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Versusyours (757 KP) rated The Karate Kid, Part III (1989) in Movies

Nov 7, 2019 (Updated Nov 7, 2019)  
The Karate Kid, Part III (1989)
The Karate Kid, Part III (1989)
1989 | Action, Drama, Family
War on bonsai and sporting decency
Contains spoilers, click to show
I remember this film from a trip to the cinema on its release in 1989 and I recall fly kicking my way out of the cinema and into the mean Scottish streets. I am now at an age where fly kicking would be an effort in itself I decided to review it from my older and more critical eye.

 

It begins with a return to Part 1 to re-establish the bad blood Daniel (Ralph Macchio) and his aging sidekick Mr Miyagi (Pat Morita) have with John “I saw things in Vietnam” Kreese. This part I couldn’t let slide with me this viewing as the attempted punches by Kreese to contact Mr. Miyagi were as expected as Xmas day falling on the 25th of December each year. One failed attempt was followed by the same type of punch and the same outcome of bloody and smashed knuckles and an insurance claim for the car owners. After this we return to the present and a skulking and hobo like Kreese seeks the refuge of his ponytailed, rich and so 80s stereotyped “you know he is evil due to his involvement in toxic waste” comrade from the past Terry Silver.

 

Possibly due to giving him his shampoo and conditioner in Vietnam to maintain his ponytail or his heroics in battle, this remains unknown at this time.

 

What about Daniel and Miyagi you may ask well they are in for an unwelcome surprise when the housing complex they live in has been earmarked for redevelopment. To make matters worse unbeknown to Daniel his Uncle is ill and his mum must have been too busy with this to let Daniel know he is homeless as well as heartbroken after his holiday romance turned sour. Great use of a sentence to end a previous films love interest and subsequent relationship, one of films greatest tricks. At least he has a wad of money for college in his pocket to repair his broken heart. Spoiler alert neither the wad of money and the broken heart are the same for long.

 

So as it stands not much karate from Daniel but the use of Mr. Miyagi’s subtle use of Daniel as a glorified maid still exists as they branch out in the cutting world of Bonsai. Remember that college money well now its rent and utilities money after luckily realising there are no more Bonsai shops in the street and even luckier there is a pottery shop with a young lady for Daniel to obsess over and fight for her honour as he shows a propensity for in the previous films. The fact that she has a boyfriend only spurs Daniel on like the initial film in the series and makes her more desirable in his lusting eyes.

 

Enter the 80s Dragon it a supped up Zach Morris Karate Bad Boy, Mike Barnes who is wearing black to dictate his evil intentions. This guy could spell trouble for Daniel as he has links to Silver and thus the plot to ruin Daniels life and happiness for winning a local karate competition the year before takes seed. As someone who has played sports the format of the All Valley Karate Championship, which has been inexplicably changes to allow the defending Champion to only fight in the final where his battle wary and exhausted opponent will be easy prey for a crane kicking Daniel, makes no sense. Maybe Daniel is sick of being typecast as The Karate Kid but this area of the story annoyed me more than a grown man should as initially Daniel can’t even be bothered to sign up for this one fight but after some lying and coercion and some innocent Bonsai paying the price for The Karateless Kid.

 

More pressure from Barnes and his goons and more Bonsai casualties before Daniel and Mr. Miyagi are split between the tournament and after Daniel decided he will fight that 10 minutes if his life for another sweet trophy. With his training regime disguised as housework and child labour now running low, Miyagi wont train Daniel and thus pushing him into Silvers ponytailed clutches. The once meek and defensive Daniel learns that attack is more effective than Miyagi’s training and with another wooden victim (a repeating plot line in this film) being pummelled and the wax punched off it, Daniel is ready to be the badass he always threatened to be. A night out ends in a broken nose of a Silver bribed punk, Daniel questions who he has become and changes his mind about the tournament once more, only for Silver to admit his true intentions to ruin Daniel as a human being and to avenge John Kreese who is not dead as first explained but high on revenge and the smoking of broken kids karate trophies. They give the new and improved Daniel a beating until appearance of Mr. Miyagi, who may or may not be stalking Daniel, who uses his small but deadly side step and legs to defeat the 3 grown men with ease. There is nothing like a good beating to mend a relationship and together the Bonsai Brothers are back and for the umpteenth time Daniel IS going to defend his title and we all hoped that Barnes would make it through the many rounds to get to the final. Hollywood prevails and after relaxing and watching his potential opponents tiring and having their face smashed in, Daniel like and later day Elvis gets on the stage for a quick round of his greatest hits. In Karate Kid tradition Daniel is good and Cobra Kai are bad, he has honour they are sneaky, they will cheat Daniel wont. Daniel wins as usual and takes his hollow victory and Cobra Kai is no more or until the invention of YouTube at least.

