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Warm Bodies (2013)
Warm Bodies (2013)
2013 | Comedy
9
6.4 (10 Ratings)
Movie Rating
Considering how many movies are typically released in the first quarter of the year, Warm Bodies is by far the best movie of 2013 so far. “Zombie Love Story” was the first term that came to my mind when I was first made aware of the movie, but it is so much more than that. Part “Romeo and Juliet”, part “Zombieland”, this adaptation of Isaac Marion’s critically acclaimed young adult novel is a humorous and surprisingly fresh zombie movie that gives its own unique look at love.

R, the zombie in our “Romeo” role, is your typical walker (excuse me while I borrow terms from another hit zombie medium). He moves around without purpose, mostly spending his days at the airport. He carries “conversations” with another zombie, M, and his internal monologue certainly lets the viewer know that zombies are fully aware of what they are. As a result of their condition, they no longer have control over what they do. Nor does R try to make excuses for it; they are what they are. This is demonstrated when he and a horde of walkers attack a group of humans. In this group is Julie, who as I am sure you have guessed is our “Juliet”. R immediately falls for her and is determined to have her reciprocate the feelings. This might prove to be difficult, considering that humans and zombies at their core just want to kill each other. It is this feeling, this emotion, that humans thought zombies incapable of, that begins to change R, and other zombies around him.

After the attack, R takes Julie back to his… er, safe haven comes to mind, but it’s really just an abandoned airplane sitting on a tarmac filled with wacky items that R has collected in the time since he became a zombie. Writer/Director Jonathan Levine, who adapted Marion’s novel, has managed to create very smart, witty dialogue, but in a cute way as he did with The Wackness (which Levine also wrote). The sincerity of the dialogue in the movie keeps you interested in a growing relationship that’s way, way outside the box. There is plenty of violence in the movie too, as we see R attack a human, bite their arm, and hide their brains away for a snack later. Speaking of brain, the film explains that when a zombie eats a human’s brains, they remember our memories. This is kind of important.

Despite being a very different romantic comedy, the film also delivers a healthy horror flick. Zombies are not the only thing that is a result of the zombie outbreak. In this post-apocalyptic world there is another threat: bonies. Bonies are zombies that are so far gone they do not care anymore. They’ve given up, have peeled off their skin and attack anything with beating hearts. R says it best in the film. “Zombies do this also, but at least they are conflicted about eating it.” Even though the bonies are fully CG creations, and utterly obviously so, Levine has done it in such a way that you only get quick glances, which is a nice way to keep the PG-13 rating considering all of the blood flowing in the film.

Nicholas Hoult is fantastic in the lead role of R, and he finds a way to turn on the creepy just as easily as he can turn the funny on. Everything our “Romeo” character is supposed to be is remarkably portrayed by Hoult. Of course it helps to have a great supporting cast, Teresa Palmer strong and sweet as Julie and John Malkovich as her father who is the hardened general who is leading the human survivors.

Warm Bodies is a great zombie movie, with an excellent sound track to set the mood throughout the film. But it’s more than that. It is also a charming story of unconventional love. Telling the story from R’s point of view gives it a very fresh feel, but it’s the thought and care that Levine and the cast members put into it that make it such a superb film. Warm Bodies is a love story between woman and monster, and the screenwriting and execution delivers a charm that cannot be denied. Warm Bodies is funny, but it’s also sweet, a bit dark at times, and highly original. All of this combined makes it the first must-see film of 2013.
  
Peaks and Valleys (2020)
Peaks and Valleys (2020)
2020 | Crime, Drama
7
7.0 (1 Ratings)
Movie Rating
Acting of the two leads (2 more)
Cinematography of the beautiful Alaskan wilderness
Script and direction both good
Two strangers forced to over-winter in Alaskan wilderness
In “Peaks and Valleys”, Jack (Kevin T. Bennett) is living as a recluse in a remote cabin in Alaska. His solitude is rudely interrupted by a plane which drops a naked, trussed-up and drugged-up girl into his lake. Traumatised by her experiences, the girl (Bailey, played by Kitty Mahoney) is unwilling to trust the man. But trust him she must, since they are in the Alaskan wilderness and Jack tells her that the supply plane might not come for a couple of months.

How and why was Bailey dumped from the plane? Why is Jack living all alone in the wilderness, and why is he packing a hand-gun? As tempers fray, can the pair survive each other’s company? All intriguing questions that demand answers.

