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Slidey: Block Puzzle
Games
App
The goal of this slide puzzle is simple: move blocks horizontally to create and clear full lines....
Maximus Draughts
Games and Education
App
Enjoy the game of international draughts (or 10x10 checkers) at a yet unprecedented level for...
BankofMarquis (1832 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Jul 18, 2018
A fun, family friendly action comedy
JUMANJI was a fun film from the middle 1990's, starring the late, great ROBIN WILLIAMS. And, when I heard that they were making a sequel to this film 22 years later and starring Dwayne "The Rock" Johnson, I thought "no thanks" and even skipped seeking it out at movie theaters over the winter, even after I heard that it was "pretty fun".
I finally caught up to it on a recent flight and I have to admit - I was wrong for skipping this film JUMANJI: WELCOME TO THE JUNGLE is a fun romp with The Rock ably filling the lead role, aided by a strong supporting cast.
JUMANJI was about a board came come to life. JUMANJI: WELCOME TO THE JUNGLE has the same board game that morphs itself into a video game and when 4 High Schoolers stumble across it while serving detention, well...comedy - and adventure - ensue.
The four high schoolers are typical THE BREAKFAST CLUB stereotypes. The nerdy boy, the hot girl, the jock boy and the dorky girl. When these four are transported into the game they take on the outward appearance - and skills - of their video game characters - the nerdy body becomes the dashing hero (Dwayne "The Rock" Johnson). The hot girl becomes the dumpy (male!) professor (Jack Black). The jock becomes the un-athletic short kid (Kevin Hart) and the dorky girl becomes the kick-ass girl (Karen Gillan). It is the 4 actors playing their high school counterparts in their bodies that is the core of this film - and the center of the charm and fun of this film. All 4 shine. Johnson and Hart (back together after CENTRAL INTELLIGENCE) show that the chemistry they showed with each other in the previous film is no fluke. Gillan (Nebula in the GUARDIANS OF THE GALAXY films) shows that she can do kick-ass well - and with a wink in her eye. But it is the performance of Black that steals things. Someone said to me that Black was made to play a "hot high school girl" and I would have to agree. He almost steals the movie.
Director Jake Kasdan (the TV series NEW GIRL) understands what kind of film that he is making, so keeps the fun and action going at a superficial, almost cartoon level, never really stopping to breathe (or to think). He keeps things light - and family friendly - with just enough "almost" dirty jokes to keep young and old alike interested. It earns - but never crosses the line - of it's PG-13 rating. There is talk of a sequel, and I, for one, am looking forward to it.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis
I finally caught up to it on a recent flight and I have to admit - I was wrong for skipping this film JUMANJI: WELCOME TO THE JUNGLE is a fun romp with The Rock ably filling the lead role, aided by a strong supporting cast.
JUMANJI was about a board came come to life. JUMANJI: WELCOME TO THE JUNGLE has the same board game that morphs itself into a video game and when 4 High Schoolers stumble across it while serving detention, well...comedy - and adventure - ensue.
The four high schoolers are typical THE BREAKFAST CLUB stereotypes. The nerdy boy, the hot girl, the jock boy and the dorky girl. When these four are transported into the game they take on the outward appearance - and skills - of their video game characters - the nerdy body becomes the dashing hero (Dwayne "The Rock" Johnson). The hot girl becomes the dumpy (male!) professor (Jack Black). The jock becomes the un-athletic short kid (Kevin Hart) and the dorky girl becomes the kick-ass girl (Karen Gillan). It is the 4 actors playing their high school counterparts in their bodies that is the core of this film - and the center of the charm and fun of this film. All 4 shine. Johnson and Hart (back together after CENTRAL INTELLIGENCE) show that the chemistry they showed with each other in the previous film is no fluke. Gillan (Nebula in the GUARDIANS OF THE GALAXY films) shows that she can do kick-ass well - and with a wink in her eye. But it is the performance of Black that steals things. Someone said to me that Black was made to play a "hot high school girl" and I would have to agree. He almost steals the movie.
