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Fantasyland: How America Went Haywire
Fantasyland: How America Went Haywire
Kurt Andersen | 2017 | History & Politics
4
4.0 (1 Ratings)
Book Rating
Why do I have a feeling that the guy who wrote this just went on a rant and decided to put that whole rant into one giant ass book?

Don't get me wrong. This book has a couple of points, especially when he discusses religion and the Salem witch trails. However, when he starts getting into the more modern points of fantasy, either I didn't see it at all, or he was basically really poking fun at what the whole point of fantasy really is.

The title of the book is Fantasyland: How America Went Haywire. If he's going to use the word "Haywire" in a title, he better show pretty clear examples of why America is being flushed down the toilet. Poking fun at people cosplaying, playing video games, and being able to have fun at Disneyland or Disney World is not a point to say why America seems to be failing as a society. In fact, I can make a counterargument by saying that flights of fantasy in those contexts are actually forming the culture, not destroying it. Because of the evolution of entertainment (such as film, video games, etc.), it's easier to envision fantasy stories come to life. Before that, we had books, and no one was poking fun at books throughout this entire giant essay. Not only is that missing the forest for the trees, but it makes the argument of people being shown too much fantasy through visual mass media is a very shallow take on the topic of fantasy.

Also, the premise of the book talks about how people are arguing that Trump is ruining America because of his bullshit (and they're not wrong). I expected the book to discuss politics more in depth as a way to add onto the fantasyland argument. The book doesn't even do that, not even at the end when it "comes full circle" back to the Trump argument. If anything, the book kinda let it slide that it was for Trump and his radical ideas rather than finding flaws in them as people would expect. Look, if the book ended up explaining why Trump was trying to escape the Fantasyland argument, I'm all for reading that to make my own points. However, by just simply saying that Trump is being more realistic without any real reason, that also makes this essay a shallow writing. People want to read on why Trump has realistic views or not. If the point of this essay is talking about how fantastic ideas are plaguing a great nation, why not add that into the mix?

This essay was a real hit and miss for me. For something that's as thick as War and Peace, I expected this essay to have as juicy material as War and Peace, but it doesn't. It's just a 500 year rant on how "stupid" society can be, and that lost me as I finished the book.
  
Sunshine (2007)
Sunshine (2007)
2007 | Drama, Sci-Fi
The sun is dying and the Icarus project is sent in to fix the problem. Robert Capa and the Icarus team go out into space in hopes of re-igniting the sun with a stellar bomb that's equal in mass to Manhattan island. It's been sixteen months since the team first left earth and they're about to enter the blackout zone...a bit earlier than expected. This means they won't be able to send or receive messages back home after they reach this zone. This is only the beginning of their problems as they realize that no matter how prepared they thought they were...things can and will go wrong in phenomenal ways.

I've got to say right off the bat that this is one of my favorite films to come out in recent years. I think it's an almost perfect film. The film had a science advisor and it shows as it's a very intelligent film. The Danny Boyle films I've seen have been good, but I think this one is my favorite thus far. It's another film that is beautifully shot. Every frame is just oozing with vibrant colors and Boyle's style bleeds through in every scene. Cillian Murphy is impressive, as always. He's another actor I feel deserves more credit than he's given as he impresses me more and more as his talent seems to shine that much brighter in each film he's involved with. Chris Evans was the guy who surprised me in this. It's not a role you'd expect to see him in after seeing him in films like Not Another Teen Movie and Fantastic Four. He's in top form though and he fits into this role in ease. This is also one of the few films that I really enjoy the soundtrack, as well. When a soundtrack enhances the movie experience instead of taking away from it, it only makes the film that much better. This is one of those soundtracks.

As great as the film is, it's greatest strength is its biggest flaw. They did have a science advisor and it helps make the film more believable, more intelligent, etc. The things that were changed to add suspense or for whatever reason other than to make the film more believable or as factual as possible make the film seem a little farfetched at times. It's really only a minor nitpick and it doesn't take away from how superb this movie really is.

Sunshine is a film any science fiction or horror fan should see. It's mostly a science fiction film, but the last half or so is pure horror. There's definitely an Event Horizon feel to this film. It's an interesting formula that pays off pretty well in the end. The film looks fantastic as every shot seems to jump off the screen in vibrant color. It's very well written and pretty believable(given the circumstances). The acting is top notch and it's a film I highly recommend to anyone I can.
  
Léon: The Professional (1994)
Léon: The Professional (1994)
1994 | Action, Drama, Mystery
Heart-racing Drama
Against his better judgement, a hitman takes in a little girl after her entire family is slaughtered.