Positives:
- Although it’s only a low-budget Indie-film, it has an intriguing premise that packs a punch above its weight. Since although the story is told in a linear way, the script includes ‘asides’ – told either through imagined conversations or dreams – that create a jigsaw of questions for the viewer. And the dynamic between Jack and Bailey develops in an interesting way. Overall, I was intrigued to see how the questions raised would pan out.
- I’m often disappointed that the acting in these types of Indie films is below par. To a large degree, this is not the case here. Kevin Bennett is very believable as the crusty old backwoodsman. And Kitty Mahoney, in her movie debut, delivers a smashing performance. She has real screen-presence. I’m not sure if this was a “one off” for her, or if she intends to pursue an acting career: but I really hope it’s the latter.
- Another star of the show is the dramatic Alaskan landscapes, lovingly photographed by cinematographer Bryan Pentecostes. Some of the shots are just “double-WOW”! The movie is a wonderful piece of PR for the Alaskan Tourist Board, for sure.
- Michael Dillon’s script avoids clichés and lazy wins. It would be an easy plot point to see the vulnerable young Bailey sexually exploited by the older man. But very much on topic, following the debate around “Promising Young Woman” and earning the film a welcome #notallmen hashtag, Jack makes it abundantly clear that this is not a route we’re going to go down.
- The clever script also has some nice lines that resonate: “We can’t change the wrong that’s been done to us.” growls Jack, “But we’re damned if we don’t let it change us”. But amongst the philosophical sound-bytes, the script also finds time to have some light-hearted fun at times. A nice scene to emphasise the growing relationship and mutual respect between the pair is when Jack teaches Bailey to ice-fish. Jack examines Bailey’s amateurish efforts. “It ain’t the prettiest hole, but I’d stick my pole in it” he says. “I bet you say that to all the girls” quips back Bailey.
- I enjoyed the music by Evan Evans very much too. There’s also a nice song over the end credits by Gregory Alan Isakov as well.
- Finally, a special shout-out to Garrett Martin for some very well done and quease-inducing injury make-up.

Negatives:
- For all the good aspects about the script, there are a few times, particularly early on in Jack and Bailey’s relationship, where I found the exchanges between them forced and unconvincing. This was sometimes down to the script, and sometimes down to over-stretching the acting abilities of the cast.
- The dramatic finale – although surprising and satisfying – relies on some rather unbelievable timing.

Summary Thoughts: When I start watching a low-budget Indie film, I tend to set my expectations accordingly. Often the acting is naff; the script will be hand-gnawingly awful; and/or the production values are found wanting. I was really pleasantly surprised that this movie ticked the “none of the above” box. And yes, there were a few rough edges here and there, but I’ve seen multi-million pound Hollywood blockbusters that were far worse. Michael Burns has delivered a tight and intriguing movie that sensibly sticks to a 96 minute run time, such that I was never bored.

I really enjoyed this one and recommend it. And you only need to fork out a few quid to rent it on Amazon. If you do, I’d be interested in your views.

(For the full graphical review, please check out the One Mann's Movies review here - https://bob-the-movie-man.com/2021/04/29/peaks-and-valleys-two-strangers-forced-to-over-winter-in-the-alaskan-wilderness/. Thanks).
  
Twisted Game of War
Twisted Game of War
2020 | Card Game, Fighting, Kids Game, Medieval, Numbers Game
War. The card game nearly everyone knows how to play. You know, throw a card and your opponent throws a card and the highest number wins the played cards. First one to get all the cards wins. Yeah, there’s another rule, but that’s the gist. Well what if War got a small makeover? Would you be interested in checking it out? Let’s find out together!

In Twisted Game of War players take hold of their army and attempt to defeat their opponents by capturing and converting their entire army. The winner is the player who manages to collect all of the cards in the deck and hold every soldier.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup give each player a reference card, shuffle the deck of remaining cards, and give each player an equal number of cards. The game may now begin!