Director Jake Kasdan (the TV series NEW GIRL) understands what kind of film that he is making, so keeps the fun and action going at a superficial, almost cartoon level, never really stopping to breathe (or to think). He keeps things light - and family friendly - with just enough "almost" dirty jokes to keep young and old alike interested. It earns - but never crosses the line - of it's PG-13 rating. There is talk of a sequel, and I, for one, am looking forward to it.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis
Black Rose Wars
Tabletop Game
Black Rose Wars is a fantasy board game for 2 up to 4 players. Each player becomes a Great...
BoardGames 2018Games
Purple Phoenix Games (2266 KP) rated Evo (second edition) in Tabletop Games
Oct 11, 2019
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Purple Phoenix Games (2266 KP) rated The Grimm Masquerade in Tabletop Games
Apr 8, 2021
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
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 Jumanji: Welcome to the Jungle (2017) in Movies
Sep 29, 2021
The most fun you can have with Jack Black’s penis.
In 1995, Joe Johnston (“The Rocketeer”, “Captain America: The First Avenger”) directed “Jumanji” – a quirky, fantastical and dark film starring the late, great Robin Williams that got a rough critical reception at the time of release, but was embraced by the public and has gone on to be a modern classic. So when it was announced that a sequel was in the works 22 years later, my first reaction was “Oh no… is nothing sacred?”. It’s fair to say that I went into this flick with extremely low expectations.
But I have to say that – given this low base – I was pleasantly surprised. It’s actually quite a fun fantasy film that I predict that older kids will adore.
Seriously kick-ass. Karen Gillan – or rather one of her stunt doubles – gets hands… er… feet on with an aggressive level-character.
Initially set (neatly) in 1995, a teen – Alex (Nick Jonas, of the Jonas Brothers) unearths the board game Jumanji where it ended up buried in beach-sand at the end of the last film. “Who plays board games any more?” he scoffs, which the game hears and morphs into a game cartridge. Cheesy? Yes, but no more crazy than the goings on of the first film. Back in 2017, four high-school teens – geeky Spencer (Alex Wolff, “Patriot’s Day“); sports-jock Fridge (Ser’Darius Blain); self-obsessed beauty Bethany (Madison Iseman); and self-conscious, nerdy and shy Martha (Morgan Turner) – find the game and are sucked into it, having to complete all the game levels before they can escape.
Bethany (Madison Iseman) wishing she had her phone out for a selfie of this.
But they are not themselves in the game; they adopt the Avatars they chose to play: Dr Bravestone (Dwayne Johnson, “San Andreas“); Moose Finbar (Kevin Hart, “Get Hard“); Ruby Roundhouse (Karen Gillan, “Dr Who”, “The Circle“; “Guardians of the Galaxy“); and Professor Shelly Oberon (Jack Black, “Sex Tape“, “Kong”). Can they combine their respective game talents – and suppress the human mental baggage they brought with them – to escape the game?
Avatars all. Kevin Hart, Dwayne Johnson, Karen Gillan and Jack Black.
There was a really dark time-travelling angle to the storyline of the original film – the traumatic start of Disney’s “Flight of the Navigator” was perhaps also borrowed from the concept in the book by Chris Van Allsburg. An attempt is made to recreate this in the sequel. I felt the first film rather pulled its punches though in favour of a Hollywood happy ending: will this be the case this time?
The film delivers laughs, but in a rather inconsistent fashion – it is mostly smile-worthy rather than laugh-out-loud funny. Much fun is had with the sex change of Bethany’s character, with Jack Black’s member featuring – erm – prominently. The characters all have strengths and weaknesses, like a game of Top Trumps, and this also entertains. But the most humour derives from the “three lives and it’s game over” device giving the opportunity for various grisly ends, often relating to the above referenced weaknesses.
A weakness for cake… something many of us have, but not quite to this extent.
