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Purple Phoenix Games (2266 KP) rated Mob Sitters in Tabletop Games
Sep 17, 2019
I feel like everyone at some point in their lives has been a babysitter. Either for younger (or maybe even older?) siblings, or for the entire neighborhood – it kind of seems like a rite of passage. I definitely had my share of babysitting gigs growing up, but none as exciting and high-energy as the one presented in Mob Sitters!
Disclaimer: This preview is based upon a preview copy of the game. The final components, rules, and gameplay may differ from those described in this review! -L
In Mob Sitters, you take on the role of a babysitter working for the mob. Just because crime pays the bills doesn’t mean these mobsters don’t have families! You’re no ordinary babysitter though, otherwise you wouldn’t be mixed up with the mob. You’ve got plans of your own – whether it’s stealing from your boss, ratting out your rivals to the cops, or actually just some innocent babysitting, there’s money to be made here!
Mob Sitters is played over six rounds in which you take turns playing cards (some hidden and some not), targeting or reacting to your opponents, and collecting that sweet sweet money. Let’s break it down. To start the game, each player receives a player mat and deck of cards for their chosen character. There will be 8 characters in the final game, but only 6 are present in the preview copy. The different characters do not have any special powers or abilities, they just have different artwork on their cards! Shuffle your decks, draw a hand of 6 cards, determine a starting player, and you’re ready to go.
Each player’s turn consists of 6 steps (Steps 1-3 are not applicable in round 1, and Steps 4-6 are not applicable in the final round). Step 1 is to earn money – any cards with a monetary value that are in your play area are moved to your Safe and will count towards end-game scoring. It is important to note that cards that earn you money (Steal and Job cards) must be played face-up into your play area. Step 2 is to reveal and resolve any Accusation cards in your play area that you want to. Accusation cards allow you to target an opponent’s Job/Steal card currently in play, in an attempt to discard it to their Cops/Boss piles, respectively, to count against that player in end-game scoring. The targeted player does not have to sit idly by and watch their money go down the drain, however. If the targeted player has a Reaction card face-down in their play area, they may reveal it to deflect the blame to yet another player! If you successfully deflect the blame, that money will not count against you, but will instead count against the next player blamed who is unable to react to and shift blame to someone else. To play a Reaction card, it must already be in your play area – you cannot play one directly from your hand! The next step, Step 3, is to discard any remaining face down cards in your play area. In Step 4, you choose 3 cards from your hand and play them into your play area. Job/Steal cards must be played face-up, but Accusation and Reaction cards can be played face-down. During Step 5, you resolve any face-up accusation cards you may have played in Step 4. The final step, Step 6, of your turn is to draw 3 cards, bringing your hand back up to 6 cards. Play then moves on to the next player, who then will perform their 6 steps, and so on. After 6 rounds, the game ends. Scoring varies depending on how many players there are, but ultimately the winner is the player with the most money in their safe!
I know that sounds like quite a lot going on, but believe me when I say the game plays pretty well (and pretty quickly) once you’ve gotten the hang of the turns. On paper, the sheer number of steps per turn seems excessive and like it would bog down the gameplay, but in actuality, the actions performed in each step are simple and fast. Perhaps if the number of steps were condensed from 6 down to maybe 3-4, the gameplay would seem a little less daunting. There is some slight ambiguity between the types of cards and into which stacks they go – the rules call cards Job and Steal cards, but the player mat refers to Boss and Cop cards. Fortunately the cards have symbols that correspond to the different stacks, so when in doubt, check the corner of the card!
Let’s talk components. This is first and foremost a card game, and the cards I received are of good quality! They shuffle well, and feel sturdy enough to withstand many plays. The art on the cards is pretty cute, the colors really pop, and there are some fun puns to be found on several Steal/Job cards. As for the player mats, this is only a preview copy of the game so I just printed them out (apologies for my lack of access to a color printer!), but their text is clear and helpful for remembering turn steps. The components may change throughout the Kickstarter campaign, but so far they’re off to a good start!
So how does it play? For the most part, Mob Sitters plays pretty quickly and is engaging for all players. There’s a good amount of strategy involved, as well as some luck and a whole lotta take that. All players receive identical decks of cards, which are then shuffled, so although you know what cards are available to your opponents, you never know what they currently have in their hand. You’ve got to be watchful of which cards your opponents play, to see if you can deduce which cards they have remaining. Are they taking the offensive approach and accusing everyone? Or are they being more subtle and taking a defensive stance, deflecting all accusations onto others? You have to decide when is the right time to play your cards to ensure that you aren’t targeted by too many opponents. Your strategy is ever-changing to adapt to the cards currently in your hand, and that’s what takes Mob Sitters to the next level for me.
Mob Sitters is a quick, easy, and fun game for any sized group. Hilarity ensues when accusations result in all players pointing fingers and trying to deflect blame. Although it can be played with 3, I think this game is better suited for 4+ players. With a smaller group, some of the aspects of ‘take that’ can feel personal and lead to tension between players. But a larger group can eliminate some of the animosity caused by always being targeted by the same person the entire game. Overall though, I enjoyed getting to play Mob Sitters! It has a unique theme and simple, yet strategic, gameplay that will keep all players on their toes. In my communications with the designer, I have learned that the retail version of the game will include “Hidden Agenda” cards to provide each player with a secret objective. There is also an expansion already in the works – The Heavy Mob Deck – that will add more cards and more complexity for experienced gamers!
If you enjoy games of hidden information, take that, and a little bit of bluffing, definitely check Mob Sitters out! It’s more than the standard party game, but still fits the categories of light, fast, and easy to learn games for all players. I look forward to following this upcoming campaign, and I definitely will be playing my copy again!
Disclaimer: This preview is based upon a preview copy of the game. The final components, rules, and gameplay may differ from those described in this review! -L
In Mob Sitters, you take on the role of a babysitter working for the mob. Just because crime pays the bills doesn’t mean these mobsters don’t have families! You’re no ordinary babysitter though, otherwise you wouldn’t be mixed up with the mob. You’ve got plans of your own – whether it’s stealing from your boss, ratting out your rivals to the cops, or actually just some innocent babysitting, there’s money to be made here!
Mob Sitters is played over six rounds in which you take turns playing cards (some hidden and some not), targeting or reacting to your opponents, and collecting that sweet sweet money. Let’s break it down. To start the game, each player receives a player mat and deck of cards for their chosen character. There will be 8 characters in the final game, but only 6 are present in the preview copy. The different characters do not have any special powers or abilities, they just have different artwork on their cards! Shuffle your decks, draw a hand of 6 cards, determine a starting player, and you’re ready to go.