On a turn each player will simultaneously blindly draw and play one card from the top of their deck to the table. The cards are compared and the winner of the hand is the card with the higher number value. In Twisted Game of War, however, in addition to gaining the played cards the winner will also consult the chart on the reverse of the reference card. This chart shows additional results based on which suit of card bested the other suit. Possible effects include: a random card from the loser’s deck, a bottom card, the top two cards, or even each card returning to its original owner’s deck. As the game progresses, one player will eventually out-duel their opponent to win the game!
Components. This is a deck of cards in a tuckbox. The cards are normal quality and feature a brown back and numbers with different suit on the fronts. Quality-wise everything is fine. Where I have issues is the artistic design choices made for the game. The suits all suggest medieval-esque weapons and armor, and all utilizing metal as primary materials (save for the bow). However, the card backs and logo for the game seem to feature stitching, as you might find in cloth materials. This mismatch does not affect gameplay at all, but made me do the doggy head-cock motion when I noticed it. Similarly, the cards are all, well, boring to look at. Yes, they give the proper elements that are needed: suit and number. And I suppose players aren’t really looking at them too much anyway, as it’s a slightly fancied-up War and cards are played and discarded almost immediately. In any case, I feel an area of opportunity lies with the aesthetic of the game cards.

All in all this is a decent idea pasted onto a “game” that really is not much fun to play anyway. War takes zero skill and has zero choices. Twisted Game of War plays the exact same way, but has the added bonus of at least DOING something on many hands. So I suppose there is merit to be found.

When all is said and done, I still cannot see this as a “game,” as I happen to define the term personally, but I can see value when playing with children. If used with children, the game introduces the “less than” and “greater than” concepts, and children do not need to be able to read in order to play with the suit effect chart, so long as an adult or older child is able to read the results.

When I am hankering for a good card game, I simply cannot suggest Twisted Game of War with typical adult gamers. However, if I need something that my kids can get into, I may be able to pull this out and help teach them simple math and chaos concepts. I like the idea of trying to improve overly-simple games, but I think a bit more care could have gone into production here and it would have elevated this game for me. If you are searching for such a game as this, please hop over to the publisher’s website at: Mental Eclipse Games and tell them Travis sent ya.
  
Pitch Perfect 3 (2017)
Pitch Perfect 3 (2017)
2017 | Comedy
Aca-bysmal.
Mr Plot and Miss Tale were teenage sweethearts. They met at Storyville High School and inseparable, but were viciously cursed by a jealous school nurse, bitter from a recent split. Notwithstanding this setback, they realised that they were soul-mates, got engaged and were married in the following summer. Everyone wished them well, and spoke of the time when the sound of little Plots would ring out around their new house. Unfortunately, however hard they tried, no little Plot arrived. The ancient curse of the school nurse rang in their ears. They paid to see the most expensive doctors on Harley Street, but noone could help them. It turned out that not only was Mrs Plot infertile, but so was Mr Plot. It was hopeless, and because of an unfortunate conviction for marujiana possession in Mr Plot’s teenage years they couldn’t even adapt, sorry, adopt a little Plot from someone else. So they lived together with sadness and bitterness building up inside them. Would the curse ever be lifted? Would they work through their differences to find new purpose in life? Or would they part acromoniously with Mrs Plot joining a convent to sing mournful songs of grief and missed opportunities in the Swiss Alps? TO… BE…CONTINUED.
There. You were there, weren’t you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a story…. and I’m not a “professional Hollywood scriptwriter”.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 – Kay Cannon (the original PP screenwriter) and Mike White (“The Emoji Movie”) – think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved “Pitch Perfect” and the pretty dreadful sequel “Pitch Perfect 2” will pay their box office money regardless? Let’s advertise the hell out of it and cash in our chips before word of mouth gets out!?

In this ‘adventure’ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain – what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, “Love and Mercy“) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.

Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, “Interstellar“, “Daddy’s Home 2“). Lithgow – sporting a wonderful Australian accent – is about the best thing in the film. The “plot” (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amy’s that he needs, for reasons – given the yacht he sails – that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but I’ve never heard him on BBC Radio 2)? Does anyone really care?

As my wife pointed out, it’s a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be “in” you’d better diet… hard. Nice.

Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say that’s vaguely nice about this monstrosity?

Some of the acapella song and dance numbers are fun enough, particularly “Toxic” that opens the film;
The closing number by Anna Kendrick (“Table 19“) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh… smile;
It’s also a relief that John and Gail, unlike in “Pitch Perfect 2“, only come out with one xenophobic/racist comment in the film (and that’s about the French, so that hardly counts 🙂 ).
And I’m out…

There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be “Aca-Awful”. It’s not as toxically dreadful as “Dirty Grandpa“… what could be? But, seriously, life is too short for this.
  