Given the cast that’s been signed up, the acting is not exactly first rate although Karen Gillan shines as the brightest star. But “it’s not bloody Shakespeare” so ham-acting is not that much of a problem and the cast all have fun with their roles. Dwayne Johnson in particular gets to play out of character as the ‘nerd within the hunk’, and his “smouldering look” skill – arched eyebrow and all – is hilarious. Rhys Darby, looking so much like Hugh Jackman that I had to do several double takes, also turns up as an English game-guide in a Land Rover, and Bobby Cannavale (“Ant Man“) is Van Pelt, the villain of the piece.
There has been much controversy over Karen Gillan’s child-sized outfit. But she is clearly a parallel to the well-endowed Lara Croft, and young male teens didn’t play that game for the jungle scenery! She is meant to be a hot and sexy video game character, and man – does she deliver! Gillan is not just hot in the film: she is #lavahot. This makes her comic attempts at flirting lessons (as the internally conflicted Martha) especially funny. Hats off to her stunt doubles as well, for some awe-inspiring martial arts fight scenes.
Seeing treble. Karen Gillan (centre) with her talented stunt doubles Joanna Bennett and Jahnel Curfman.
Fans of “Lost” will delight in the Jumanji scenery, surely one of the most over-used film locations in Hawaii if not the world!
Where the film gets bogged down is in too much cod-faced philosophizing over the teenager’s “journeys”. This is laid on in such a clunky manner in the early (slow!) scenes that the script could have been significantly tightened up. And as I said above the script, written (rather obviously) by a raft of writers, could have been so much funnier. Most of the humour comes from visually seeing what’s happening: not from the dialogue.
Directed by Jake Kasdan (son of director and Star Wars/Raiders screenwriter Lawrence Kasdan) it’s really not half as bad as it could have been and certainly not as bad as I feared: I would gladly watch it again. For it’s target audience, which is probably kids aged 10 to 14, I think they will love it. And, unlike many holiday films, the parents won’t be totally bored either (especially the Dads, for the obvious misogynistic reasons outlined above!).
But I have to say that – given this low base – I was pleasantly surprised. It’s actually quite a fun fantasy film that I predict that older kids will adore.
Seriously kick-ass. Karen Gillan – or rather one of her stunt doubles – gets hands… er… feet on with an aggressive level-character.
Initially set (neatly) in 1995, a teen – Alex (Nick Jonas, of the Jonas Brothers) unearths the board game Jumanji where it ended up buried in beach-sand at the end of the last film. “Who plays board games any more?” he scoffs, which the game hears and morphs into a game cartridge. Cheesy? Yes, but no more crazy than the goings on of the first film. Back in 2017, four high-school teens – geeky Spencer (Alex Wolff, “Patriot’s Day“); sports-jock Fridge (Ser’Darius Blain); self-obsessed beauty Bethany (Madison Iseman); and self-conscious, nerdy and shy Martha (Morgan Turner) – find the game and are sucked into it, having to complete all the game levels before they can escape.
Bethany (Madison Iseman) wishing she had her phone out for a selfie of this.
But they are not themselves in the game; they adopt the Avatars they chose to play: Dr Bravestone (Dwayne Johnson, “San Andreas“); Moose Finbar (Kevin Hart, “Get Hard“); Ruby Roundhouse (Karen Gillan, “Dr Who”, “The Circle“; “Guardians of the Galaxy“); and Professor Shelly Oberon (Jack Black, “Sex Tape“, “Kong”). Can they combine their respective game talents – and suppress the human mental baggage they brought with them – to escape the game?
Avatars all. Kevin Hart, Dwayne Johnson, Karen Gillan and Jack Black.
There was a really dark time-travelling angle to the storyline of the original film – the traumatic start of Disney’s “Flight of the Navigator” was perhaps also borrowed from the concept in the book by Chris Van Allsburg. An attempt is made to recreate this in the sequel. I felt the first film rather pulled its punches though in favour of a Hollywood happy ending: will this be the case this time?
The film delivers laughs, but in a rather inconsistent fashion – it is mostly smile-worthy rather than laugh-out-loud funny. Much fun is had with the sex change of Bethany’s character, with Jack Black’s member featuring – erm – prominently. The characters all have strengths and weaknesses, like a game of Top Trumps, and this also entertains. But the most humour derives from the “three lives and it’s game over” device giving the opportunity for various grisly ends, often relating to the above referenced weaknesses.