Each player’s turn consists of 6 steps (Steps 1-3 are not applicable in round 1, and Steps 4-6 are not applicable in the final round). Step 1 is to earn money – any cards with a monetary value that are in your play area are moved to your Safe and will count towards end-game scoring. It is important to note that cards that earn you money (Steal and Job cards) must be played face-up into your play area. Step 2 is to reveal and resolve any Accusation cards in your play area that you want to. Accusation cards allow you to target an opponent’s Job/Steal card currently in play, in an attempt to discard it to their Cops/Boss piles, respectively, to count against that player in end-game scoring. The targeted player does not have to sit idly by and watch their money go down the drain, however. If the targeted player has a Reaction card face-down in their play area, they may reveal it to deflect the blame to yet another player! If you successfully deflect the blame, that money will not count against you, but will instead count against the next player blamed who is unable to react to and shift blame to someone else. To play a Reaction card, it must already be in your play area – you cannot play one directly from your hand! The next step, Step 3, is to discard any remaining face down cards in your play area. In Step 4, you choose 3 cards from your hand and play them into your play area. Job/Steal cards must be played face-up, but Accusation and Reaction cards can be played face-down. During Step 5, you resolve any face-up accusation cards you may have played in Step 4. The final step, Step 6, of your turn is to draw 3 cards, bringing your hand back up to 6 cards. Play then moves on to the next player, who then will perform their 6 steps, and so on. After 6 rounds, the game ends. Scoring varies depending on how many players there are, but ultimately the winner is the player with the most money in their safe!
I know that sounds like quite a lot going on, but believe me when I say the game plays pretty well (and pretty quickly) once you’ve gotten the hang of the turns. On paper, the sheer number of steps per turn seems excessive and like it would bog down the gameplay, but in actuality, the actions performed in each step are simple and fast. Perhaps if the number of steps were condensed from 6 down to maybe 3-4, the gameplay would seem a little less daunting. There is some slight ambiguity between the types of cards and into which stacks they go – the rules call cards Job and Steal cards, but the player mat refers to Boss and Cop cards. Fortunately the cards have symbols that correspond to the different stacks, so when in doubt, check the corner of the card!
Let’s talk components. This is first and foremost a card game, and the cards I received are of good quality! They shuffle well, and feel sturdy enough to withstand many plays. The art on the cards is pretty cute, the colors really pop, and there are some fun puns to be found on several Steal/Job cards. As for the player mats, this is only a preview copy of the game so I just printed them out (apologies for my lack of access to a color printer!), but their text is clear and helpful for remembering turn steps. The components may change throughout the Kickstarter campaign, but so far they’re off to a good start!
So how does it play? For the most part, Mob Sitters plays pretty quickly and is engaging for all players. There’s a good amount of strategy involved, as well as some luck and a whole lotta take that. All players receive identical decks of cards, which are then shuffled, so although you know what cards are available to your opponents, you never know what they currently have in their hand. You’ve got to be watchful of which cards your opponents play, to see if you can deduce which cards they have remaining. Are they taking the offensive approach and accusing everyone? Or are they being more subtle and taking a defensive stance, deflecting all accusations onto others? You have to decide when is the right time to play your cards to ensure that you aren’t targeted by too many opponents. Your strategy is ever-changing to adapt to the cards currently in your hand, and that’s what takes Mob Sitters to the next level for me.
Mob Sitters is a quick, easy, and fun game for any sized group. Hilarity ensues when accusations result in all players pointing fingers and trying to deflect blame. Although it can be played with 3, I think this game is better suited for 4+ players. With a smaller group, some of the aspects of ‘take that’ can feel personal and lead to tension between players. But a larger group can eliminate some of the animosity caused by always being targeted by the same person the entire game. Overall though, I enjoyed getting to play Mob Sitters! It has a unique theme and simple, yet strategic, gameplay that will keep all players on their toes. In my communications with the designer, I have learned that the retail version of the game will include “Hidden Agenda” cards to provide each player with a secret objective. There is also an expansion already in the works – The Heavy Mob Deck – that will add more cards and more complexity for experienced gamers!
If you enjoy games of hidden information, take that, and a little bit of bluffing, definitely check Mob Sitters out! It’s more than the standard party game, but still fits the categories of light, fast, and easy to learn games for all players. I look forward to following this upcoming campaign, and I definitely will be playing my copy again!

Ivana A. | Diary of Difference (1171 KP) rated The Bane Chronicles in Books
Aug 3, 2020
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/07/Book-Review-Banner-66.png"/>
The Bane Chronicles is a collection of short stories, all featuring the famous Warlock - Magnus Bane. Throughout the ages, we get to see him develop to the character that we know. We read more about the moments that made Magnus who he is today.
I really enjoyed diving into this book, and I am glad I read it. Some stories I loved, some not so much, but I overall loved this book and will treasure it forever. It is written by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson. <a href="https://diaryofdifference.com/2018/10/22/city-of-bones-the-mortal-instruments-1-by-cassandra-clare-book-review/">Read my review of City of Bones,</a> in case you are interested what I think about the first book of the Shadowhunter universe.
<b><i>1. What Really Happened in Peru by Cassandra Clare and Sarah Rees Brennan - ★★★★ </i></b>
A perfect introduction of the Magnus we all love reading about. We witness a couple of adventures Magnus has in Peru. We meet Ragnor and Catarina and witness a few of Magnus’s love interests. I loved how the characters were written and the stories made me giggle. Especially the scene of how the town reacts to Magnus’ lack of talent to play an instrument.
<b><i>2. The Runaway Queen by Cassandra Clare and Maureen Johnson - ★★★★</i></b>
Set in Paris. Hot air balloon ride. Magnus decides to assist to get the Queen Marie Antoinette to escape Paris. He also has a quite interesting encounter with a bunch of vampires. Fast-faced and beautifully written. I love that it captured a certain period of history, and really focused to get the facts accurate for those times.
<b><i>3. Vampires, Scones and Edmund Herondale by Cassandra Clare and Sarah Rees Brennan - ★★★★★</i></b>
Set in London. In this short story, Magnus realises how unfair the Shadowhunter laws are. And how the Nephilim have to obey them. When Edmund Herondale falls in love with a mundane, the Shadowhunters don’t care at all. He is stripped from his runes. For me, it was very emotional to watch Magnus fall in love, but sacrifice a few years of his happiness so Camille can give love to a werewolf, who will age and then eventually die. Also, the necklace he makes for her means so much and I can’t even cope! I loved the cryptic future prophecy in the end - I think it brought some emotion to the story.