Colossal (2016)
Colossal (2016)
2016 | Comedy, Drama
A Marvel-ous Indie Movie
Well!! I’ve been really surprised (in a good way) by two films this year, and both have involved monsters (the first being “A Monster Calls” back in January).
It’s really difficult to categorise “Colossal” – imdb classes it as a “Comedy, Action, Drama”. Comedy? Yes, but it’s a very dark comedy indeed. Action? Hmm, not really… if you go to this expecting ‘Godzilla 2’ or some polished Marvel-style film (not that I was!) you will be sorely disappointed. Drama? This is probably the nearest match, since at its heart this is a clever study on the people and relationships at the heart of a bizarre Sci-Fi event.

Anne Hathaway (“Les Miserables”) stars as Gloria, a borderline alcoholic-waster sponging off the good-natured but controlling Tim (Dan Stevens, “Beauty and the Beast”) in his New York apartment. When Tim’s patience finally runs out, Gloria returns to her hometown to an empty house and the attentions of a former school friend, bar owner Oscar (Jason Sudeikis), who clearly holds an unhealthy fascination with her. Borrowing an idea from “A Monster Calls”, at a specific time in the US morning a huge monster appears from thin air in Seoul, South Korea, killing people and smashing buildings in a seemingly uncoordinated and random way. Bizarrely, this only happens when Gloria is standing at a particular spot in a particular kid’s playground. Could the two events possibly be related?

I always like to categorize films in my head as being “like” others, but this one’s really difficult to pin down. It borrows its main premise from a famous scene in “E.T.” (indeed one also involving alcohol) but the film’s fantasy elements and dark undertones have more similarities in style to “Jumanji”. Then again, there are elements of the Kaufman about it in that it is as weird in some places as “Being John Malkovich”.

 The film stays on ‘Whimsical Street’ for the first half of the film, but then takes a sharp left turn into ‘Dark Avenue’ (and for “dark” read “extremely black and sinister”). It then becomes a far more uncomfortable watch for the viewer. The metaphor of the monster for Gloria’s growing addiction is clear, but emerging themes of control, jealousy, violent bullying and small-town social entrapment also emerge.
Here the acting talents of Hathaway and Sudeikis really come to the fore: heavyweight Hollywood talent adding some significant ‘oomph’ to what is a fairly modest indie project. Hathaway is in kooky mode here, gurning to great comic effect, and this adds warmth to a not particularly likeable character. And Sudeikis (more commonly seen in lighter and frothier comedies like “We’re the Millers” and “Horrible Bosses”) is a surprise in the role delivering some real acting grit.

The writer and director is Spaniard Nacho Vigalondo. No, me neither. But he seems to have come from nowhere to deliver this high profile cinema release, and it would not be a surprise for me to see this nominated as an original screenplay come the awards season. His quirky style is refreshing. (Hell, delivering ANY novel new summer movie that is not part of a franchise or TV re-boot is refreshing!)
The film’s not perfect, and its disjointed style can be unsettling. While the lead characters are quite well defined, others are less so. Joel in particular, played by Austin Stowell (“Whiplash“, “Bridge of Spies“), is such an irritating doormat of a character that you just want to thump him yelling “Do Something you wimp” to his face!

I am normally the first to pick scientific holes in a story, but here the story is so “out there” that the details become irrelevant, and – like “Guardians of the Galaxy Vol 2” – the film revels in its absurdity. (There is however a jumbo jet sized hole in the plot if you think about it!) But some of the moments of revelation (particularly one set in a wood) are brilliantly done and you are never quite sure where the film is going to go next. I was concerned that the ending would not live up to the promise of the film, but I was not disappointed.
Like “A Monster Calls” the film will probably suffer at the box office by its marketing confusing the audience. People will assume it’s possibly a “monster movie” or maybe a piece of comedy fluff (particularly with Sudeikis in the cast), but in reality it’s neither of these. It won’t be to everyone’s tastes for sure, but in the bland desert of mainstream movie releases, here is an oasis of something interesting and novel and in my book definitely worthy of your movie dollar. Recommended.
  
The Magnificent Seven (2016)
The Magnificent Seven (2016)
2016 | Action, Drama, Western
8
7.4 (33 Ratings)
Movie Rating
A Hornery Exit.
As a big fan of the original – a staple of many Bank Holiday afternoons in my youth – I was prepared to be sniffy about this remake and came to the film on my high-horse (I left that tied to the rail outside the cinema by the way). But I was surprised to have my expectations reset.
 