A weakness for cake… something many of us have, but not quite to this extent.
Given the cast that’s been signed up, the acting is not exactly first rate although Karen Gillan shines as the brightest star. But “it’s not bloody Shakespeare” so ham-acting is not that much of a problem and the cast all have fun with their roles. Dwayne Johnson in particular gets to play out of character as the ‘nerd within the hunk’, and his “smouldering look” skill – arched eyebrow and all – is hilarious. Rhys Darby, looking so much like Hugh Jackman that I had to do several double takes, also turns up as an English game-guide in a Land Rover, and Bobby Cannavale (“Ant Man“) is Van Pelt, the villain of the piece.
There has been much controversy over Karen Gillan’s child-sized outfit. But she is clearly a parallel to the well-endowed Lara Croft, and young male teens didn’t play that game for the jungle scenery! She is meant to be a hot and sexy video game character, and man – does she deliver! Gillan is not just hot in the film: she is #lavahot. This makes her comic attempts at flirting lessons (as the internally conflicted Martha) especially funny. Hats off to her stunt doubles as well, for some awe-inspiring martial arts fight scenes.
Seeing treble. Karen Gillan (centre) with her talented stunt doubles Joanna Bennett and Jahnel Curfman.
Fans of “Lost” will delight in the Jumanji scenery, surely one of the most over-used film locations in Hawaii if not the world!
Where the film gets bogged down is in too much cod-faced philosophizing over the teenager’s “journeys”. This is laid on in such a clunky manner in the early (slow!) scenes that the script could have been significantly tightened up. And as I said above the script, written (rather obviously) by a raft of writers, could have been so much funnier. Most of the humour comes from visually seeing what’s happening: not from the dialogue.
Directed by Jake Kasdan (son of director and Star Wars/Raiders screenwriter Lawrence Kasdan) it’s really not half as bad as it could have been and certainly not as bad as I feared: I would gladly watch it again. For it’s target audience, which is probably kids aged 10 to 14, I think they will love it. And, unlike many holiday films, the parents won’t be totally bored either (especially the Dads, for the obvious misogynistic reasons outlined above!).
Purple Phoenix Games (2266 KP) rated Elysium in Tabletop Games
Aug 3, 2021
Greek Mythology has ALWAYS been a fascination of mine. I remember rewinding and replaying the original “Clash of the Titans” movie over and over on VHS. It’s super warped today but I still enjoy it now digitally. When I saw Elysium was coming out several years ago I knew I had to take a look at it, and I’m glad I did because it shot up my Top 100 Games of All Time and even spent a while in my Top 10. Not so much anymore, but I still love it. Why, you ask?
Elysium is a set collection card drafting game for two to four players. Each player will be attempting to complete the greatest collection of Legends written and subsequently transferred to their Elysium (Ancient Grecian version of heaven) for Victory Points. Whomever weaves the greatest Legendary tapestry will emerge victorious and really have a story to tell.
To setup, follow the instructions in the rulebook, but a three player game should look similar to what is pictured above. Players will receive their own player board, starting VP tokens and gold, and a set of columns. Cards from five different Grecian families will be shuffled and displayed in The Agora (middle of the board and the place to draft the cards). Once setup the game may begin.
Elysium is played over five Epochs (rounds) and each Epoch is divided into four phases. Phase I is Awakening, which is simply setting up The Agora for the new Epoch by removing all existing cards there and revealing more. Phase II is Actions, where players will be using their columns to draft cards from The Agora (as long as the color of column matches one of the icons on the card) and taking at least one Quest tile (also denotes player order for the next Epoch). Phase III is Writing the Legends, where players will redistribute the player order discs, receive gold and VP per their Quest tile, and transfer any cards from their Domain – active holding area – to their Elysium for VP at game end. Phase IV is End of Epoch, where players will perform basic cleanup tasks to prepare for the next Epoch of play. Play will continue in this fashion until the end of the fifth Epoch and players tally their final VP to determine the greatest Legend-crafter in all the land!