Overall this film fondly remembered until I watched it again. The lack of new ideas left me disappointed and broken like the cliff Bonsai and like that tree I will heal and grow but I will be left with the scars of the better and simple life I used to live. The inclusion of Glen Medeiros on the soundtrack was almost enough to save it and keep it respectable but alas it was not to be, this film is the 80s ponytail of memories; best left cut off.
  
Disney Villainous
Disney Villainous
2018 | Entertainment
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.

Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.

DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.

Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.

Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.

Play continues in this manner until one player has achieved their victory condition.

Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…

So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
  
Edison Jones and The ANTI-GRAV Elevator
Edison Jones and The ANTI-GRAV Elevator
Michael Scott Clifton | 2020 | Science Fiction/Fantasy, Young Adult (YA)
9
9.0 (1 Ratings)
Book Rating
If you've followed my blog for awhile, you know I have a thing for middle grade fiction. There's something so refreshing that I just love. When the chance to read Edison Jones and The ANTI-GRAV Elevator arose, I couldn't say no. The synopsis sucked me right in, and I figured I'd be in for a great adventure. I wasn't wrong.

Edison Jones is a 12 year old seventh grader. After a car accident (that really wasn't an accident) left him paralyzed from the waist down and killed his parents, he's been living a very sheltered life with his grandpa. Edison isn't like most 12 year olds though. He's highly intelligent and has come up with a way to invent a anti-gravity space elevator. He's just go to prove to NASA that it works. Oh, and he's also being enrolled into the local public junior high school for the first time which also presents problems of its own. Edison will have to prove his space elevator has what it takes while also navigating the new realm of school and friendship if he's going to make his dreams come true.

The plot for Edison Jones and The ANTI-GRAV Elevator definitely was an interesting one for sure. While there are similar books out there, Michael Scott Clifton really made his book stand out. I liked how the main character had a disability which made it harder for him when it came to everything. It's refreshing to see a main character that's different from the mainstream. There is a bunch of science speak and terminology which can be a little overwhelming for the average person, but eventually, you get used to it. Plus, you don't need to know all of the terminology to enjoy this book. Context clues are also available to help make the terminology a bit more understandable. Descriptive scenes abound throughout this novel which makes it very easy to get lost in this book. In fact, many times I forgot where I was because I was so focused on this novel. The anticipation that Clifton sets up for major events throughout Edison Jones and The ANTI-GRAV Elevator is done brilliantly. I was definitely holding my breath and turning the page quickly to find out what would happen next especially when it came to scenes with the Breakstone twins, the robotics competition, the last junior high football game, and the launching of Edison's space elevator! The build up in those scenes was amazing! The ending does leave the possibility of another Edison Jones story being released in the future.

One thing that did irk me quite a bit was the stereotype that all of those who live in mobile homes are trashy. I felt like the author played into that a bit too much during one chapter. Here's one example which can be found at the end of chapter 26 when discussing Markie Franks who is a bully and Hondo's house (Hondo, Edison's friend, comes from a home where his mom chooses her boyfriend over him, and the boyfriend and Hondo don't get along.): "Markie's house surprised Edison. Although more modest than Bree's, it was also a brick home with an immaculate yard and appearance. He wasn't sure what he expected--maybe a mobile home with rusting cars on blocks in the yard--not the tidy home the bully lived in. Hondo...did live in a mobile home complete with a yard full of foot-high weeds. The only light came from the blue flicker of a TV through a grimy window next to the front door. With a grimace, Hondo got out and waved, his shoes pushing a path through the brown weeds and grass." It's stereotypes like this that make those who live in mobile homes easy targets for bullying as well as making those that live in mobile homes feel horrible about their life. It really shouldn't have been discussed like this at all. Not everyone who lives in a mobile home is trailer trash which is what I felt this book was implying.

