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Bob Mann (459 KP) rated Wonder Woman (2017) in Movies
Sep 29, 2021
“What first attracted you Dr Mann to the movie with the scantily-clad Amazonians?”
Amazonians deliver! And how. The much anticipated new Wonder Woman movie is with us, and for once the film lives up to the wall-to-wall marketing hype.
With a heavy dose of mythology, Diana is growing up as the cossetted daughter of Hippolyta (Connie Nielsen, “Gladiator”), the Queen of the Amazons, on the hidden paradise island of Themyscira. Trained up as a warrior by Hippolyta’s sister, General Antiope (Robin Wright of “House of Cards”), Diana is clearly something special. Her ego is reinforced by the knowledge that she was made of clay with life breathed into her by the God Zeus. It’s enough to turn a girl’s head!
It’s 1917 and the man-free paradise is shaken up when an American spy by the name of Steve Trevor (Chris Pine, “Star Trek: Beyond“) crash-lands in the waters off Themyscira. (And yes… you didn’t mishear me… this film genuinely features a hero with both the names “Steve” and ‘Trevor”). Prince Eric – no, sorry, wrong film – is saved and awakened on the beach by Diana as the others arrive. “Thank God!”, say the Amazonians. “At last, someone to process the 200 year backlog of washing and ironing”!
But Steve (an “above average specimen”, LOL) is not long for paradise as he needs to return to the war with the results of his spy-work: a chemistry book stolen from the gorgeously deformed Dr Maru (Elena Anaya), gas-developer for the evil General Ludendorff (Danny Huston). Seeing Ludendorff to be her God-like nemesis Ares, Diana returns with Steve to the WW1 battlefields with the intent of killing the God of War and so ending the ‘war to end all wars’.
Much ‘fish out of water’ fun is had with Diana meeting civilised London society, although perhaps this section of the film doesn’t quite live up to its full potential: having ice cream for the first time, without any sign of surprise, all she can come up with is an amusing but rather lame “You must be very proud”.
But where the film really accelerates into awesomeness is when Diana reaches ‘The Front’. She emerges from the trenches like some shimmering vision of hotness, to set male and lesbian hearts a flutter. Its the most memorable trench-exit since the finale of “Black Adder 4”, and the subsequent scenes of Diana single-handedly facing the German guns is for me one of the most compelling and enjoyable scenes in any recent DC or Marvel movie.
Holding all this together is the ex-Israeli army-trainer Gal Gadot in the title role. And man oh man, what a Gal! Statuesque, athletic but also sweet, charming and emotionally fragile she completely owns this role from beginning to end. Gadot made a memorable entry in the otherwise poor “Batman v Superman: Dawn of Justice” (#marthagate #neverforget #neverforgive) but nothing prepares you for just how great she is in this outing. In fact, I’ll go as far as saying that this film, although having a UK 12 certificate, is a film of immense danger to heterosexual teenagers of any age (#humor):
All boys will be cast into a lifetime of misery, never able to find a woman that can possibly live up to the impossibly perfect vision of Diana Prince, tearing up the German army with fists and whip!;
All girls WILL BECOME LESBIANS AFTER WATCHING THIS FILM!
Parents: you have been warned! 🙂
Chris Pine – the thinking women’s Chris Pratt – once again proves himself as a talented actor who manages to successfully morph to inhabit the role he plays. Much as he did in the excellent “Hell or High Water“, not once did I equate him to be James Tiberius Kirk after the first 5 minutes.
Effective in supporting roles are David Thewlis (“Harry Potter”) as a ‘helpful’ army bod and an almost unrecognisable Lucy Davis (“The Office”) as Etta, Steve’s comedic secretary. Steve’s rather unlikely sidekicks of Sameer (Said Taghmaoui, “American Hustle“), Charlie (Ewen Bremner, “Trainspotting”) and ‘The Chief’ (Eugene Brave Rock “The Revenant“) all rather fade into the woodwork by comparison.
I saw the film in 3D (“careful now… you could take an eye out with those things”) and very good it was too. Aside from some rather unnecessary Amazonian arrows, its never feels overdone, and elements of it were extremely effective.
Another star of the show is the superb Wonder Woman theme by Hans Zimmer, here rolled out by the film’s composer Rupert Gregson-Williams (“Hacksaw Ridge“). Unfortunately, the rest of the soundtrack is not particularly memorable.
