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Purple Phoenix Games (2266 KP) rated Skulls of Sedlec in Tabletop Games
Feb 27, 2020
When it comes to board gaming, bigger does not always necessarily mean better. And that is something that Button Shy Games has really embraced. With all of their wallet games comprising of only 18 cards, they always manage to pack a lot of game into one small space. I think they’ve got the right idea – engaging gameplay, multitude of themes and mechanics, and easy storage and transport! So how does their newest game hold up to their other successful wallet games? Keep reading to find out!
Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.
Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L
Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!
During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.
As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.
Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!
As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.
Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.
Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.
Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!
Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.
Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L
Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!
During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.
As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.
Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!
As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.
Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.
Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.
Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!

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 A Game of Thrones: Hand of the King in Tabletop Games
Jun 12, 2019
I’ll be honest with you. I’m a big A Game of Thrones fan. We watch it religiously on Sunday nights at my dad’s house. Now, when I say “we” I mean my brother Bryan, my dad, and me. My wife has zero interest in it, and it’s really not her style anyway. So imagine my surprise when she agreed to play this little card game featuring the IP and she didn’t hate it! She didn’t really love it either, as shown by her guest score on the graphic above.
A Game of Thrones: Hand of the King (that’s a lot to say/type) is a dueling set collection card game. To setup, you create a grid of randomized character cards that all belong to one of the seven houses (save for Varys, who is our pawn in all this). Also reveal six of the 14 provided companion cards to be used for this game. Each player will control Varys on their turn, spreading influence and intrigue throughout the houses.
On your turn you will announce the house you would like to influence (Stark, Greyjoy, etc), and then move the Varys card in any of the four cardinal directions to a character belonging to your announced house. Any character cards you pass along the way bearing the same house will be collected along with the card on which you stopped. If you now have simple majority of characters in that house, you claim the corresponding house banner and place it in front of you to taunt your opponent. Should you influence the last character of said house you will be able to recruit and use one of the companion cards that are available from the beginning of the game. These cards are game-changers sometimes and provide very powerful abilities. Play continues in this fashion until Varys has no more legal moves. And that’s the game. Each player is trying to have simple majority ownership of the house banners at the end of the game.
Components. This is easy. There are square character cards featuring excellent artwork from The Mico (who always does an amazing job IMO), smaller companion cards, and the house banners. The cards are of good quality, and the banners are good too. I have no complaints about the components at all.
Now, I have only played this with my wife and she can be pretty ruthless when gaming. That’s pretty much expected for a game of this IP. That being said, this is an easy and light filler card game that is enjoyable, but not overly strategic. You really do not have to make many choices, as the placement of characters mostly determine how you are going to attack the grid. The companions, however, make this game much more interesting because they can be loose cannons and otherwise monkey wrenches in your opponent’s plans. Outside of being a simple annoyance, there isn’t a lot of player interaction unless you are specifically hate-drafting (which we typically do not do). After all, it’s not similar to its cousin big boy board game that destroys friendships over a 6 hour+ slog. This one is light and quick and a good filler for two. My wife may not love it, but I don’t think I will be getting rid of it. Kind of a nice surprise from a game I was gifted (and it was not originally on my wish list).
That said, we at Purple Phoenix Games (with the help of my wife Kristin) give this one a 7 / 12. Not the best game based on this IP but worth keeping for a quick filler.
https://purplephoenixgames.wordpress.com/2019/03/13/a-game-of-thrones-hand-of-the-king-review/
A Game of Thrones: Hand of the King (that’s a lot to say/type) is a dueling set collection card game. To setup, you create a grid of randomized character cards that all belong to one of the seven houses (save for Varys, who is our pawn in all this). Also reveal six of the 14 provided companion cards to be used for this game. Each player will control Varys on their turn, spreading influence and intrigue throughout the houses.