Possibly on the basis that Trump has been given the Mexican’s a good bashing lately, the villain of the piece in this film is updated from Mexican bandit Calvera to Sacremento based land-snatcher and all round bad-egg Bartholomew Bogue (an expressionless Peter Sarsgaard). After ripping through some of the inhabitants of Rose Creek in a brutal pre-title sequence, widowed sharp-shooter Emma Cullen (Haley Bennett, “The Equalizer”) heads into the West on a recruiting mission for hired guns. She first recruits the bounty hunter Chisholm (sing “Chisum, John Chisum…”… no, sorry different Western) played by Denzel Washington. Washington matches Yul Brynner’s famous black outfit, and unlike Brynner is obviously able to finish off the ensemble naturally!

They recruit another six (who’d have thought it?) including wise-guy gambler Faraday (Chris “Guardians of the Galaxy” Pratt); famed confederate sniper Goodnight Robicheaux (Ethan Hawke); his nifty knife throwing Asian sidekick (but good for the Far East box office) Billy Rocks (Bjung-hun Lee, from Terminator: Genisys); and religious bear-of-a-man Indian-hunter Jack Horne (Vincent D’Onofrio, “Jurassic World”). After trying to whip the incompetent townsfolk into shape, and setting some Home-Alone style surprises, the stage is set for a showdown as Bogue whips up an army to re-take “his” town.

I like classic Westerns, with John Ford’s Rio Bravo being a particular favourite. In my view the problem with many modern Westerns is that they try too hard to shock (Tarentino’s recent “Hateful 8” was a case in point: a promising start ruined by gratuitous over-the-top violence). “The Magnificent Seven” doesn’t make that mistake, and while the squib-master and blood-bag boy are heavily employed throughout, nothing is too excessive: in fact, my view – and I don’t often tend in this direction – is that the censors rather over-egged the UK 12A rating on this one and could have gone with a 12. Director Antoine Fuqua has produced a film that is highly respectful of its heritage: perhaps to the point where many scenes might be deemed to be clichéd. But I personally warmed to that.

Denzel Washington was born to be in a Western like this and the emerging Chris Pratt does his star potential no harm by turning in a stellar performance adding both levity – with some whip-sharp lines – and screen presence in the role made famous by Steve McQueen. (Although no one comes close to the screen presence of McQueen…. Look up “real man” in the dictionary and his picture is there!) Also effective is Ethan Hawke in the nearest thing to the Robert Vaughan character in this film.

Where the adapted script by Richard Wenk and Nik Pizzolatto falters somewhat is in the motivations of the characters, which come across as superficial and unconvincing. (Perhaps “selling” was a whole lot easier in the Old West?) It is even unclear at the end of the film whether the survivors (and I hate to be the bearer of bad news, but the seven don’t all make it!) actually take their payment, or even a “share of the gold” that the town is sitting on. It makes for an unsatisfactory closure. The degree of racial harmony present in the film is also difficult to buy into, and the script could have made something more of this.

The film soundtrack marks the swan-song of the late James Horner, so tragically killed in a plane crash last year at the age of just 61. As the natural successor to the great John Williams and the late Jerry Goldsmith, Horner’s loss was a terrible one. The film is dedicated to him. Although the soundtrack was completed by Simon Franglen, there are flourishes of classic Horner, most notably in the first Rose Creek showdown scene. There is also a treat to the ears over the closing credits which is very welcome.

Although the film draws natural comparison with its 5* classic predecessor, this is a good film in its own right – a genuinely pleasant surprise. Perhaps its done well enough that we might get to now see a remake of “The Return of the Seven”. I hope so… “the Western is dead… long live the Western”!
  
Dodekka
Dodekka
2014 | Card Game
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?

Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?

When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.

However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.


Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.

All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!

What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.

I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
  
Christmas Lights
Christmas Lights
2018 | Abstract Strategy, Memory
A Christmas game? Me?? I have never really been super into Christmastime. My wife (and kids obvs) are mega Christmas fiends, and I am trying to get more into the spirit all the time. So when a call for reviewers went out for this one, I wanted to give it a shot especially now during mid-December. For my wife, of course. Certainly not for me… Certainly not for me.