The film shifts into more traditional yawn-worthy ‘superhero finale’ mode in the last twenty minutes, which is a bit of a shame. It’s also really curious that for such a sexually charged film there is an almost complete absence of ‘lurrve’ on show. The one love scene coquettishly fades to a view of the outside window. Was this to protect the film’s family friendly rating (probably) or that the director didn’t want to show her heroine in a remotely submissive position (possibly)? More frustratingly, the morning after there is no mention of it at all! (“Move along, nothing to see here”). I at least wanted some sort of recognition that a human/God liaison had taken place: Steve grimacing a bit when he sits down; or Diana on the blower to Themyscira saying “Yes, you were right Mum. 5 minutes in, and it just snapped clean off!”
I know my friend David Moody (of markanddave vblog fame, and a big DC/Marvel fan) was generally disappointed with the film. Conversely, Amy Andrews from the ever-excellent Oh That Film Blog loved it. I’m with Amy on this one, and greatly enjoyed it as a well-constructed action rollercoaster. The nearly two and a half hours sped by. By the way (and I took one for the team here) there is no “monkey” at the end of the film’s credit to hang on for.
Patty Jenkins (“Monster”) directs and knows the audience she is aiming to please. One can only imagine the empowering impact this film will have on young girls, crossing their wrists to ‘THAT’ music and, in their imagination, casting terrorists into the hell that they should be consigned to. In this week of yet more Isis atrocity in London, Wonder Woman is a role-model we could all stand and salute: “I believe in love” too.
With a heavy dose of mythology, Diana is growing up as the cossetted daughter of Hippolyta (Connie Nielsen, “Gladiator”), the Queen of the Amazons, on the hidden paradise island of Themyscira. Trained up as a warrior by Hippolyta’s sister, General Antiope (Robin Wright of “House of Cards”), Diana is clearly something special. Her ego is reinforced by the knowledge that she was made of clay with life breathed into her by the God Zeus. It’s enough to turn a girl’s head!
It’s 1917 and the man-free paradise is shaken up when an American spy by the name of Steve Trevor (Chris Pine, “Star Trek: Beyond“) crash-lands in the waters off Themyscira. (And yes… you didn’t mishear me… this film genuinely features a hero with both the names “Steve” and ‘Trevor”). Prince Eric – no, sorry, wrong film – is saved and awakened on the beach by Diana as the others arrive. “Thank God!”, say the Amazonians. “At last, someone to process the 200 year backlog of washing and ironing”!
But Steve (an “above average specimen”, LOL) is not long for paradise as he needs to return to the war with the results of his spy-work: a chemistry book stolen from the gorgeously deformed Dr Maru (Elena Anaya), gas-developer for the evil General Ludendorff (Danny Huston). Seeing Ludendorff to be her God-like nemesis Ares, Diana returns with Steve to the WW1 battlefields with the intent of killing the God of War and so ending the ‘war to end all wars’.
Much ‘fish out of water’ fun is had with Diana meeting civilised London society, although perhaps this section of the film doesn’t quite live up to its full potential: having ice cream for the first time, without any sign of surprise, all she can come up with is an amusing but rather lame “You must be very proud”.
But where the film really accelerates into awesomeness is when Diana reaches ‘The Front’. She emerges from the trenches like some shimmering vision of hotness, to set male and lesbian hearts a flutter. Its the most memorable trench-exit since the finale of “Black Adder 4”, and the subsequent scenes of Diana single-handedly facing the German guns is for me one of the most compelling and enjoyable scenes in any recent DC or Marvel movie.
Holding all this together is the ex-Israeli army-trainer Gal Gadot in the title role. And man oh man, what a Gal! Statuesque, athletic but also sweet, charming and emotionally fragile she completely owns this role from beginning to end. Gadot made a memorable entry in the otherwise poor “Batman v Superman: Dawn of Justice” (#marthagate #neverforget #neverforgive) but nothing prepares you for just how great she is in this outing. In fact, I’ll go as far as saying that this film, although having a UK 12 certificate, is a film of immense danger to heterosexual teenagers of any age (#humor):
All boys will be cast into a lifetime of misery, never able to find a woman that can possibly live up to the impossibly perfect vision of Diana Prince, tearing up the German army with fists and whip!;
All girls WILL BECOME LESBIANS AFTER WATCHING THIS FILM!
Parents: you have been warned! 🙂
Chris Pine – the thinking women’s Chris Pratt – once again proves himself as a talented actor who manages to successfully morph to inhabit the role he plays. Much as he did in the excellent “Hell or High Water“, not once did I equate him to be James Tiberius Kirk after the first 5 minutes.