<b><i>4. The Midnight Heir by Cassandra Clare and Sarah Rees Brennan - ★★★★</i></b>
Very action-driven story, that didn’t leave me too impressed. I liked the fact that some important characters are featured, but it feels like the writing of the characters was poor. Set in London again, Magnus tries to help the Herondales. He also gets to meet Tatiana Blackthorn again. Magnus learns the hard way that even though he wants to help Shadowhunters, sometimes there’s nothing he can do.
<b><i>5. The Rise of Hotel Dumort by Cassandra Clare and Maureen Johnson - ★★★★★</i></b>
Hotel Dumort in New York is quite a well-known place in the Shadowhunter universe. Warned by a vampire that danger is lurking, Magnus finds himself into another adventure. He helps the Shadowhunters again. And he also meets with a very old warlock, who opens up a portal to Hell. Magnus is called to go, possibly speaking to his father, before he finds the strength in him to close the portal. He helps a human forget and therefore prevents him from committing suicide. He also finds art that Camille is somehow involved with what happened. It kept me glued to my sofa in anticipation.
<b><i>6. Saving Raphael Santiago by Cassandra Clare and Sarah Rees Brennan - ★★★★★</i></b>
Raphael is one of my dearest characters, I have to admit. He was turned into what he despised the most. He never would have chosen blood and immortality. The fact that Magnus is there to help him save himself is so powerful. I really enjoyed this short story! Very emotional!
<b><i>7. The Fall of the Hotel Dumort by Cassandra Clare and Maureen Johnson - ★★★★</i></b>
This is probably the most emotional story of them all. It also might be the most important one for Magnus’s character development. His relationship with Camille is brought back and he has to do something very scary and brave to be finally able to move on.
<b><i>8. What to Buy the Shadowhunter Who Has Everything (And Who You’re Not Officially Dating Anyway) by Cassandra Clare and Sarah Rees Brennan - ★★★★</i></b>
Definitely the cutest story so far! Magnus and Alec are dating. It’s also Alec’s birthday and Magnus is thinking of a gift. Isabelle’s visit was also quite emotional to me. To see how much she cares for Alex and would be there for him. Also, the birthday gift that Magnus chooses in the end is too precious!
<b><i>9. The Last Stand of the New York Institute by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson - ★★★★★</i></b>
A powerful story with a lot of Easter Eggs. We are reminded of the Circle and of a couple of fights. The Shadowhunters will help out the Downworlders against other Shadowhunters. We witness Valentine’s cruelty in a new light. And we read about Magnus meeting Jocelyn and Clary.
<b><i>10. The Course of True Love (And First Dates) by Cassandra Clare - ★★★★★</i></b>
A story written only by Cassandra Clare. This story will probably be the most popular one, as it features Alec and Magnus on their first date. The writing is good and I really enjoyed how real the date was. It had all those awkward moments that I’ve experienced. Moments that help you get to know the person better than a few rehearsed questions. This short story shows how much Cassandra Clare knows her characters and cares for them, and it is very eminent to see the difference, compared to the rest of this book.
<b><i>11. The Voicemail of Magnus Bane by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson - ★★★★</i></b>
In this short story, we read a couple of interesting voicemails. They are all sent to Magnus, by different people, when he and Alec break up. It is emotional and humorous at the same time, as you see people react in different ways. Isabelle’s voicemails are pure passion and I love it.
<b><i>The Bane Chronicles is a book I will cherish, for it introduced me to a side of Magnus I never knew. The Bane Chronicles is worth reading, especially if you are a fan of the Shadowhunter universe. I would recommend The Bane Chronicles to everyone that loves fantasy and magic.</i></b>
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<img src="https://diaryofdifference.com/wp-content/uploads/2020/07/Book-Review-Banner-66.png"/>
The Bane Chronicles is a collection of short stories, all featuring the famous Warlock - Magnus Bane. Throughout the ages, we get to see him develop to the character that we know. We read more about the moments that made Magnus who he is today.
I really enjoyed diving into this book, and I am glad I read it. Some stories I loved, some not so much, but I overall loved this book and will treasure it forever. It is written by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson. <a href="https://diaryofdifference.com/2018/10/22/city-of-bones-the-mortal-instruments-1-by-cassandra-clare-book-review/">Read my review of City of Bones,</a> in case you are interested what I think about the first book of the Shadowhunter universe.
<b><i>1. What Really Happened in Peru by Cassandra Clare and Sarah Rees Brennan - ★★★★ </i></b>
A perfect introduction of the Magnus we all love reading about. We witness a couple of adventures Magnus has in Peru. We meet Ragnor and Catarina and witness a few of Magnus’s love interests. I loved how the characters were written and the stories made me giggle. Especially the scene of how the town reacts to Magnus’ lack of talent to play an instrument.
<b><i>2. The Runaway Queen by Cassandra Clare and Maureen Johnson - ★★★★</i></b>
Set in Paris. Hot air balloon ride. Magnus decides to assist to get the Queen Marie Antoinette to escape Paris. He also has a quite interesting encounter with a bunch of vampires. Fast-faced and beautifully written. I love that it captured a certain period of history, and really focused to get the facts accurate for those times.
<b><i>3. Vampires, Scones and Edmund Herondale by Cassandra Clare and Sarah Rees Brennan - ★★★★★</i></b>
Set in London. In this short story, Magnus realises how unfair the Shadowhunter laws are. And how the Nephilim have to obey them. When Edmund Herondale falls in love with a mundane, the Shadowhunters don’t care at all. He is stripped from his runes. For me, it was very emotional to watch Magnus fall in love, but sacrifice a few years of his happiness so Camille can give love to a werewolf, who will age and then eventually die. Also, the necklace he makes for her means so much and I can’t even cope! I loved the cryptic future prophecy in the end - I think it brought some emotion to the story.
<b><i>4. The Midnight Heir by Cassandra Clare and Sarah Rees Brennan - ★★★★</i></b>
Very action-driven story, that didn’t leave me too impressed. I liked the fact that some important characters are featured, but it feels like the writing of the characters was poor. Set in London again, Magnus tries to help the Herondales. He also gets to meet Tatiana Blackthorn again. Magnus learns the hard way that even though he wants to help Shadowhunters, sometimes there’s nothing he can do.