Christmas Lights is a card game for two to six players that has each player attempting to organize their tangle of light strands into some sort of order. However, as the lights aren’t yet on players are working in the dark. Therefore players cannot see the lights they are untangling and will need help from other players along the way.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a game shuffle and place out the Event, Pattern, and Bulb card decks into their piles. Deal each player five Bulb cards face-down and two Pattern cards. Each player will also be given a random Character card and player aid card. Whomever is dealt the Santa character will be the first player. The players will consult their Pattern cards and choose one to begin working on initially. The game is now ready to begin!
On a turn a player has the opportunity to take four different actions, in their specific order: Play, Swap, Sale, and Refill. To Play one or more cards, simply choose it/them from hand and place it/them down to begin or continue the strand pictured on the first Pattern card in exact sequence order. Should a player wish to Swap cards with another player, they simply take the swap card from their hand and grab whichever card they please from an opponent’s hand to be placed in their own. Next the player may offer a card from their hand to be sold to other players during the Sale phase. Should another player wish to purchase the card, they spend not money but information to the seller. This information comes in the form of answers to yes/no questions about cards in the active player’s hand. Wait, why, you ask? Because player hands in this game are played facing away from the player, exactly like are played in Hanabi. That’s right, players do not see the cards in their own hands, but rather every other player’s hand. Once some or all of these phases have been played, the active player will need to Refill their hand back up to five cards. It is now the next player’s turn.

Each of these steps will need to be taken in order. Should a player not wish to Swap, for example, they may not hold a Sale and then decide to Swap afterward.

Some Bulb cards are special. These include the Broken Bulb, the Bubble Bulb, and the Plug. A player may place a Broken Bulb anywhere in their strand sequence as a temporary placeholder, but it will need to be covered up by the correctly-colored Bulb card in the future before the player is able to score the strand. The Bubble Bulb is essentially a Wild Bulb and can be played in place of any colored Bulb. However, once played it will remind the player to draw and play an Event card immediately. These Event cards may be either good or bad for the active player, so there is risk in playing the wild Bubble Bulbs. Once the first strand is completed per the appropriate Pattern card, the player will need to play a Plug card in order to connect their first strand to their next. Then the player will be able to begin work on their second strand.


Play continues in this fashion of blind play and deduction of held cards until one player successfully completes both of their Pattern cards. Every player will be able to take the same amount of turns, and if there is a tie between players the used Broken and Bubble Bulb cards will be taken into consideration to determine the winner.
Components. This is a card game. There are a lot of cards. The cards are all great quality, and though I have seen reports of flimsy stock or even see-through quality thickness, I have not had this issue (though I believe I have the second edition of the game, so that might be a difference existing between the editions). The art on the cards is very cute and endearing. Each color of bulb is also a different shape so our colorblind friends should have an easier time playing as well. Each card is laid out well and I have no complaints about components at all.

The gameplay is such that I believe players will either love or hate. Not being able to see the cards in your hand can certainly be stressful and frustrating, but it is a very light card game. Get over it. Again, if you have played Hanabi before, you know the feeling. But it changes the game so drastically when you have to remember what’s in your hand at all times, and when players are swapping with you left and right it is definitely easy to forget what’s going on in your hand. Not that I ever had that problem… Okay, it happens all the time, but I just laugh it off.

I do love this little game and am so happy I took a chance on it. Though I am still learning to love Christmas (Halloween is my jam), this game has a ton going for it. In addition to the game I have loosely described in this review Christmas Lights comes with a booklet that has rule sets for 12 different games that can be played with the included components. TWELVE EXTRA GAME MODES. That’s crazy! So when purchasing Christmas Lights people are actually purchasing 13 games in one box, with two of those modes being for Solo players. The variety and replayability here is off the charts and I am excited to play through the other game modes as soon as I can, and I know my wife will be into as well.

That said, having a Christmas-themed game that delights my wife and I equally is certainly something that I can easily recommend. Purple Phoenix Games gives this one a cheery 10 / 12 for its portability, variability, cute art, and great game play. If you see it in stores, pick up a copy. I am going out on a limb and saying that you could even play this game when it’s NOT Christmastime and still have a great experience with it. If you are looking for something a little different and like Hanabi but wish for something else, give Christmas Lights a shot. Hopefully you will find it as charming as we both do. Oh, and a little pro tip: pour yourself a mug of chai and grab a gingerbread cookie whilst playing. Not necessary, but it certainly works for us. Happy Holidays, ALL holidays, everyone!
  
The Quest Kids
The Quest Kids
2021 | Fantasy, Kids Game
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!

The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!

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 from the publisher online or from your FLGS. -T


To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.

Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).

Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.


Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.

Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.

The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.

Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
  
The Imposter Kings
The Imposter Kings
2021 | Card Game, Deduction, Medieval, Science Fiction
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading to find out!

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. -L

The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!

On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!


That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.


Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.