Effective in supporting roles are David Thewlis (“Harry Potter”) as a ‘helpful’ army bod and an almost unrecognisable Lucy Davis (“The Office”) as Etta, Steve’s comedic secretary. Steve’s rather unlikely sidekicks of Sameer (Said Taghmaoui, “American Hustle“), Charlie (Ewen Bremner, “Trainspotting”) and ‘The Chief’ (Eugene Brave Rock “The Revenant“) all rather fade into the woodwork by comparison.
I saw the film in 3D (“careful now… you could take an eye out with those things”) and very good it was too. Aside from some rather unnecessary Amazonian arrows, its never feels overdone, and elements of it were extremely effective.
Another star of the show is the superb Wonder Woman theme by Hans Zimmer, here rolled out by the film’s composer Rupert Gregson-Williams (“Hacksaw Ridge“). Unfortunately, the rest of the soundtrack is not particularly memorable.
The film shifts into more traditional yawn-worthy ‘superhero finale’ mode in the last twenty minutes, which is a bit of a shame. It’s also really curious that for such a sexually charged film there is an almost complete absence of ‘lurrve’ on show. The one love scene coquettishly fades to a view of the outside window. Was this to protect the film’s family friendly rating (probably) or that the director didn’t want to show her heroine in a remotely submissive position (possibly)? More frustratingly, the morning after there is no mention of it at all! (“Move along, nothing to see here”). I at least wanted some sort of recognition that a human/God liaison had taken place: Steve grimacing a bit when he sits down; or Diana on the blower to Themyscira saying “Yes, you were right Mum. 5 minutes in, and it just snapped clean off!”
I know my friend David Moody (of markanddave vblog fame, and a big DC/Marvel fan) was generally disappointed with the film. Conversely, Amy Andrews from the ever-excellent Oh That Film Blog loved it. I’m with Amy on this one, and greatly enjoyed it as a well-constructed action rollercoaster. The nearly two and a half hours sped by. By the way (and I took one for the team here) there is no “monkey” at the end of the film’s credit to hang on for.
Patty Jenkins (“Monster”) directs and knows the audience she is aiming to please. One can only imagine the empowering impact this film will have on young girls, crossing their wrists to ‘THAT’ music and, in their imagination, casting terrorists into the hell that they should be consigned to. In this week of yet more Isis atrocity in London, Wonder Woman is a role-model we could all stand and salute: “I believe in love” too.

Hadley (567 KP) rated Beautiful Creatures (Caster Chronicles, #1) in Books
Sep 3, 2019
Great story (1 more)
Witches and supernatural beings!
A lot of inconsistencies (1 more)
Bad writing
Given the great success of the 'Harry Potter' series, witchcraft has become a prevalent theme in most books written in the last decade. 'Beautiful Creatures' may not have a wizard school, but they do have the old town of Gatlin, South Carolina.
'Beautiful Creatures,' is a witchy novel series by Kami Garcia and Margaret Stohl, that brings the family of witches (among other supernatural creatures) to life: focusing on the niece, Lena, who just came to town to live with her shut-in uncle, Macon. Readers soon find out that Lena belongs to one of the oldest families in the Southern town of Gatlin.
Yet, the main character of this book isn't Lena, but a young man named Ethan Wate; a long time resident of Gatlin who attends the local high school. When we meet Ethan, we find out that he has been having dreams of a girl and a song for some time before Lena showed up, but when he overhears Lena playing the exact same song from his dream, he's sure it's her he's dreaming of.
Suddenly, the two, are able to communicate telepathically. This part is written in a way that is not believable for the reader because Ethan has been feeling that he is going crazy up until this point: hearing the song being played by Lena caused him to flee the school, as with some other things (not to give away too much), but when he can suddenly speak to Lena telepathically, it's as if this is completely normal to him. A more believable part would have had Ethan freaking out as he did before, maybe even more so.
The story takes a dramatic turn when Ethan finds an old locket out in a garden beside Macon's house. He and Lena are quickly transported to visions of a past event that happened nearby involving that very locket. For most of the book, the two are trying to find out more about this locket and who it belonged to. Each time Ethan and Lena touch the locket together, they are transported to another event in the same vision. They soon find out that the locket belonged to the loved one of a distant relative belonging to Lena's family from 1865. And as the reader continues, this locket and it's visions hold a very important key to the story.