I did feel like all the characters in Edison Jones and The ANTI-GRAV Elevator where very fleshed out and realistic. Edison is extremely intelligent when it comes to science, but he struggles with fitting in as he's been sheltered his whole life. Even though Edison isn't your average 12 year old when it comes to smarts, it was refreshing to see just how average he was when it came to navigating friendships and romance. I loved reading about Edison's thought process when it came to his crush on Carly as well as his friendship between Bree, Hondo, and Carly. I liked how Edison, for the most part, wouldn't give that bully, Markie Franks, the satisfaction of knowing that he bothered him. I admired Hondo after all he had been through. Throughout most of the book, I was trying to figure out if Hondo was a genuine person or if he would end up double crossing Edison. Bree and Carly were great friends to Edison, and it was obvious how much they admired Edison. I liked how they would stand up for him. The Breakstone Twins were also very interesting. I can't wait to see more of them in future books (if the author chooses to make this a series). I liked how cunning and calculated they both were.

Trigger warnings for Edison Jones and The ANTI-GRAV Elevator include some profanity, name calling including using the word pussy which I didn't like, some stereotyping, some violence, bullying, attempted murder, murder, a mention of drugs (being stoned), some underage smoking, and a mention of beer.

All in all, Edison Jones and The Anti-GRAV Elevator is a fantastic story that straps you in for a very exciting adventure throughout its pages. The plot is fantastic, the characters are diverse, and the action abounds. I would definitely recommend Edison Jones and The ANTI-GRAV Elevator by Michael Scott Clifton to those aged 13+ who seek adventure in their life. This would appeal mostly to those interested in science, but I think everyone who enjoys a solid story would like it.
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(A special thank you to Lone Star Literary Life for the tour and to Michael Scott Clifton for sending me a paperback of Edison Jones and The ANTI-GRAV Elevator in exchange for an honest and unbiased review.)
  
Aroma
Aroma
2020 | Game System
Hello. My name is Travis and I have a big nose. It has always been big, and I used to tell people that it is so because I could smell so much better than everyone else. For a while this was partly true. However, as I age I find that I am less and less amazing than I thought I was when I was younger. Enter a game that revolves around actually using this schnoz and its wonderful ability and I thought I would have it in the bag! I was wrong. Again.

Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.

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 of Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.


Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.

As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.

I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.

If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.
  
Neon Knights: 2086
Neon Knights: 2086
2018 | Modern Warfare, Racing, Sports
Some of us actually lived through the 1980s. Just barely, but I certainly remember the neon stylizations, the hair, the tight-rolled pants. It’s not a look I ever hope to reincarnate. However, what if the style of the 1980s reappeared in the future? Like in the 2080s? That would be kind of awesome, actually. Or maybe it would be more bodacious or tubular. In any case, some things never go out of style. Things like attacking your fellow racers as they try to pass on the left with their NOS and dangling repair arms. Just me?

Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.

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, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!

Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.

Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.

During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.

When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.

Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.

All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.

The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.

This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.
  
Zoom in Barcelona
Zoom in Barcelona
2019 | Travel
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.

In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!

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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.


NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.

Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.

The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.

Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.


Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!

Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)

So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.

I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.

Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.

Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
  
Tales from the Loop
Tales from the Loop
2020 | Sci-Fi
8
7.0 (4 Ratings)
TV Show Rating
Such is the competition for our attention on the major streaming services, and such is the daunting depth of choice, that sometimes something of real quality can slip through the net for a while. I like to think that eventually, everything gets the audience it deserves, because eventually enough people that appreciated it will find it and pass it on. But it is apparent that good things can go under the radar very easily for one reason or another.