Acting: 10
Loved Jean Reno as Leon the hitman as it is inarguably his greatest performance. You can tell very early on this is a guy you don’t want to mess with. Despite his excellence, Natalie Portman outshined everyone, even Reno, in her role as Mathilda, a revenge-seeking girl that has to grow up before she’s ready. She leaves such an impact from the way she harbors rage and sadness, sometimes within the same scene. While young, this is also one of her strongest performances as an actress. When you’re getting the best of your two stars, you know you have a great movie on your hands.

Beginning: 10

Characters: 10

Cinematography/Visuals: 8

Conflict: 7
I think my issue with the actual conflict throughout the duration of the movie stems more from how amazing the beginning is. The first ten minutes of the movie almost spoil you into expecting the rest of the film to be that way. Alas it is not. It moves at a bit of a slower clip and you start to feel it playing out as more of a drama than an action movie. Don’t get me wrong, there is plenty of tension to be had, just not quite enough to blow me away.

Entertainment Value: 8

Memorability: 7
There is one particularly tense moment that had my heart racing: I don’t want to give too much away by setting the scene, but Mathilda is waiting outside of Leon’s door, pleading for him to let her in. Every single time I watch that scene, my heart leaps into my throat even though I know what’s going to happen. It’s that intense vulnerability that really sticks out. While the movie isn’t oozing with scenes to remember, say like my last review of Dirty Dancing, there was definitely enough to keep my attention.

Pace: 10
Once you understand that the movie is a drama and not an action film, you can respect the pace a lot more. The movie pushes character development and the relationship between Leon and Mathilda. By the time the film reaches its conclusion, there is legitimate concern for their well-being because you’ve grown to like both of them.

Plot: 10

Resolution: 1
Did not like the ending in the slightest. I was hoping for more. Endings like this are fine when there is more closure. As bad as it was, I still enjoyed the movie as a whole.

Overall: 81
Leon: The Professional is a great movie to watch with someone who prefers drama over action and you’re trying to meet them in the middle. It is endearing to watch Leon and Mathilda’s relationship blossom with the mad world that has been thrust upon them. The action is subtle, but the movie is awesome.
  
The Hobbit
The Hobbit
J.R.R. Tolkien | 1937 | Children
10
8.4 (144 Ratings)
Book Rating
See the latest version of this review over on Ramble Media http://www.ramblemedia.com/?p=19585

Wow, am I glad that watching the film made me want to reread this timeless classic! I first read this as an eleven year old at school, trying to prove a point to a teacher that a child could read a book like this. I succeeded in reading it, thought the fantasy great, but remembered very little of the story or the fact there was another epic adventure waiting to be told by the much praised JRR Tolkien.

How I have missed out! The story follows a very plain, and at times fussy, Mr Baggins of Bagend, a Hobbit of Hobbiton, in the 'reasonable West', as he takes an adventure, in the company of 'dwarves' to save their long forsaken home. The company encounter many trials and tribulations along the way, from angry goblins, to giant spiders, to meddlesome elves and even Smaug the Terrible, but they triumph over them all.

Honestly, I cannot give praise enough for the book, and many have done so before in, what I am sure, will be better expressed reviews and accolades of praise, so I will aim to keep this short and sweet, picking up on key, outstanding features that bowled me over. The first thing I have to raise is the characterisation. The 'cast' of assembled characters, from the main company of the dwarves, to the helpers and and those that hinder them along their journey, are all thoroughly well explained by the creative use of authorial voice in the narration of events. Mr Baggins is, although a little fussy at times, an incredibly likable character, as I'm sure most hobbits are, who's funny outbursts and ideas make him the comedy relief at tense times. He is also, without a doubt, the brains and drive behind the adventure, once Gandalf has left, and proves that anyone, no matter how small can be a hero - a great quality to see in a major character who is less 'normal' than most as too often it's the popular, stereotypical heroes that dominate literature! Thorin and his company of bedraggled dwarves are a barrel of laughs at times (no pun intended!) and are all well developed in what is a relatively short story.