Throughout the story, it's hinted at that Ethan may not just be a human, but may have some supernatural powers of his own, but unfortunately, this never comes to fruition. Being that this is the first of four books, and I have only read this one, the other books may bring light to this subject. Lena, on the other hand, is about to turn sixteen, and turning sixteen in her family means you will be 'claimed.' Lena explains: " 'In my family, when you turn sixteen, you're Claimed. Your fate is chosen for you, and you become Light, like Aunt Del and Reece, or you become Dark, like Ridley. Dark or Light, Black or White. There's no grey in my family. We can't choose, and we can't undo it once we're Claimed. ' " In summary, Lena's family either become good witches (or whatever supernatural being they are) or bad witches (and such). Lena, by family, is considered a Natural at this point, where she can control the weather, write on walls without her hands or a pen,and break glass at will, so they believe she is most likely to be a Light witch, and they try to reinforce this thought into her throughout the entire book.
'Beautiful Creatures' is a great story, but it has quite a few flaws. The flow of the story is good, but when you come across so many inconsistencies, it can break the connection between story and reader, such as Lena suddenly revealing that her family had a word for what they called the telepathic communication between her and Ethan:
" 'Who knew Kelting would save my life.'
I had missed something, as usual. 'What's Kelting?'
'That's what it's called, the way we're able to communicate with each other no matter where we are. Some Casters can Kelt, some can't. Ridley and I used to be able to talk to each other at school that way, but---' ." Up until this scene, the reader is left to believe that this has never happened to Lena before, so to just bring this out so suddenly leaves us to think that this was a quick add-on to give Lena and her sister, Ridley, more of a connection,. Another time is when the popular girls at the local high school have it out for Lena, Lena lets on that she can't face them, but the very next page she's telling Ethan that she has to:
" I tried to pull her up, but she pulled me back down. She shrunk back next to the tire. 'I just need a minute.'
'Are you okay?'
'Look at them. They think I'm a monster. They formed a club.'
'They can't stand outsiders, and you're the new girl. A window broke. They need someone to blame. This is just a ---'
'Witch hunt.'
I wasn't going to say that.
But you were thinking it.
I squeezed her hand and my hair stood on end.
You don't have to do this.
Yes I do. I let people like them run me out of my last school. I'm not going to let it happen again. "
The story continues with Lena fearing that she is going to go Dark, so her and Ethan come across a locket vision of a witchcraft book that may be of help called 'the Book of Moons.' This is, personally, one of my favorite parts of 'Beautiful Creatures' because, in order for them to get the book, they have to go to a specific grave and dig it up! In this very chapter, we get to see a ghost - and this is the only chapter we see a ghost - and it is done wonderfully:
" She was only partially materialized, a mix of cloudy haze and light, fading in and out as the air moved through her ghostly form, but there was no mistaking it. It was Genevieve, the woman in the painting. She had the same golden eyes and long, wavy red hair. Her hair blew gently in the wind, as if she was just a woman sitting on a bench at the bus stop, instead of an apparition sitting on a headstone in a graveyard. She was beautiful, even in her present state, and terrifying at the same time. "
The majority of the story involves Lena's family and Ethan trying everything they can to keep her from being claimed Dark. This seems to be a nod to reality, where all of us have a choice to be a good person or a bad person, but in 'Beautiful Creatures,' the authors play off of the fear that many people have: that they are just like their family, and have no control over who they are or will be. Overall, I believe readers of the 'Harry Potter' series would like this book, but would I read this again, although I gave it a very low rating? Yes, the story is that intriguing, but the writing could use quite a bit of work.
'Beautiful Creatures,' is a witchy novel series by Kami Garcia and Margaret Stohl, that brings the family of witches (among other supernatural creatures) to life: focusing on the niece, Lena, who just came to town to live with her shut-in uncle, Macon. Readers soon find out that Lena belongs to one of the oldest families in the Southern town of Gatlin.
Yet, the main character of this book isn't Lena, but a young man named Ethan Wate; a long time resident of Gatlin who attends the local high school. When we meet Ethan, we find out that he has been having dreams of a girl and a song for some time before Lena showed up, but when he overhears Lena playing the exact same song from his dream, he's sure it's her he's dreaming of.
Suddenly, the two, are able to communicate telepathically. This part is written in a way that is not believable for the reader because Ethan has been feeling that he is going crazy up until this point: hearing the song being played by Lena caused him to flee the school, as with some other things (not to give away too much), but when he can suddenly speak to Lena telepathically, it's as if this is completely normal to him. A more believable part would have had Ethan freaking out as he did before, maybe even more so.