On your turn you will announce the house you would like to influence (Stark, Greyjoy, etc), and then move the Varys card in any of the four cardinal directions to a character belonging to your announced house. Any character cards you pass along the way bearing the same house will be collected along with the card on which you stopped. If you now have simple majority of characters in that house, you claim the corresponding house banner and place it in front of you to taunt your opponent. Should you influence the last character of said house you will be able to recruit and use one of the companion cards that are available from the beginning of the game. These cards are game-changers sometimes and provide very powerful abilities. Play continues in this fashion until Varys has no more legal moves. And that’s the game. Each player is trying to have simple majority ownership of the house banners at the end of the game.
Components. This is easy. There are square character cards featuring excellent artwork from The Mico (who always does an amazing job IMO), smaller companion cards, and the house banners. The cards are of good quality, and the banners are good too. I have no complaints about the components at all.
Now, I have only played this with my wife and she can be pretty ruthless when gaming. That’s pretty much expected for a game of this IP. That being said, this is an easy and light filler card game that is enjoyable, but not overly strategic. You really do not have to make many choices, as the placement of characters mostly determine how you are going to attack the grid. The companions, however, make this game much more interesting because they can be loose cannons and otherwise monkey wrenches in your opponent’s plans. Outside of being a simple annoyance, there isn’t a lot of player interaction unless you are specifically hate-drafting (which we typically do not do). After all, it’s not similar to its cousin big boy board game that destroys friendships over a 6 hour+ slog. This one is light and quick and a good filler for two. My wife may not love it, but I don’t think I will be getting rid of it. Kind of a nice surprise from a game I was gifted (and it was not originally on my wish list).
That said, we at Purple Phoenix Games (with the help of my wife Kristin) give this one a 7 / 12. Not the best game based on this IP but worth keeping for a quick filler.
https://purplephoenixgames.wordpress.com/2019/03/13/a-game-of-thrones-hand-of-the-king-review/

Sentinels of the Multiverse
Games
App
=============================== “This is a must have addition to your digital board game...

Lee (2222 KP) rated Ready or Not (2019) in Movies
Sep 27, 2019
Ready or Not opens with a gleefully intense and shocking scene. It serves to give us a taste of the kind of twisted games that usually play out within the confines of huge gothic mansion owned by the eccentric Le Domas family, who made their fortune in the board game business. If you've seen the trailer, then you'll know that Ready or Not is basically just Hide and Seek, but with deathly consequences. However, this short, sharp introduction leaves you in no doubt as to just how far the Le Domas family will go in order to win the game.
Cut to a more happier time as Grace (Samara Weaving, niece of Hugo Weaving) is preparing to marry into the Le Domas dynasty. Her husband to be is Alex (Mark O'Brien), estranged son who has now returned to the family home where the ceremony will be taking place. As a foster child, Grace yearns to become part of a more permanent family and is concerned that she won't be accepted by the Le Domas clan, not helped by the cold scowl she gets from a seriously creepy looking Aunt Helene.
We rejoin Grace and Alex later that evening, now married. But Grace discovers that rather than retire to bed with her new husband, they must join the family downstairs and partake in a wedding night tradition which will see her officially becoming a Le Domas - she has to play a game. Wanting nothing more than to fit in with her new in-laws, Grace goes along with it all as patriarch Tony (Henry Czerny) explains how the tradition will play out. The game they must play is selected at random from a box that has been passed down through the generations after it was originally given to the family by mysterious benefactor, Mr. Le Bail. The wife of eldest son Daniel got Chess, the husband of daughter Emilie got Old Maid, so it really is anyone's guess what the mystery game will be! All of the siblings and their spouse's are in attendance for the game and watch on as Grace draws... Hide and Seek, the one game which results in death!
Not realising the seriousness of her choice, Tony explains to Grace that in order to win the game she must remain hidden until dawn, and she laughs it off. An old vinyl hide and seek record begins playing, giving Grace the time to go find a suitable hiding place, and she winds up climbing into a dumb waiter to hide. But, she soon gets bored and decides to go wandering around the huge house. It's not long though until she discovers that the family members have equipped themselves with shotguns, axes and crossbows... and they're not afraid to use them! Turns out, the family believe that if they don’t kill Grace by dawn, a terrible fate will befall them all.