<b><i>5. The Rise of Hotel Dumort by Cassandra Clare and Maureen Johnson - ★★★★★</i></b>
Hotel Dumort in New York is quite a well-known place in the Shadowhunter universe. Warned by a vampire that danger is lurking, Magnus finds himself into another adventure. He helps the Shadowhunters again. And he also meets with a very old warlock, who opens up a portal to Hell. Magnus is called to go, possibly speaking to his father, before he finds the strength in him to close the portal. He helps a human forget and therefore prevents him from committing suicide. He also finds art that Camille is somehow involved with what happened. It kept me glued to my sofa in anticipation.
<b><i>6. Saving Raphael Santiago by Cassandra Clare and Sarah Rees Brennan - ★★★★★</i></b>
Raphael is one of my dearest characters, I have to admit. He was turned into what he despised the most. He never would have chosen blood and immortality. The fact that Magnus is there to help him save himself is so powerful. I really enjoyed this short story! Very emotional!
<b><i>7. The Fall of the Hotel Dumort by Cassandra Clare and Maureen Johnson - ★★★★</i></b>
This is probably the most emotional story of them all. It also might be the most important one for Magnus’s character development. His relationship with Camille is brought back and he has to do something very scary and brave to be finally able to move on.
<b><i>8. What to Buy the Shadowhunter Who Has Everything (And Who You’re Not Officially Dating Anyway) by Cassandra Clare and Sarah Rees Brennan - ★★★★</i></b>
Definitely the cutest story so far! Magnus and Alec are dating. It’s also Alec’s birthday and Magnus is thinking of a gift. Isabelle’s visit was also quite emotional to me. To see how much she cares for Alex and would be there for him. Also, the birthday gift that Magnus chooses in the end is too precious!
<b><i>9. The Last Stand of the New York Institute by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson - ★★★★★</i></b>
A powerful story with a lot of Easter Eggs. We are reminded of the Circle and of a couple of fights. The Shadowhunters will help out the Downworlders against other Shadowhunters. We witness Valentine’s cruelty in a new light. And we read about Magnus meeting Jocelyn and Clary.
<b><i>10. The Course of True Love (And First Dates) by Cassandra Clare - ★★★★★</i></b>
A story written only by Cassandra Clare. This story will probably be the most popular one, as it features Alec and Magnus on their first date. The writing is good and I really enjoyed how real the date was. It had all those awkward moments that I’ve experienced. Moments that help you get to know the person better than a few rehearsed questions. This short story shows how much Cassandra Clare knows her characters and cares for them, and it is very eminent to see the difference, compared to the rest of this book.
<b><i>11. The Voicemail of Magnus Bane by Cassandra Clare, Sarah Rees Brennan and Maureen Johnson - ★★★★</i></b>
In this short story, we read a couple of interesting voicemails. They are all sent to Magnus, by different people, when he and Alec break up. It is emotional and humorous at the same time, as you see people react in different ways. Isabelle’s voicemails are pure passion and I love it.
<b><i>The Bane Chronicles is a book I will cherish, for it introduced me to a side of Magnus I never knew. The Bane Chronicles is worth reading, especially if you are a fan of the Shadowhunter universe. I would recommend The Bane Chronicles to everyone that loves fantasy and magic.</i></b>
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Purple Phoenix Games (2266 KP) rated Spy Club in Tabletop Games
Aug 12, 2021
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.
Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!
A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.
Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.
After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.
Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.
Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.
There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!
I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.
I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!
A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.
Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.
After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.
Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.
Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.
There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!
I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.
I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.

Purple Phoenix Games (2266 KP) rated Funkoverse Strategy Game: Harry Potter 100 in Tabletop Games
Aug 30, 2021
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.
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.

Bob Mann (459 KP) rated Ad Astra (2019) in Movies
Sep 28, 2021
Impressive visuals, but rather disappointing as an overall package.
Like father, like son?
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!
I really love sci-fi films with high ambitions. “Psychological” sci-fi like “Solaris” for example. And “Arrival” topped my movie list for 2016. In similar vein, “Ad Astra” is also a movie concerning attempted contact with alien life. So I had high hopes for it. But would this Sci-fi epic ultimately challenge my brain again, or end up in the “Crystal Skull” sin bin with a dodgy alien meeting?
The Plot
Set a few years into the future, Roy McBride (Brad Pitt) is the son of a legend. H. Clifford McBride (Tommy Lee Jones) was a space exploration pioneer. His picture hangs in the NASA hall of fame next to Buzz Aldrin’s. McBride senior went missing presumed dead near Neptune during a mission. The mission was to get outside the Sun’s heliosphere to scan for potential alien transmissions from nearby solar systems.
But something went badly wrong, and now the earth (and potentially all human life migrating into the solar system) is at risk from massive electromagnetic bursts arising from Neptune. Is Clifford alive and involved in the emerging crisis? The authorities send Roy on a secret mission to Mars to try to communicate with his father.
Majestic cinematography
Let’s start with a real positive. The cinematography here is first rate. Hoyte Van-Hoytema – well known for “Interstellar“, “Spectre” and “Dunkirk” – knocks this out of the park. In the same manner as “Blade Runner 2049“, many of the frames of this film could be blown up and placed on art gallery walls around the world.
Add to that some cracking film editing from John Axelrad and Lee Haugen, and some beautiful sound design and I predict the movie should feature strongly in the technical awards at the Oscars.
But “science fiction” has the word “science” in it….
I’d like to park my physics brain sometimes when I go to the movies, but I just can’t. So I really need sci-fi films to live up to the science part of their name. There are a number of areas, particularly at the back end of the film, when credibility goes out the window.
I can’t really say more here without giving spoilers, so I will leave them to a “Spoiler section” below the trailer…. don’t read this if you haven’t seen the film!
What IS this movie trying to be?
In my view the film is pretty schizophrenic in nature. This is what confused me about the trailer, jumping from a cerebral sci-fi vibe to moon buggy shoot-outs.
On one hand, its the standard (but always interesting) tale of a child abandoned by a hero-father and his attempts to reconcile what that’s done to his life and relationships. How can he ever square that circle without contacting his dad? As the film’s tag-line goes “The answers we seek are just outside our reach”.
On the other there are episodes of action that would fit happily into an action scene from Star Trek.
The two elements never really gel, leading to the feeling of the film having been written as a set of disconnected pages and the writers then saying “Hey, Jimmy, once you’ve finished making us the tea, could you just write a few lines to join those pages up into a shooting script?”. Then later, “What do you mean Jimmy you used BOTH piles of paper?!”.
