crucial construction sites in order to earn crystals. It sounds weird, and it is, but read further to understand why. Oh and there are dragons that act like supervisors or teachers when they come stand by you to watch you take a test and judge you from behind the whole time.
To setup, place the Courtyard tile in the middle of the table and build the city in a 5×5 grid minus the corner tiles. Each player chooses their color and takes the mini and discs of that color. Place the dragons nearby, along with the Obelisk token, draw deck of cards, crystal chits, and dragon scale chits. Deal each player a hand of eight cards and the game may begin!

Blue Moon City is played over a series of turns, and each turn is divided into four phases: Movement, Contribution, Reset, Pass Turn. During the optional Movement phase, a player may move their pawn one to two orthagonal spaces (N/E/S/W) or use cards from their hand for their special movement powers for player pawn AND/OR dragon movement.

Next, a player may discard cards from their hand to contribute to the reconstruction of a building during this optional Contribution phase. By discarding a number of cards whose values equal or exceed the printed value on the matching-colored building tile a player will be able to place a disc upon the tile. Once the tile’s contribution spaces have been filled with discs it can be scored. To score a building tile, determine majority presence on the tile and award the Majority Bonus to that player. Any disc presence in minority will receive the Construction Bonus, including the majority winner. If a player had contributed on a tile that also was hosting a dragon mini, that player would earn a dragon scale from said dragon supervisor. Players may also make their way back to the Courtyard tile in order to donate crystals to the Obelisk. Doing so will allow the player to place one of their discs on the Obelisk itself, and the game ends when a player has placed the proper number of discs upon the Obelisk per the number of players.

When the pile of dragon scale tokens has been exhausted, players will check who currently holds the majority of scales. They will be awarded with six crystals, and any player holding three or more will receive three crystals. Turn all the dragon scales back into the supply to be earned again.

During the Reset phase a player may discard any number of cards from their hand and draw back as many cards plus two. So if a player discards zero cards from hand they would still draw two from the deck. Discarded four cards? Well redraw six.

Finally the active player will Pass Turn to the player on their left, who will complete their turn of the same four phases.


Play continues in this fashion until one player has placed the target number of discs on the Obelisk token to claim victory and dragon approval!
Components. Okay, this is a tough one because overall I love the components in the game. The dragons and player pawns are cool minis (from CMON that just makes sense). The Obelisk token is huge and I love how it looks. The art overall is really creepy, but well done, and enjoyable to behold. The player discs, though poo-pooed by other more-renowned reviewers, I find to be just fine. They are a smooth plastic in the player color and I have no problems with their quality. But speaking of colors… I agree with others that have stated the colors of some cards (or suits, if you prefer) should have been made a different color. What I mean is that the game is very greige-heavy throughout. The card suits (except the red, yellow, and blue) are a variation of the same greige that makes eyes strain to determine exactly which color they are holding. I understand that a certain aesthetic was targeted, and they certainly achieved that, but these colors do make it more difficult to play, especially for us that are starting to over-ripen with age.

Those component gripes aside, this is an incredible game. The color choices aside, I love everything about it! The movement from tile to tile, and trying to align movement with the cards in hand and keeping some back so that you can use them to move the dragon to your spot as well is just fun mental exercise. Each value 1 and 2 card has a special ability, be it movement bonuses, changing other cards’ colors, or just being straight up wild cards, and having to choose to use the cards as either the special power or for contribution values creates tons of crunchy gamer choices. Not super-crunchy. Turns won’t be mentally debated for 10 minutes, but deciding how best to use the hand of cards you hold is great.

I also very much enjoy the theme of the game, even though I was hoodwinked by the title (not really, just trying to tie it all back). I love fantasy worlds and having a unique theme is a definite plus for me. I haven’t yet thrown in the expansion tiles, but I will the next time I play. If you need a relatively quick-playing jaunt through a ravaged city, I recommend you check out Blue Moon City. Purple Phoenix Games give it a 10 / 12. It has nothing to do with beer, which would be another great theme idea – drunken dragons – but I will be holding onto this one for quite a while.
  
Cartographers: A Roll Player Tale
Cartographers: A Roll Player Tale
2019 | Fantasy, Territory Building
I have often wondered how cartography actually works. How was it that people with primitive tools were able to grasp the lay of the land and sea? And are we complete in our mapping of Earth or are there more secrets we have yet to discover? Thankfully, in Cartographers we aren’t really answering those questions, but other practical questions may arise.


Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!

Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.

Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.

Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.

Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.

After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.


Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.

I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.

We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.

If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.
  
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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.