What follows is an intense game of cat and mouse, with a good dose of gore and dark humour thrown in. One minute we're holding our breath as Grace tries to quietly avoid a member of the family, the next we're cutting to the other family members, who are mostly completely incompetent - bickering between themselves or watching a YouTube crash course on how to use a crossbow! Ready or Not manages to juggle the different tones effortlessly, and brilliantly, as Grace goes from terrified scream queen in a pristine white wedding dress, to blood-soaked badass wearing a pair of old converse and brandishing a shotgun. She's the latest in a long line of great female survivors, played to perfection by Samara Weaving. If you liked 2011 movie 'You're Next', then Ready or Not reminded me of that in many ways.
The gothic setting and the suitably wonderful score by Brian Tyler (usually found providing music for MCU movies) all adds to what is a wonderfully short (95 minute), but perfectly paced, completely bonkers thrill ride.
Cut to a more happier time as Grace (Samara Weaving, niece of Hugo Weaving) is preparing to marry into the Le Domas dynasty. Her husband to be is Alex (Mark O'Brien), estranged son who has now returned to the family home where the ceremony will be taking place. As a foster child, Grace yearns to become part of a more permanent family and is concerned that she won't be accepted by the Le Domas clan, not helped by the cold scowl she gets from a seriously creepy looking Aunt Helene.
We rejoin Grace and Alex later that evening, now married. But Grace discovers that rather than retire to bed with her new husband, they must join the family downstairs and partake in a wedding night tradition which will see her officially becoming a Le Domas - she has to play a game. Wanting nothing more than to fit in with her new in-laws, Grace goes along with it all as patriarch Tony (Henry Czerny) explains how the tradition will play out. The game they must play is selected at random from a box that has been passed down through the generations after it was originally given to the family by mysterious benefactor, Mr. Le Bail. The wife of eldest son Daniel got Chess, the husband of daughter Emilie got Old Maid, so it really is anyone's guess what the mystery game will be! All of the siblings and their spouse's are in attendance for the game and watch on as Grace draws... Hide and Seek, the one game which results in death!
Not realising the seriousness of her choice, Tony explains to Grace that in order to win the game she must remain hidden until dawn, and she laughs it off. An old vinyl hide and seek record begins playing, giving Grace the time to go find a suitable hiding place, and she winds up climbing into a dumb waiter to hide. But, she soon gets bored and decides to go wandering around the huge house. It's not long though until she discovers that the family members have equipped themselves with shotguns, axes and crossbows... and they're not afraid to use them! Turns out, the family believe that if they don’t kill Grace by dawn, a terrible fate will befall them all.
What follows is an intense game of cat and mouse, with a good dose of gore and dark humour thrown in. One minute we're holding our breath as Grace tries to quietly avoid a member of the family, the next we're cutting to the other family members, who are mostly completely incompetent - bickering between themselves or watching a YouTube crash course on how to use a crossbow! Ready or Not manages to juggle the different tones effortlessly, and brilliantly, as Grace goes from terrified scream queen in a pristine white wedding dress, to blood-soaked badass wearing a pair of old converse and brandishing a shotgun. She's the latest in a long line of great female survivors, played to perfection by Samara Weaving. If you liked 2011 movie 'You're Next', then Ready or Not reminded me of that in many ways.
The gothic setting and the suitably wonderful score by Brian Tyler (usually found providing music for MCU movies) all adds to what is a wonderfully short (95 minute), but perfectly paced, completely bonkers thrill ride.

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Bob Mann (459 KP) rated Game Night (2018) in Movies
Sep 29, 2021 (Updated Sep 29, 2021)
Miss Scarlett at the Airport with the Jet Engine.
“Game Night” is an American comedy film starring Jason Bateman (“Horrible Bosses”, “Central Intelligence“) as Max and Rachel McAdams (“Spotlight“, “Doctor Strange“) as Annie: two hyper-competitive professionals who invite other couples around to their house for a weekly night of charades and board games. The regulars are long-term couple Kevin and Michelle (Lamorne Morris and Kylie Bunbury) and complete buffoon Ryan (Billy Magnussen, “The Big Short“) and his revolving door of generally vacant girlfriends. Estranged from the group, after his divorce, is the creepy police officer Gary (Jesse Plemons, “The Post“, “American Made“) who lives next door.