The greatest sin of all
Unfortunately, the film commits a cardinal sin in my book. Those of you who follow my blog regularly might know what I’m going to say….
Voiceovers! I BLOODY HATE THEM!! It’s at the very extreme of what the great Mark Kermode calls “show don’t tell”.
Here, we don’t just have a little Brad Pitt set-up intro and he then shuts up. He just drones on and on and on with his inner thoughts. At least Matt Damon in “The Martian” got away with it by cleverly filming his video blog. And it’s not as if there isn’t a prime opportunity to use that device here! He is constantly having to talk to a computer to do his regular psychological tests! But that option is not picked up.
BIG BLACK MARK!
But the film has its moments
Bubbling under all of this are some stand-out moments where, for me, the film soared. One of them (ultimately setting me up for as much of a disappointing fall as some of the characters!) is the stunning opening shots aboard the “Sky Antenna” structure. Impressive and exciting, with falling bits of metal playing Russian Roulette with Roy’s iife.
Another strength for me is Brad Pitt. I’ve seen wildly differing views on this, but for me its a quiet but strong acting performance. There are many scenes when he has no lines, his inner (and our outer) voice gives it a miss, and he acts the socks off his peers. What with “Once Upon A Time… In Hollywood” its been a really good year for Pitt. I suspect “Hollywood” might be the one though that gets him his fourth acting Oscar nomination.
For a 2019 film, it’s actually a very male-heavy film, made more so by Pitt’s love-interest (Liv Tyler) being given virtually nothing to do other that look a bit sulky from a distance. I’m not even sure she gets a single line in the whole film! (“Miss Tyler – please sign for your script”. “But, there’s nothing in the envelope?”. “Quite Miss Tyler, Quite”).
The only decent female role goes to Ruth Negga as the Mars colony leader. Even then, she only has limited screen time and although having the title “Mars CEO” really doesn’t seem to have much power.
Elsewhere, its great to see both Tommy Lee Jones and Donald Sutherland back on the big screen again.
Final Thoughts
As any veteran RAF person will know, “Ad Astra” is Latin for “To the stars”. In space terms this is less “to the stars” and more “just beyond your front door”.
James Gray‘s film undoubtedly has high ambitions but, through its spasmodic script, never really gets there. It has the beauty of “Gravity” but none of the refinement; there’s an essence of “Space Odyssey” in places, but it never goes for the mystical angle; it has the potential to reflect the near-insanity through loneliness of “Silent Running” but never commits fully to that storyline. But if its novelty you’re looking for, it ticks the “floating monkeys in space” box!
I think it’s worth seeing on the big screen just for its visual beauty and Pitt’s performance. And as a major block-buster sci-fi film I enjoyed it to a degree. But for me it had just so many irritations that it failed to live up to my high expectations. A great shame and a frustrating disappointment.
But at least it’s great news for Richard Branson and Virgin Atlantic shareholders. They can be assured that the future is bright for their “long distance” flights in the future!

Purple Phoenix Games (2266 KP) rated Kingdomino Origins in Tabletop Games
Dec 28, 2021
I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.

Purple Phoenix Games (2266 KP) rated Zoom in Barcelona in Tabletop Games
Jan 5, 2022
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.

Emma @ The Movies (1786 KP) rated Captain Marvel (2019) in Movies
Jun 22, 2019 (Updated Sep 25, 2019)
Midnight screening... what was I thinking? Somehow I managed to stay awake in the cinema (others didn't fare so well), but I went in pretty pumped up. Not so much for the film but the overall atmosphere of a Marvel first screening. There were over 100 tickets pre-booked, and the cinema was certainly very busy. There's something about the buzz of an audience that big. I did try and hold a couple of conversations while I was there, they were not successful due to my brain's impaired state.
*sigh*
Let me just get this out now... I enjoyed this movie, but I also didn't like it. I know, what does that even mean? I'm going to waffle a bit and hopefully it'll become clear.
I don't have a lot of pre-knowledge about Captain Marvel, in fact, until the trailers started coming out I'd probably have asked if you meant Ms Marvel or Shazam. As always the similarities between characters and brand is a complete mess.
Brie Larson had some pretty big boots to fill as the MCU's first headlining female character. I feel a bit sorry for Black Widow to be honest, but this is probably a bit lighter than her offering would have been considering her background.
Watching the trailers for this I wasn't left wowed. Vers comes across as rather cocky and after seeing the film I don't think she needed to be that way. Part of me thinks that a difference actress would have played it better, but mainly I'm just happy that they didn't ruin it.
Samuel L. Jackson was a treat, but then when isn't he?! It was nice seeing this more light-hearted side of his character. It leaves us with a little gap in his history that makes me wonder what happened to him. As ever he's a great presence and shows us just a glimpse of what's to come (or rather what we've already seen) while still being funny.
Ben Mendelsohn has made a rather large splash over the last few years in big-ticket movies. Rogue One, Ready Player One, Robin Hood and now Captain Marvel. His character of Talos is comical and warm but I found it slightly strange hearing him with his normal accent. That seems even weirder when I write it down, I guess I'm just hardwired to expect most aliens to sound American! He's definitely my stand out actor in this, he handles the twists and turns of the story wonderfully and made for an incredible surprise. There was one moment with a terrible bit of script that made me cringe at the screen but everything else made up for it.
I probably need to say something about Jude Law, that something is going to be "meh". I'm not sure that I'm fuzzed by any of his roles historically, and this isn't really any different. He also suffered from a dubious bit of script near the end of the film that feels out of place, but I'll leave that one for you to contemplate on.
I know I've been a bit of a mix so far about Captain Marvel but there are a lot of things to like about this movie. In particular, Marvel have really nailed music on the head recently, Guardians Of The Galaxy (1 not 2) and Thor: Ragnarok being two of my favourites. There's that moment of joy when you hear those old tunes, a smile crept across my face for every one of them. It was a great selection and they fitted into place amongst the story so well.
Nostalgia value is high in this one. Ahh, Blockbuster, I do miss you. There are plenty of things to spot, I'm sure that someone has already created a bingo game to go along with it... or a drinking game, "cry into your drink uncontrollably when you see Stan Lee". We obviously knew he'd filmed some cameos before he moved on into his big ol' galaxy, it was lovely to see him smiling out at us. Not only was it a fun little cameo but Marvel also did something magical with those opening titles and it made me cry... don't judge me!! I didn't cry as much as I did during the credit tribute in Once Upon A Deadpool though.
I could keep waffling, I'm fully aware that I've gone on a lot longer than normal about this one. I'll try not to keep you too much longer.