I know this is a VERY brief summary of what is done during the game, but Elysium has many card effects and combos to consider that I just cannot detail here for fear of readers falling asleep or my fingers falling off.
Components. Elysium has simply an incredible aesthetic. The non-card components certainly radiate ancient times and the art on the cards is breathtaking. Every piece is very high quality, which is something I have grown to expect from Space Cowboys games. The columns are fun to hold and move, and as a whole is just visually stunning. I love playing this game and seeing it all out on the table.
Obviously we place our ratings on the very first graphic you see so it is no surprise by the time you read down here, but I love Elysium. Like I mentioned in my open it was in my Top 10 for quite a while, and for very good reasons. First, I love games that simply LOOK good. Is that shallow? Maybe, but it’s what I like. Second, I love the card interplay and combo potential in Elysium. Chaining together cards to build small engines is always fun and provides so much replayability by never really being able to experience every card combo in the box. Finally, it has great components and a theme that speaks to me and my personal interests. It feels like a game that was meant to be played by me specifically. When you find a game like that you have to give it high ratings.
So if you are at all like me and enjoy games with a great theme, excellent art and components, and intriguing replayability, then certainly grab a copy of Elysium. Purple Phoenix Games gives it an Olympus-sized 11 / 12. So many Ancient Greece themed games exist and Elysium is simply one of the best.
Elysium is a set collection card drafting game for two to four players. Each player will be attempting to complete the greatest collection of Legends written and subsequently transferred to their Elysium (Ancient Grecian version of heaven) for Victory Points. Whomever weaves the greatest Legendary tapestry will emerge victorious and really have a story to tell.
To setup, follow the instructions in the rulebook, but a three player game should look similar to what is pictured above. Players will receive their own player board, starting VP tokens and gold, and a set of columns. Cards from five different Grecian families will be shuffled and displayed in The Agora (middle of the board and the place to draft the cards). Once setup the game may begin.
Elysium is played over five Epochs (rounds) and each Epoch is divided into four phases. Phase I is Awakening, which is simply setting up The Agora for the new Epoch by removing all existing cards there and revealing more. Phase II is Actions, where players will be using their columns to draft cards from The Agora (as long as the color of column matches one of the icons on the card) and taking at least one Quest tile (also denotes player order for the next Epoch). Phase III is Writing the Legends, where players will redistribute the player order discs, receive gold and VP per their Quest tile, and transfer any cards from their Domain – active holding area – to their Elysium for VP at game end. Phase IV is End of Epoch, where players will perform basic cleanup tasks to prepare for the next Epoch of play. Play will continue in this fashion until the end of the fifth Epoch and players tally their final VP to determine the greatest Legend-crafter in all the land!
I know this is a VERY brief summary of what is done during the game, but Elysium has many card effects and combos to consider that I just cannot detail here for fear of readers falling asleep or my fingers falling off.
Components. Elysium has simply an incredible aesthetic. The non-card components certainly radiate ancient times and the art on the cards is breathtaking. Every piece is very high quality, which is something I have grown to expect from Space Cowboys games. The columns are fun to hold and move, and as a whole is just visually stunning. I love playing this game and seeing it all out on the table.
Obviously we place our ratings on the very first graphic you see so it is no surprise by the time you read down here, but I love Elysium. Like I mentioned in my open it was in my Top 10 for quite a while, and for very good reasons. First, I love games that simply LOOK good. Is that shallow? Maybe, but it’s what I like. Second, I love the card interplay and combo potential in Elysium. Chaining together cards to build small engines is always fun and provides so much replayability by never really being able to experience every card combo in the box. Finally, it has great components and a theme that speaks to me and my personal interests. It feels like a game that was meant to be played by me specifically. When you find a game like that you have to give it high ratings.
So if you are at all like me and enjoy games with a great theme, excellent art and components, and intriguing replayability, then certainly grab a copy of Elysium. Purple Phoenix Games gives it an Olympus-sized 11 / 12. So many Ancient Greece themed games exist and Elysium is simply one of the best.