Auditions for the next Spiderman movie were not going well.
But Max is not content (affecting the mobility of his fishes!) as he has a severe inferiority complex about his enormously successful and cocky older brother Brooks (Kyle Chandler, “Manchester by the Sea“) who beats him at EVERYTHING. When Brooks barges into their game night things get heated and after he organises the next game night as “something different” things take a sharp left into The Twilight Zone.
Bateman, McAdams and Chandler, with game night about to go in an odd direction.
As befits the quality of most modern American comedy films, its all complete nonsense of course. But actually, this is quite good nonsense. The script by Mark Perez (his first movie script in 12 years!) while following a fairly predictable path early in the film is littered with some good one-liners and funny scenes (a bullet-removal is a high-spot) and includes a memorable twist in the final real that I didn’t see coming.
Ryan and Sarah (Billy Magnussen and Sharon Horgan) about to get egged on. (There is a certain lack of logic in the action that follows).
Much of this is powered by the chemistry between Bateman and McAdams. McAdams in particular should do more comedy, as she is very adept at it. Playing the one bright spark in a parade of vacuousness, English comedienne Sharon Horgan also adds a butt to Magnussen’s one-tone joke very effectively. The surprising comedy player though is Jesse Plemons who I thought was just uncomfortably hilarious.
Jesse Plemons and his very white hairy friend.
It is normally unusual to find special effects in a film like this, but here the team (headed up by Dean Tyrrell) should be congratulated for some very subtle but effective effects. Most of the long shots in the film of the neighbourhood/streets etc. are of models which only fade to live action as you zoom in. In the opening drone-fly-over of Max and Annie driving home I thought all the housing looked model-like but as we zoomed into them arriving home I thought I must have imagined in. Only in the subsequent scenes did I realise I was right after all! But it’s so very subtle. I suspect many of the audience were similarly fooled (and many who’ve seen the film and are reading this will be still going “what??”)! There’s a kind of explanation for the randomness of these effects during the (very entertaining) end-titles.
Bullet removal with squeaky toy gag… very funny.
It’s unusual for me to laugh at a comedy so much, but this one I really did. Every comedy film is allowed a little latitude to get the odd strand wrong, and this one is no exception (I didn’t think the spat between Kevin and Michelle really worked)… so it’s not perfect, but novice directors John Francis Daley and Jonathan Goldstein (who’s only previous film project was 2015’s clearly missable “Vacation”) have pulled off a really entertaining watch here.
Auditions for the next Spiderman movie were not going well.
But Max is not content (affecting the mobility of his fishes!) as he has a severe inferiority complex about his enormously successful and cocky older brother Brooks (Kyle Chandler, “Manchester by the Sea“) who beats him at EVERYTHING. When Brooks barges into their game night things get heated and after he organises the next game night as “something different” things take a sharp left into The Twilight Zone.
Bateman, McAdams and Chandler, with game night about to go in an odd direction.
As befits the quality of most modern American comedy films, its all complete nonsense of course. But actually, this is quite good nonsense. The script by Mark Perez (his first movie script in 12 years!) while following a fairly predictable path early in the film is littered with some good one-liners and funny scenes (a bullet-removal is a high-spot) and includes a memorable twist in the final real that I didn’t see coming.
Ryan and Sarah (Billy Magnussen and Sharon Horgan) about to get egged on. (There is a certain lack of logic in the action that follows).
Much of this is powered by the chemistry between Bateman and McAdams. McAdams in particular should do more comedy, as she is very adept at it. Playing the one bright spark in a parade of vacuousness, English comedienne Sharon Horgan also adds a butt to Magnussen’s one-tone joke very effectively. The surprising comedy player though is Jesse Plemons who I thought was just uncomfortably hilarious.
Jesse Plemons and his very white hairy friend.