Obviously they've used some artistic license with the characters from the comics, as they do. The Skrull minions are so close to the comics, I was a little dubious about them when they popped up but they're carbon copies. The main thing that I know they changed was Nick Fury's eye, this version is better than the comics. I'd be interested to know how SLJ felt about finally being able to play Fury with both his eyes.
De-aging was used again but with much heavier usage than we've seen before. It was a bold choice doing it on one of the main characters when he's got so much screen time but I'm glad they chose this over recasting him. There weren't any of the minor oddities that were visible during Ant-Man & The Wasp's use of it, it all looked quite natural. There's no denying that Coulson might be a little overdone but *squeeeeee* little Coulson is so adorable that I don't care!
I mentioned my issues with Vers in the trailers, that wasn't the only misgiving I had. There weren't as many as the "I'm never going to see this movie" crowd (you know you're going to see it, get ahold of yourselves) but there were a few.
We've been with this series for over 10 years, this film leads into the last film in the sequence... and now they're giving us a new character? That's what I have an issue with. Don't get me wrong, I like the idea that they're bringing in a female character to clear up the mess created by the (mainly) boy's club, it's art imitating life... I'm joking, partly... but I can't help feeling like this is more of a last minute add-on. Previous new additions have appeared in other films, they've been able to interact with characters. The whole way through we've been shown teamwork and camaraderie, and throwing Captain Marvel in at the last minute flies in the face of that. But if we'd had her around before this then we probably wouldn't have needed Endgame because there would have been no distractions from what needed to be done. (Before you start on me we see that for a fact, none of Thor and Starlord's nonsense.)
For all of my waffling about it feeling separate they have clearly tried to connect her to the existing MCU. There are links in there on multiple fronts which give you hints at other films, it's quite impressive that they managed to make this without it being filled with series continuity errors.
As my last parting comment I want to say that Goose was amazing. Sadly not so hot on the CGI, I did wonder at one point if he was going to jump up and dance Garfield-style at one point. Annoyingly I already knew some details about this fluffy character before seeing the film but it just left me with anticipation. I didn't think that Fury would be a cat person though.
What you should do
If you're a Marvel fan you're going to have to see it before Endgame, but quite frankly you should want to see it. You could skip it if you really want to... but do you want to risk it? No, I didn't think so.
REMEMBER: There are two credit scenes, one in the middle and one at the end.
Movie thing you wish you could take home
Of all the things I'd have to say Goose, that cute little floof would brighten my day as well as coming in handy for several reasons.
*sigh*
Let me just get this out now... I enjoyed this movie, but I also didn't like it. I know, what does that even mean? I'm going to waffle a bit and hopefully it'll become clear.
I don't have a lot of pre-knowledge about Captain Marvel, in fact, until the trailers started coming out I'd probably have asked if you meant Ms Marvel or Shazam. As always the similarities between characters and brand is a complete mess.
Brie Larson had some pretty big boots to fill as the MCU's first headlining female character. I feel a bit sorry for Black Widow to be honest, but this is probably a bit lighter than her offering would have been considering her background.
Watching the trailers for this I wasn't left wowed. Vers comes across as rather cocky and after seeing the film I don't think she needed to be that way. Part of me thinks that a difference actress would have played it better, but mainly I'm just happy that they didn't ruin it.
Samuel L. Jackson was a treat, but then when isn't he?! It was nice seeing this more light-hearted side of his character. It leaves us with a little gap in his history that makes me wonder what happened to him. As ever he's a great presence and shows us just a glimpse of what's to come (or rather what we've already seen) while still being funny.
Ben Mendelsohn has made a rather large splash over the last few years in big-ticket movies. Rogue One, Ready Player One, Robin Hood and now Captain Marvel. His character of Talos is comical and warm but I found it slightly strange hearing him with his normal accent. That seems even weirder when I write it down, I guess I'm just hardwired to expect most aliens to sound American! He's definitely my stand out actor in this, he handles the twists and turns of the story wonderfully and made for an incredible surprise. There was one moment with a terrible bit of script that made me cringe at the screen but everything else made up for it.
I probably need to say something about Jude Law, that something is going to be "meh". I'm not sure that I'm fuzzed by any of his roles historically, and this isn't really any different. He also suffered from a dubious bit of script near the end of the film that feels out of place, but I'll leave that one for you to contemplate on.
I know I've been a bit of a mix so far about Captain Marvel but there are a lot of things to like about this movie. In particular, Marvel have really nailed music on the head recently, Guardians Of The Galaxy (1 not 2) and Thor: Ragnarok being two of my favourites. There's that moment of joy when you hear those old tunes, a smile crept across my face for every one of them. It was a great selection and they fitted into place amongst the story so well.
Nostalgia value is high in this one. Ahh, Blockbuster, I do miss you. There are plenty of things to spot, I'm sure that someone has already created a bingo game to go along with it... or a drinking game, "cry into your drink uncontrollably when you see Stan Lee". We obviously knew he'd filmed some cameos before he moved on into his big ol' galaxy, it was lovely to see him smiling out at us. Not only was it a fun little cameo but Marvel also did something magical with those opening titles and it made me cry... don't judge me!! I didn't cry as much as I did during the credit tribute in Once Upon A Deadpool though.
I could keep waffling, I'm fully aware that I've gone on a lot longer than normal about this one. I'll try not to keep you too much longer.
Obviously they've used some artistic license with the characters from the comics, as they do. The Skrull minions are so close to the comics, I was a little dubious about them when they popped up but they're carbon copies. The main thing that I know they changed was Nick Fury's eye, this version is better than the comics. I'd be interested to know how SLJ felt about finally being able to play Fury with both his eyes.
De-aging was used again but with much heavier usage than we've seen before. It was a bold choice doing it on one of the main characters when he's got so much screen time but I'm glad they chose this over recasting him. There weren't any of the minor oddities that were visible during Ant-Man & The Wasp's use of it, it all looked quite natural. There's no denying that Coulson might be a little overdone but *squeeeeee* little Coulson is so adorable that I don't care!
I mentioned my issues with Vers in the trailers, that wasn't the only misgiving I had. There weren't as many as the "I'm never going to see this movie" crowd (you know you're going to see it, get ahold of yourselves) but there were a few.