And that, I suppose, is the best feature of this book, for me at least! The development of plot, characters, scenery and everything else you could possibly wish to know about anyone involved in a story (eg background history etc) is all given to you in abundance, but they never overpower each other, they are instead woven intricately together in a brand of storytelling that belongs in oral tradition, not in words on a page. It is clear, especially after reading the foreword, that the Hobbit originated as a story to be told, not read, and incredibly, that makes it all the more readable as it hooks you in a way few books ever will. It aims to drag you, however reluctantly or willingly, into the adventure and take you away from your own little, safe, hobbit hole across the Shire and the Wild, and everywhere else they travel, with you feeling completely immersed as the final member of the company, but one who goes as unnoticed by the others as if you were wearing Bilbo's ring. However, the extremely clever thing that Tolkien does, and of this I am supremely envious of as I wish I could do this in my own writing, is that even though you feel so well informed, you still want to know more about them, and for the creative among us, we want to fill those gaps with our own imagination! Very rarely do I come across an author who manages to inform, excite, engage, and engender creativity in such a way in under 300 pages.

Finally, I guess I have to give credit to the wonderful drawings accompanying the text. Beautifully drawn, incredibly supportive of your own imaginative process, yet strangely, not limiting in letting you continue to let your imagination wander. The are a wonderful addition to the book, and I say that as someone who doesn't think a real book should have pictures, and add a greater accessibility to all of the new experiences you encounter as you travel through the story to the Lonely Mountain at the end.

And so, I draw my ramblings to a close, however there is plenty more to be said, that will be left unsaid, partly due to my desire to go and read Lord of the Rings for the first time as a result of reading The Hobbit. I can only conclude with the highest praise for this story, and the highest level of recommendation to anyone who has not yet read it, or those like me that think because they read it as a child it counts. This is a book that should, and deserves, to be read over and over again, and one of those occasions should be reading it aloud to a child, as that, is the only way to truly experience the wonderful story weaved by a master storyteller.
  
Detroit: Become Human
Detroit: Become Human
2018 | Action/Adventure
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.

While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
  
Monster Stomping: Heroes
Monster Stomping: Heroes
2020 | Card Game, Fighting, Science Fiction
Godzilla. King Kong. Goldar. Large monsters that terrorize cities. We’ve all seen ’em. They’ve kicked in our schools, workplaces, and neighborhood parks. Luckily, even greater heroes are around to save the day and protect our livelihoods with their amazing superpowers. What, just my neighborhood? Oh. Well, get ready to play a game based on my neighborhood superhero and the kaijus that wreak havoc and bring devastation everywhere they tread.

Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!

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, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.

A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.

If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.


Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.

Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.

What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.

I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.

So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
  
Scoville
Scoville
2014 | Farming
Have you ever had that thought, where you were sitting, wondering, has there ever been a board game based on “x” theme? Something really obscure, that you were for sure no one has ever thought of before. I think those of us that are avid collectors have this thought often, and it can be quite amusing at times. Sometimes the thought enters our head as this grand world domination scheme where you are going to be the first person to invent this new abstract and ludicrous board game that everyone is going to buy, making you filthy rich! And other times, the thought is just one of those that exists at the very far back stretches of your brain, jusssst to see how comical a title/theme you can come up with. Well, let me welcome everyone to “Scoville” – the board game I bet you never thought existed…..well, until now that is.

“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.

Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.

While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)

While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
  
Battlestar Galactica: The Board Game
Battlestar Galactica: The Board Game
2008 | Bluff, Deduction, Entertainment, Political, Science Fiction
Welcome aboard the Battlestar Galactica, a ship home to the remnants of the human race. After an uprising and near-annihilation by the Cylons (cyborg workers/soldiers created by the humans), the human survivors have taken to space to outrun their mechanical enemies and search for a new world to inhabit. Hardly a walk in the park, this journey through space is filled with many challenges – from fuel and food shortages to mutiny and battles for power. The biggest challenge of all, however, is that the Cylons have advanced to such a high level that they actually appear to be human. Are the Galactica’s misfortunes just bad luck, or are they being orchestrated by a Cylon who has infiltrated the ship and is yet to be discovered? Who can you trust? Which race will end up victorious?

Disclaimer: There are several expansions for Battlestar Galactica. This review will not take any expansions into account, and will focus solely on the base game. Also, I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the gameplay. – L

To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. Each player selects a Character, and receives the corresponding Character sheet and tokens. Based on the Characters selected, one player will receive the President title and another the Admiral title. Depending on how many players there are, a Loyalty deck is created and each player is secretly dealt a Loyalty card – either “You are not a Cylon” or “You Are a Cylon.” The Loyalty cards determine how you will play the game: human players win if they complete their given objective, and Cylon players win if they prevent the humans from completing their objective (by depleting resources, successfully invading the Galactica, or destroying the Galactica itself). The game is now ready to begin!