It is normally unusual to find special effects in a film like this, but here the team (headed up by Dean Tyrrell) should be congratulated for some very subtle but effective effects. Most of the long shots in the film of the neighbourhood/streets etc. are of models which only fade to live action as you zoom in. In the opening drone-fly-over of Max and Annie driving home I thought all the housing looked model-like but as we zoomed into them arriving home I thought I must have imagined in. Only in the subsequent scenes did I realise I was right after all! But it’s so very subtle. I suspect many of the audience were similarly fooled (and many who’ve seen the film and are reading this will be still going “what??”)! There’s a kind of explanation for the randomness of these effects during the (very entertaining) end-titles.
Bullet removal with squeaky toy gag… very funny.
It’s unusual for me to laugh at a comedy so much, but this one I really did. Every comedy film is allowed a little latitude to get the odd strand wrong, and this one is no exception (I didn’t think the spat between Kevin and Michelle really worked)… so it’s not perfect, but novice directors John Francis Daley and Jonathan Goldstein (who’s only previous film project was 2015’s clearly missable “Vacation”) have pulled off a really entertaining watch here.

Purple Phoenix Games (2266 KP) rated Quad City Killers in Tabletop Games
Jan 30, 2021
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.
Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign ending March 5, 2021, or through any retailers stocking it after fulfillment. -T
To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.
Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.
The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.
Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.
The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.
The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.
I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.
All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.

Movie Metropolis (309 KP) rated King Arthur: Legend Of The Sword (2017) in Movies
Jun 10, 2019
Schrodinger's Film
There is a thought experiment that is used to help make sense of the Copenhagen Interpretation of Quantum Mechanics. Say you have a cat, a box and a fragile vial of poison. You put the cat and the poison in the box knowing that the vial may break, you lunatic.
At this point, so goes the thought experiment, until we can perceive whether or not the cat is dead, the cat is dead AND alive simultaneously, and it is only when you look into the box that you know whether you have a friend for life or a Korean meal.
I bring this up because I often insist that I prefer a bad movie with great moments than a movie that’s adequate across the board, but Guy Ritchie’s most recent film certainly puts that to the test. It’s almost my favourite film of the year but is full of nigh-unforgiveable blunders that I don’t think I can watch it again. But I don’t regret seeing it. King Arthur is both good and not good and the cat is still in the box.
Well, I might as well start with what’s good about the film. For one, the character of Arthur himself has a pretty interesting arc. Normally interpretations of the Arthur myth focus on the King bit, so despite it being yet another origin story, it at least is for a character who rarely gets one, and it’s an interesting spin on the reluctant hero arc.
In addition, the world itself feels like it desperately needs a hero. You get the sense that this world is falling apart, which is much better than some other chosen one narratives like Harry Potter, where even when Voldemort took over the wizarding world he didn’t seem to do anything. Also, this is a fantasy film that isn’t just Lord of the Rings again, but a more Celtic mystic mythology that is ripe for exploration.
Then there’s Jude Law, who is so moustache-twirlingly evil that he’s hilarious. He’s clearly having the time of his life playing this cartoon super villain and making him campy enough to be fun while still threatening and compelling when he needs to be.
Shame about the rest of the cast, who all have the same personality, that of “Ah’m just one o’ tha lads, apples and pears, apples and pears.” It’s like a Chelsea game but set in the Dark Ages. So it’s identical to a Chelsea game. The only exception is Astrid Frizbee’s mage, whose intense magic power is so devastating that she manages to put a sleep spell on the audience every time she opens her noise-hole and lets out a monotone bored drone.
There’s also the action, and Hollywood, we need to talk. I thought that shaky cam was just a phase, but I’ve seen you doing it again, and you need to stop. I’ve played VR games where you do nothing but ride particularly unstable cows and came out the other end less motion sick than your sword fighting scenes. Come on, you’re better than this, and we just what’s best for you, so just buy a steady-cam already.
Maybe it’s Guy Ritchie himself, though. Nothing in the film seems to last longer than three minutes aside Arthur’s whining. Sometimes it works, like the very snappy but informative way we see Arthur grow from stupid baby to stupid adult, and sometimes it’s stupid, like when an entire other movie’s worth of content gets squashed into an uninspired montage.