We've been with this series for over 10 years, this film leads into the last film in the sequence... and now they're giving us a new character? That's what I have an issue with. Don't get me wrong, I like the idea that they're bringing in a female character to clear up the mess created by the (mainly) boy's club, it's art imitating life... I'm joking, partly... but I can't help feeling like this is more of a last minute add-on. Previous new additions have appeared in other films, they've been able to interact with characters. The whole way through we've been shown teamwork and camaraderie, and throwing Captain Marvel in at the last minute flies in the face of that. But if we'd had her around before this then we probably wouldn't have needed Endgame because there would have been no distractions from what needed to be done. (Before you start on me we see that for a fact, none of Thor and Starlord's nonsense.)
For all of my waffling about it feeling separate they have clearly tried to connect her to the existing MCU. There are links in there on multiple fronts which give you hints at other films, it's quite impressive that they managed to make this without it being filled with series continuity errors.
As my last parting comment I want to say that Goose was amazing. Sadly not so hot on the CGI, I did wonder at one point if he was going to jump up and dance Garfield-style at one point. Annoyingly I already knew some details about this fluffy character before seeing the film but it just left me with anticipation. I didn't think that Fury would be a cat person though.
What you should do
If you're a Marvel fan you're going to have to see it before Endgame, but quite frankly you should want to see it. You could skip it if you really want to... but do you want to risk it? No, I didn't think so.
REMEMBER: There are two credit scenes, one in the middle and one at the end.
Movie thing you wish you could take home
Of all the things I'd have to say Goose, that cute little floof would brighten my day as well as coming in handy for several reasons.

Gareth von Kallenbach (980 KP) rated Prometheus (2012) in Movies
Aug 7, 2019
After nearly 2 years of waiting and rampant speculation, director Ridley Scott’s science-fiction epic Prometheus has finally arrived. The project initially started as a prequel to Alien, and in doing so got the attention of the Alien fan community. After the last two sequels and two disastrous Alien Versus Predator spinoffs, this fan community was eager for the director who started the series to bring the series back to prominence. However, hopes were dashed when it was announced that Prometheus would not be a prequel but instead a standalone film that “shared” DNA with Alien. As production of the film developed under very tight conditions, fans could only speculate as to the nature of the film even when leaked photos and eventually trailers seem to indicate more than a passing connection to the Alien franchise.
The film follows the story of Dr. Elizabeth Shaw (Noomi Rapace), who in the late 21st century makes a startling discovery with her boyfriend Charlie Halloway (Logan Marshall-Green). Their discovery leads to an extremely expensive expedition to an unknown area of space aboard the state-of-the-art research vessel Prometheus. The eclectic but talented crew of experts along for the ride are under the stern watch of Meredith Vickers (Charlize Theron), who has been appointed by the Weyland Corporation to oversee the expedition even though she is highly skeptical about the expected goals that set the crew on the journey.
Holloway and Shaw believe that a series of paintings they discovered at several archaeological sites throughout the world indicated that ancient man had been visited and guided by beings from beyond the stars and that said beings may very well be responsible for engineering humanity as well.
After a journey of nearly 2.5 years the crew arrives at the star system depicted in the paintings and soon find themselves exploring a temple-like structure on an otherwise desolate and apparently lifeless moon. Despite the misgivings of the crew, when the true nature of their expedition is revealed upon their arrival, Shaw and Holloway are vindicated when remains of alien life forms and other technology are discovered by the crew.
Their initial exploration cut short due to a violent storm, the crew returns the safety of the ship to wait out the storm, save for two members of the team who remained at the temple after becoming lost. A series of events follow which soon indicate that not only are there hidden agendas at play but that the crew has stumbled upon a discovery that they are ill-prepared for.
Bizarre and horrific revelations and events follow which cause the crew members to question their motivations and the expedition’s purpose as well as examine their place in a much more complex and dangerous universe, where their petty human concerns and conflicts now seem much more insignificant.
It would be very difficult to go into further detail with spoiling key elements to the film. Suffice it to say that there are some real twist and turns along the way as well as some thrills and action that keep things moving along nicely as the film makes its way towards the conclusion. But, yes, Prometheus does have a very clear connection to the Alien films.
Scott had said that he wanted to do something epic in scale and in that he has, for the most part, succeeded. Shot using the latest 3-D technology, the film is amazing to watch. The opening sequence, as well as some footage of the ship in-flight, are truly gorgeous to look at and the amazing attention to detail not only on the alien world but on the ship itself is truly spectacular.
Early in the film, the android David (Michael Fassbender) is seen going through his various routines on the ship as the crew sleeps in suspended animation. His various activities range from monitoring the crew and their dreams, to watching old movies and studying ancient languages and keeping an eye on the ship systems. All that seems fairly routine, but it is his skill with a basketball that was fascinating and establishes the complex and dynamic character that he portrays.
This introduction underscores the diversity of the crew. We are given bits and pieces about all of them to help them stand out from the usual stock characters in this type of film. While we are not given as complete a background set up as I would’ve liked, little touches such as Capt. Janik (Idris Elba), insisting upon celebrating Christmas as well as the crew running side bets, help to underscore that these are people we can easily relate to, just doing their job in extraordinary situations. This was something that Scott mastered in the original Alien, giving you average Joe’s who had to deal with extraterrestrial horror.
I mention this because Prometheus is not an action film, nor is it a horror film. I wonder if perhaps this film had not had the production costs that it does, if it would be better suited for fall release. I say this not as a criticism of the movie, simply to emphasize the fact this is a movie that requires thought, something your typical summer blockbuster doesn’t. Scott does not lay it out on a plate for the audience and say “Here it is, take it.” He presents a story filled with questions, and instead of giving you answers, gives you even more questions as the film goes along.
At first, this was more than a bit frustrating as I wanted answers to questions I’ve had since seeing the original Alien back in 1979. I wanted to know more about some of the plot lines and characters as well as certain situations that were in the film. At one point the captain shares some very important information. I asked myself how this piece of news was arrived at, as certainly a discovery of this magnitude would have been a very interesting scene. However much like the film’s premise, faith is an underlying and key component. Just as the characters discuss and act based on faith, or lack thereof, audience members asked to have faith in the storyline and the sequence of events that lead up to the finale. There will be those who will be unwilling to do so and will be quick to find fault with the film, cast, and plot. But I hope there will be more who accept that they are seeing the first part of a larger journey and understand that there are things that they are meant to know, as well as things hey are not meant to know and in time more may be revealed.
Scott has indicated that he would like to do another film in the series and scuttlebutt indicates the studio would very much like to entertain thoughts of a trilogy. I would certainly like to see this, as would a few of my fellow critics. Following our screening, three of us stood around discussing aspects of the film, trying to figure out what it really meant and how it connected to the Alien series as well as potential future films in the series. If nothing else, this movie will spark interesting conversation.