Battlestar Galactica is played over a series of rounds in which players take turns moving, performing actions, playing/drawing cards, etc. until either the human players or Cylon players have won the game. A player’s turn consists of 4 main steps, carried out in the following order: Receive Skills, Movement, Action, and Crisis. To begin your turn, you will draw Skill cards according to the skills listed on your Character sheet. Skill cards can be used to address crises or can provide special abilities. In the next step, Movement, you may move your Character to a different location/ship (all provide special actions). After moving, you will then choose one Action to perform – either listed on your current location, Character sheet, by using a Skill card, or you may choose to perform no action at all. Once you have completed your action, draw the top card of the Crisis deck, and resolve it. Depending on the Crisis card drawn, you may need to then Activate Cylon Ships or Prepare for Jump (more on this in a bit). If neither of those are listed on the Crisis card, then your turn ends and play moves to the next player.


I know that seems like a lot, but each turn of Battlestar Galactica can essentially be broken down into 2 phases: Player Actions and Space Combat. The first phase, Player Actions, is what is detailed above – drawing Skills, Movement, Actions, and drawing Crisis cards. This phase is where players make progress towards their objectives. Certain Actions or Skill cards earn specific rewards necessary to move forward in the game. Crisis cards can consist of Cylon attacks (activating and adding new Cylon ships to the board), Skill checks (all players secretly contribute Skill cards to either aid or sabotage the Skill check), or Events (resolved immediately). The second phase of play, Space Combat, takes place after the Crisis card has been drawn on each turn. Certain Crisis cards will show icons of Cylon ships, indicating that they are to be activated for combat, launched into play, or moved around the Galactica. Cylon ships will act based upon an action hierarchy, detailed in the rulebook. If the drawn Crisis card has the “Prepare for Jump” icon, move the fleet token forward on the Jump Preparation track, jumping the fleet if necessary (and moving the humans closer to their game-end objective). I have purposefully left out some elements of play, for you to discover on your own, or because they just provide intricate detail for the steps and actions described above. When the game-end objective is met by either the human players or the Cylons, the game is over and that respective race wins the game!
To say that there is a lot going on in Battlestar Galactica is quite an understatement. There are several rules and game elements that I did not touch upon, just because if I did then this review would be too long. With so many elements in play and of which to keep track, this game is not exactly for the faint of heart. The gameplay is very involved and requires a good amount of strategy – this is definitely a game that could take up most of a game night to play. That being said, I love this game. There is a lot going on, but that just provides players with so many different strategies to complete their objectives. Maybe you want to focus on dealing with Skill checks or Crisis cards, but maybe you’d rather think offensively and be prepared for any potential Space Combat. Can you help the crew efficiently manage its resources, or position its fleet to protect the Galactica itself? Your strategy must be adaptable at a moment’s notice to help you complete your objective….whatever it may be.

Speaking of which, the fact that there may or may not be secret Cylon players attempting to disrupt your plans really takes a hidden identity game to the next level. Cylons want to sabotage the humans, but in subtle ways as to not be found out – because once a Cylon is revealed, the humans can target and hinder their turns. Can you convince the humans that your previous actions were honest mistakes, or will they catch on that you are trying to undermine their efforts? The elements of deception and bluffing in this regard make the game much more immersive and make it feel realistic – there is a traitor among us and we have to find them, while also completing our own objectives. You really start to question who to trust and how your own actions can be perceived by your fellow players. There have been times, when playing this game, that we have taken breaks for dinner or snacks, and all players pocketed their cards rather than leave them on the table, vulnerable to sneaky opponents. Battlestar Galactica is definitely engaging for all players, and for such an involved and lengthy game, that is something to be applauded.


Let’s touch on components for a minute. The production quality of this game is great. The cardboard elements, including resource dials, are thick and sturdy. The cards and Character sheets are quality, colorful, and feel good in hand. And the plastic ships are well made too. The artwork consists mainly of screen caps from the TV show (which I admittedly have not yet seen…) but the theme and cohesiveness of the components makes for an immersive and engaging game overall.
In general, I am not a person who enjoys hidden identity games – simply because I am a bad liar and get found out almost immediately. However, the way this mechanic is incorporated into Battlestar Galactica makes it more a game of strategy than simple deception. And games of strategy are what I truly love. Managing your hand of Skill cards to best overcome Crisis cards, thinking tactically about how to deploy your fleet and battle Cylon ships, and having to determine who among the crew can actually be trusted keeps all players engaged across the board. Nobody can just sit back and relax, every single turn can drastically affect the outcome of the game. Everyone is in it, and that is what I love about this game. Purple Phoenix Games gives it a 11 / 12. This game has been out of print for a while now, but if you ever get a chance to play – jump on it! You don’t have to know the show to enjoy the game. Trust me, I haven’t seen a single episode yet.