But that’s the great dilemma; the montages are good and bad, like the movie itself. You will only enjoy the movie if you enjoy the movie but if you don’t then you won’t. I write this piece a defeated critic, ladies and gentlemen. Is it worth seeing? I don’t really know. A bigger fan of Guy Ritchie or quantum mechanics than I will probably get something out of it and there are worse movies out there, but it also can’t help but disappoint somehow. The cat isn’t dead, but it has a bit of a cold.
https://moviemetropolis.net/2017/05/25/schrodingers-film-king-arthur-legend-of-the-sword-review/
At this point, so goes the thought experiment, until we can perceive whether or not the cat is dead, the cat is dead AND alive simultaneously, and it is only when you look into the box that you know whether you have a friend for life or a Korean meal.
I bring this up because I often insist that I prefer a bad movie with great moments than a movie that’s adequate across the board, but Guy Ritchie’s most recent film certainly puts that to the test. It’s almost my favourite film of the year but is full of nigh-unforgiveable blunders that I don’t think I can watch it again. But I don’t regret seeing it. King Arthur is both good and not good and the cat is still in the box.
Well, I might as well start with what’s good about the film. For one, the character of Arthur himself has a pretty interesting arc. Normally interpretations of the Arthur myth focus on the King bit, so despite it being yet another origin story, it at least is for a character who rarely gets one, and it’s an interesting spin on the reluctant hero arc.
In addition, the world itself feels like it desperately needs a hero. You get the sense that this world is falling apart, which is much better than some other chosen one narratives like Harry Potter, where even when Voldemort took over the wizarding world he didn’t seem to do anything. Also, this is a fantasy film that isn’t just Lord of the Rings again, but a more Celtic mystic mythology that is ripe for exploration.
Then there’s Jude Law, who is so moustache-twirlingly evil that he’s hilarious. He’s clearly having the time of his life playing this cartoon super villain and making him campy enough to be fun while still threatening and compelling when he needs to be.
Shame about the rest of the cast, who all have the same personality, that of “Ah’m just one o’ tha lads, apples and pears, apples and pears.” It’s like a Chelsea game but set in the Dark Ages. So it’s identical to a Chelsea game. The only exception is Astrid Frizbee’s mage, whose intense magic power is so devastating that she manages to put a sleep spell on the audience every time she opens her noise-hole and lets out a monotone bored drone.
There’s also the action, and Hollywood, we need to talk. I thought that shaky cam was just a phase, but I’ve seen you doing it again, and you need to stop. I’ve played VR games where you do nothing but ride particularly unstable cows and came out the other end less motion sick than your sword fighting scenes. Come on, you’re better than this, and we just what’s best for you, so just buy a steady-cam already.
Maybe it’s Guy Ritchie himself, though. Nothing in the film seems to last longer than three minutes aside Arthur’s whining. Sometimes it works, like the very snappy but informative way we see Arthur grow from stupid baby to stupid adult, and sometimes it’s stupid, like when an entire other movie’s worth of content gets squashed into an uninspired montage.
But that’s the great dilemma; the montages are good and bad, like the movie itself. You will only enjoy the movie if you enjoy the movie but if you don’t then you won’t. I write this piece a defeated critic, ladies and gentlemen. Is it worth seeing? I don’t really know. A bigger fan of Guy Ritchie or quantum mechanics than I will probably get something out of it and there are worse movies out there, but it also can’t help but disappoint somehow. The cat isn’t dead, but it has a bit of a cold.
https://moviemetropolis.net/2017/05/25/schrodingers-film-king-arthur-legend-of-the-sword-review/

Purple Phoenix Games (2266 KP) rated A Battle of Onin in Tabletop Games
Feb 9, 2021
I am a big fan of Asian culture and board game theming. Now, I am not at all versed in Anime, nor am I an aficionado. I just enjoy Asian people, history, cultures, food, and board game themes. That said, when I learned of A Battle for Onin I knew I wanted to take a look at it, being as it was touted as familiar mechanics with an Asian theme. So how does it play?