The story takes a dramatic turn when Ethan finds an old locket out in a garden beside Macon's house. He and Lena are quickly transported to visions of a past event that happened nearby involving that very locket. For most of the book, the two are trying to find out more about this locket and who it belonged to. Each time Ethan and Lena touch the locket together, they are transported to another event in the same vision. They soon find out that the locket belonged to the loved one of a distant relative belonging to Lena's family from 1865. And as the reader continues, this locket and it's visions hold a very important key to the story.
Throughout the story, it's hinted at that Ethan may not just be a human, but may have some supernatural powers of his own, but unfortunately, this never comes to fruition. Being that this is the first of four books, and I have only read this one, the other books may bring light to this subject. Lena, on the other hand, is about to turn sixteen, and turning sixteen in her family means you will be 'claimed.' Lena explains: " 'In my family, when you turn sixteen, you're Claimed. Your fate is chosen for you, and you become Light, like Aunt Del and Reece, or you become Dark, like Ridley. Dark or Light, Black or White. There's no grey in my family. We can't choose, and we can't undo it once we're Claimed. ' " In summary, Lena's family either become good witches (or whatever supernatural being they are) or bad witches (and such). Lena, by family, is considered a Natural at this point, where she can control the weather, write on walls without her hands or a pen,and break glass at will, so they believe she is most likely to be a Light witch, and they try to reinforce this thought into her throughout the entire book.
'Beautiful Creatures' is a great story, but it has quite a few flaws. The flow of the story is good, but when you come across so many inconsistencies, it can break the connection between story and reader, such as Lena suddenly revealing that her family had a word for what they called the telepathic communication between her and Ethan:
" 'Who knew Kelting would save my life.'
I had missed something, as usual. 'What's Kelting?'
'That's what it's called, the way we're able to communicate with each other no matter where we are. Some Casters can Kelt, some can't. Ridley and I used to be able to talk to each other at school that way, but---' ." Up until this scene, the reader is left to believe that this has never happened to Lena before, so to just bring this out so suddenly leaves us to think that this was a quick add-on to give Lena and her sister, Ridley, more of a connection,. Another time is when the popular girls at the local high school have it out for Lena, Lena lets on that she can't face them, but the very next page she's telling Ethan that she has to:
" I tried to pull her up, but she pulled me back down. She shrunk back next to the tire. 'I just need a minute.'
'Are you okay?'
'Look at them. They think I'm a monster. They formed a club.'
'They can't stand outsiders, and you're the new girl. A window broke. They need someone to blame. This is just a ---'
'Witch hunt.'
I wasn't going to say that.
But you were thinking it.
I squeezed her hand and my hair stood on end.
You don't have to do this.
Yes I do. I let people like them run me out of my last school. I'm not going to let it happen again. "
The story continues with Lena fearing that she is going to go Dark, so her and Ethan come across a locket vision of a witchcraft book that may be of help called 'the Book of Moons.' This is, personally, one of my favorite parts of 'Beautiful Creatures' because, in order for them to get the book, they have to go to a specific grave and dig it up! In this very chapter, we get to see a ghost - and this is the only chapter we see a ghost - and it is done wonderfully:
" She was only partially materialized, a mix of cloudy haze and light, fading in and out as the air moved through her ghostly form, but there was no mistaking it. It was Genevieve, the woman in the painting. She had the same golden eyes and long, wavy red hair. Her hair blew gently in the wind, as if she was just a woman sitting on a bench at the bus stop, instead of an apparition sitting on a headstone in a graveyard. She was beautiful, even in her present state, and terrifying at the same time. "
The majority of the story involves Lena's family and Ethan trying everything they can to keep her from being claimed Dark. This seems to be a nod to reality, where all of us have a choice to be a good person or a bad person, but in 'Beautiful Creatures,' the authors play off of the fear that many people have: that they are just like their family, and have no control over who they are or will be. Overall, I believe readers of the 'Harry Potter' series would like this book, but would I read this again, although I gave it a very low rating? Yes, the story is that intriguing, but the writing could use quite a bit of work.

Purple Phoenix Games (2266 KP) rated Mutants in Tabletop Games
Mar 11, 2022
Boy, we have some crazy ideas when it comes to what the world will look like in the future. Flying cars? Probably. Robot house butlers? Maybe. Mutant fighters that can be formed immediately and placed into battle seconds after “birth?” Now, that’s a stretch. But, embrace the stretch here, because Mutants is all about it.
Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.
To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.
The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.
Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.
If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.
At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.
Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!
For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.
This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.
To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.
The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.
Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.
If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.
At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.
Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!
For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.
This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.