As the days have passed since seeing the film I’ve appreciated it more and more with each passing day. Scott could have taken the easy way out and given a straight up prequel to Alien complete with all manner of monsters and CGI creatures on the loose wrecking havoc upon a crew of unfortunate victims. Instead he opted to take a much larger look at life, the universe, and our place in it and wove a complex and open-ended framework that not only provided fantastic entertainment but also provided an opportunity for intelligent conversation and introspection.
From the incredible visuals to the engaging and enjoyable cast, Prometheus is a refreshing and enjoyable film and an extremely welcome and much-needed addition to the alien franchise.
The film follows the story of Dr. Elizabeth Shaw (Noomi Rapace), who in the late 21st century makes a startling discovery with her boyfriend Charlie Halloway (Logan Marshall-Green). Their discovery leads to an extremely expensive expedition to an unknown area of space aboard the state-of-the-art research vessel Prometheus. The eclectic but talented crew of experts along for the ride are under the stern watch of Meredith Vickers (Charlize Theron), who has been appointed by the Weyland Corporation to oversee the expedition even though she is highly skeptical about the expected goals that set the crew on the journey.
Holloway and Shaw believe that a series of paintings they discovered at several archaeological sites throughout the world indicated that ancient man had been visited and guided by beings from beyond the stars and that said beings may very well be responsible for engineering humanity as well.
After a journey of nearly 2.5 years the crew arrives at the star system depicted in the paintings and soon find themselves exploring a temple-like structure on an otherwise desolate and apparently lifeless moon. Despite the misgivings of the crew, when the true nature of their expedition is revealed upon their arrival, Shaw and Holloway are vindicated when remains of alien life forms and other technology are discovered by the crew.
Their initial exploration cut short due to a violent storm, the crew returns the safety of the ship to wait out the storm, save for two members of the team who remained at the temple after becoming lost. A series of events follow which soon indicate that not only are there hidden agendas at play but that the crew has stumbled upon a discovery that they are ill-prepared for.
Bizarre and horrific revelations and events follow which cause the crew members to question their motivations and the expedition’s purpose as well as examine their place in a much more complex and dangerous universe, where their petty human concerns and conflicts now seem much more insignificant.
It would be very difficult to go into further detail with spoiling key elements to the film. Suffice it to say that there are some real twist and turns along the way as well as some thrills and action that keep things moving along nicely as the film makes its way towards the conclusion. But, yes, Prometheus does have a very clear connection to the Alien films.
Scott had said that he wanted to do something epic in scale and in that he has, for the most part, succeeded. Shot using the latest 3-D technology, the film is amazing to watch. The opening sequence, as well as some footage of the ship in-flight, are truly gorgeous to look at and the amazing attention to detail not only on the alien world but on the ship itself is truly spectacular.
Early in the film, the android David (Michael Fassbender) is seen going through his various routines on the ship as the crew sleeps in suspended animation. His various activities range from monitoring the crew and their dreams, to watching old movies and studying ancient languages and keeping an eye on the ship systems. All that seems fairly routine, but it is his skill with a basketball that was fascinating and establishes the complex and dynamic character that he portrays.
This introduction underscores the diversity of the crew. We are given bits and pieces about all of them to help them stand out from the usual stock characters in this type of film. While we are not given as complete a background set up as I would’ve liked, little touches such as Capt. Janik (Idris Elba), insisting upon celebrating Christmas as well as the crew running side bets, help to underscore that these are people we can easily relate to, just doing their job in extraordinary situations. This was something that Scott mastered in the original Alien, giving you average Joe’s who had to deal with extraterrestrial horror.
I mention this because Prometheus is not an action film, nor is it a horror film. I wonder if perhaps this film had not had the production costs that it does, if it would be better suited for fall release. I say this not as a criticism of the movie, simply to emphasize the fact this is a movie that requires thought, something your typical summer blockbuster doesn’t. Scott does not lay it out on a plate for the audience and say “Here it is, take it.” He presents a story filled with questions, and instead of giving you answers, gives you even more questions as the film goes along.
At first, this was more than a bit frustrating as I wanted answers to questions I’ve had since seeing the original Alien back in 1979. I wanted to know more about some of the plot lines and characters as well as certain situations that were in the film. At one point the captain shares some very important information. I asked myself how this piece of news was arrived at, as certainly a discovery of this magnitude would have been a very interesting scene. However much like the film’s premise, faith is an underlying and key component. Just as the characters discuss and act based on faith, or lack thereof, audience members asked to have faith in the storyline and the sequence of events that lead up to the finale. There will be those who will be unwilling to do so and will be quick to find fault with the film, cast, and plot. But I hope there will be more who accept that they are seeing the first part of a larger journey and understand that there are things that they are meant to know, as well as things hey are not meant to know and in time more may be revealed.
Scott has indicated that he would like to do another film in the series and scuttlebutt indicates the studio would very much like to entertain thoughts of a trilogy. I would certainly like to see this, as would a few of my fellow critics. Following our screening, three of us stood around discussing aspects of the film, trying to figure out what it really meant and how it connected to the Alien series as well as potential future films in the series. If nothing else, this movie will spark interesting conversation.
As the days have passed since seeing the film I’ve appreciated it more and more with each passing day. Scott could have taken the easy way out and given a straight up prequel to Alien complete with all manner of monsters and CGI creatures on the loose wrecking havoc upon a crew of unfortunate victims. Instead he opted to take a much larger look at life, the universe, and our place in it and wove a complex and open-ended framework that not only provided fantastic entertainment but also provided an opportunity for intelligent conversation and introspection.
From the incredible visuals to the engaging and enjoyable cast, Prometheus is a refreshing and enjoyable film and an extremely welcome and much-needed addition to the alien franchise.

Purple Phoenix Games (2266 KP) rated Fray: Champions of the Everyverse in Tabletop Games
Jul 1, 2020
Welcome to the Grand Center – an arena of elite combat. As a Watcher, it is your job to bring forth Champions to fight in the ultimate battle royale of the every-verse. It matters not from what time-period your Champion hails, or what fighting styles they possess – if their realm exists, they are viable candidates. Can your Champions collect valuable loot and knock opponents out of the running? Or will they fail to rise above the Fray? The last team standing wins, so put your Champions to the test and claim glory for yourself!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L
Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!
A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.
Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.
After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!
Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.
With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.
The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!
Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L
Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!
A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.
Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.
After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!
Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.
With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.
The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!
Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.