A Battle for Onin is a trick-taking card game where players will be using Shoguns, Ninjas, Samurai, and Monks as suits and each suit will have differing levels of hierarchy. The first player to earn 35 total influence (VP) will claim victory.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the deck of cards and deal each player 13 cards. The dealer then flips the top card of the deck and becomes the Ruling Class (trump) for the hand. The game is now setup and ready to begin!\
After the Ruling Class has been revealed, the player left of the dealer will make a bid for how many Conscriptions (tricks) they believe they will take in the round, with a minimum bid of 3 tricks for all players. Each other player will do the same until the leading player’s turn comes back around. That player then proceeds to play cards from hand in attempt to win tricks. Like in most trick-taking games player will need to follow the suit that was led (or flipped at the beginning of the round). A twist here is that trump may not be led until it has been used to win a trick previously within the round.
As mentioned earlier, each suit has a hierarchy of power, where Bronze is the lowest in power increasing to Silver, then to Gold, and finally to Jade. Within these divisions are yet three more classifications of power: one sphere (lowest) to three spheres (most powerful). In addition still is one card from each suit whose background is orange in color and features one large sphere. These are the Legendary cards, and the most powerful of each suit. Legendary cards may be used as the highest-ranking card in their suit, or as a Ruling Class card. When played as Ruling Class (trump) the hierarchy of Legendary cards are as follows: Monk (lowest), Samurai, Ninja, Shogun (most powerful).
Play continues with players using their cards to win Conscriptions (tricks) and meet their bid. Should a player meet their bid exactly then they score Influence (VP) for their tricks won. Should a player win more tricks than bid earlier, they still score Influence for the tricks won, but those tricks in excess of the bid amount are scored also as Corruption. When a player meets seven Corruption they immediately lose 10 Influence and the Corruption counter resets for that player. If, by chance, a player does not meet the mandatory bid of three tricks, their Influence is lowered by one point. However, should a player bid higher than the minimum of three but not meet that bid their score will be reduced by the amount of the bid for the round (example: a player bids seven tricks but earns only five. They reduce their Influence by seven points – ouch).
Once scores are tallied at the end of each round, a winner may be announced if they score at least 35 points. If no winner is crowned this round, a new dealer is assumed and another round setup as at the start of the game.
Components. Again, this is a prototype copy of the game and this copy is actually hand-made by the good people at Guise Gaming. Each card in this copy is laminated and the game box is HAND PAINTED. I have never received a hand painted box before, and it is certainly appreciated. So aside from the non-manufactured components, the art is quite good on the cards. I know some players will have issues with the backgrounds seeming plain, but I quite appreciate it so that I can concentrate on the game and not be overly distracted by what may be happening in the backgrounds.
Gameplay is good, if not a bit confusing at first. With four different suits containing essentially the standard 13 cards per suit it should be an easy no-brainer to keep things squared away. However, I found that having the rule booklet open to the page detailing the hierarchy of sphere color/material was very handy for other players. The Legendary cards are easy to distinguish because they look cool and different from all the other cards. I really know nothing about any Asian language, so the characters (or letters/words) depicted on the cards are of no help to me trying to distinguish power levels.
That said, when contacted by the publisher about A Battle of Onin, they mentioned that other people were calling it a theming of Spades. While I can understand this simplification, what I have yet to mention is that the game also comes with a bevvy of optional scoring rules and a welcoming message to include any sort of house rules deemed enjoyable. Spades does not do that, to my knowledge. While the vanilla gameplay is very similar to Spades, A Battle of Onin using any of these optional scoring modes certainly adds layers of complexity that may be daunting to use at first, but may attract more hardcore gamers.
All in all I am so glad I was able to try A Battle of Onin. Once the suits and power levels are learned, the game is quite snappy and enjoyable. The art is beautiful, and I applaud the use of orange background for the Legendary cards. If you are looking for a different spin on Spades I urge you to take a look at A Battle of Onin. It might surprise you with the varying levels of difficulty found within the optional scoring rules, and a bit more intrigue than the classic game upon which it is based. Personally, my D&D Monk might argue that he is far superior to any Shogun, but also he just kicked in a door that contained a room full of vampires. So there’s that.
A Battle for Onin is a trick-taking card game where players will be using Shoguns, Ninjas, Samurai, and Monks as suits and each suit will have differing levels of hierarchy. The first player to earn 35 total influence (VP) will claim victory.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the deck of cards and deal each player 13 cards. The dealer then flips the top card of the deck and becomes the Ruling Class (trump) for the hand. The game is now setup and ready to begin!\
After the Ruling Class has been revealed, the player left of the dealer will make a bid for how many Conscriptions (tricks) they believe they will take in the round, with a minimum bid of 3 tricks for all players. Each other player will do the same until the leading player’s turn comes back around. That player then proceeds to play cards from hand in attempt to win tricks. Like in most trick-taking games player will need to follow the suit that was led (or flipped at the beginning of the round). A twist here is that trump may not be led until it has been used to win a trick previously within the round.
As mentioned earlier, each suit has a hierarchy of power, where Bronze is the lowest in power increasing to Silver, then to Gold, and finally to Jade. Within these divisions are yet three more classifications of power: one sphere (lowest) to three spheres (most powerful). In addition still is one card from each suit whose background is orange in color and features one large sphere. These are the Legendary cards, and the most powerful of each suit. Legendary cards may be used as the highest-ranking card in their suit, or as a Ruling Class card. When played as Ruling Class (trump) the hierarchy of Legendary cards are as follows: Monk (lowest), Samurai, Ninja, Shogun (most powerful).
Play continues with players using their cards to win Conscriptions (tricks) and meet their bid. Should a player meet their bid exactly then they score Influence (VP) for their tricks won. Should a player win more tricks than bid earlier, they still score Influence for the tricks won, but those tricks in excess of the bid amount are scored also as Corruption. When a player meets seven Corruption they immediately lose 10 Influence and the Corruption counter resets for that player. If, by chance, a player does not meet the mandatory bid of three tricks, their Influence is lowered by one point. However, should a player bid higher than the minimum of three but not meet that bid their score will be reduced by the amount of the bid for the round (example: a player bids seven tricks but earns only five. They reduce their Influence by seven points – ouch).
Once scores are tallied at the end of each round, a winner may be announced if they score at least 35 points. If no winner is crowned this round, a new dealer is assumed and another round setup as at the start of the game.
Components. Again, this is a prototype copy of the game and this copy is actually hand-made by the good people at Guise Gaming. Each card in this copy is laminated and the game box is HAND PAINTED. I have never received a hand painted box before, and it is certainly appreciated. So aside from the non-manufactured components, the art is quite good on the cards. I know some players will have issues with the backgrounds seeming plain, but I quite appreciate it so that I can concentrate on the game and not be overly distracted by what may be happening in the backgrounds.
Gameplay is good, if not a bit confusing at first. With four different suits containing essentially the standard 13 cards per suit it should be an easy no-brainer to keep things squared away. However, I found that having the rule booklet open to the page detailing the hierarchy of sphere color/material was very handy for other players. The Legendary cards are easy to distinguish because they look cool and different from all the other cards. I really know nothing about any Asian language, so the characters (or letters/words) depicted on the cards are of no help to me trying to distinguish power levels.
That said, when contacted by the publisher about A Battle of Onin, they mentioned that other people were calling it a theming of Spades. While I can understand this simplification, what I have yet to mention is that the game also comes with a bevvy of optional scoring rules and a welcoming message to include any sort of house rules deemed enjoyable. Spades does not do that, to my knowledge. While the vanilla gameplay is very similar to Spades, A Battle of Onin using any of these optional scoring modes certainly adds layers of complexity that may be daunting to use at first, but may attract more hardcore gamers.
All in all I am so glad I was able to try A Battle of Onin. Once the suits and power levels are learned, the game is quite snappy and enjoyable. The art is beautiful, and I applaud the use of orange background for the Legendary cards. If you are looking for a different spin on Spades I urge you to take a look at A Battle of Onin. It might surprise you with the varying levels of difficulty found within the optional scoring rules, and a bit more intrigue than the classic game upon which it is based. Personally, my D&D Monk might argue that he is far superior to any Shogun, but also he just kicked in a door that contained a room full of vampires. So there’s that.