Everything about the production and presentation of Amazon’s Tales From the Loop suggests they thought it might be a bigger hit, or at least they had enough faith in it to let it be different from the mass appeal conventions that apply to sci-fi shows. They have proved this many times in recent years, with shows like The Man In the High Castle and The Expanse favouring patient and mature story-telling over interminable flashbangs and whizzpops usually found in the more action based sci-fi on Netflix and others (The Handmaid’s Tale being another notable exception).

Having raised myself auto-didactically on the oldest traditions of science fiction writing in novel and short story form since my teenage years, I can say with some amateur authority that the point of using sci-fi ideas was always about the people and the parallels to social reality and politics that could be highlighted by putting them in a “what-if” situation. The lazer guns and spaceships and evil aliens were much more a product of Hollywood, and still are. Great science fiction writing can and usually does revolve around a very simple change to the world we know, an inversion or a convention or a technology that turns how we live on its head. At its best it is philosophical and moral poetry.

Tales From the Loop, inspired by the beguiling paintings of Swedish Artist Simon Stålenhag aspires to return to these principles, eschewing breakneck pace and unnecessary exposition at every turn – it is entirely content to confuse and sometimes even bore you with its patient, melancholy approach, testing almost if you are worthy to reach the prize of deeper meaning buried away in the final few episodes.

The idea of Stålenhag’s work is to juxtapose a familiar and mundane landscape with a detail of technology that does not exist in our reality. Often it is something broken, run-down or neglected, leaving a strange sadness and beauty behind that has you wondering who once made this and what was it for, and why is it no longer loved? The untold stories objects and hidden lives, secrets and desires that have been lost, is what this sensitive and delicate show is about. It is about the interconnection of lives caught in time, and the sci-fi / tech conceit is only the hanger that coat is put on. Which… I love.

The surface idea is that we are looking at the inhabitants of a small American town that once relied on farming and community, but now has been changed by the presence of an underground facility that deals with experimental physics and finding ways to make impossible things possible. They call it The Loop. It is never fully explained where it came from, or why, or what it is truly capable of – the mystery is always allowed to remain mostly a mystery – which, again, I love!

Many people in the town work at The Loop and rely on it for their livelihoods and collective economy, including Jonathon Pryce and Rebecca Hall, who are ostensibly the show’s main characters. But most folk have no idea what is really going on. Each episode focuses on one or two members of the community that interweave with one another; several important people begin as background dressing and become more prevalent as the full story of their lives and connections unfolds. But no one character is in every episode… which, you know, I love.

Their lives, that seem simple at first glance, are revealed to be complex tapestries of emotion and personal history, revolving around how The Loop has affected them and the things they love. The progression and unfolding of the detail is so deliberate and usually under-explained that very often you don’t realise the effect the full image will have. And when it does catch up with you it becomes a very moving and meaningful experience. Characters that you don’t understand or even like at first come into sharper focus as we reach the climax of the season and grow to learn why they are the way they are. The story arcs of Pryce and Hall in particular are very satisfying, tragic yet utterly beautiful to comprehend.

A lot of the criticism you will see about the show will concentrate on how slow it all is. I am totally convinced this is a deliberate artistic choice to weed out the thrill junkies. They are very welcome to go elsewhere, and it sounds as if many of them did, basing their reviews on one or two half watched episodes they couldn’t be bothered to engage with or wonder at. Which is why I think in time the respect for this as a work of art will come back around.

There is nothing to fault in the production at all. From the opening credits to the end of each episode, what you get is a very highly polished and considered look and feel, designed to evoke certain feelings over others – a wistfulness, an ennui, a bittersweet smile of knowing, perhaps. It invites you to watch patiently and relate, not to watch eagerly and expect… which, you know, I love.

The photography is crisp and well framed always; the music is subtle but effective; the dialogue is often sparing and well chosen (no detail is merely thrown away); and the direction is of a remarkably uniform vision, considering each episode is a different guest professional, including such prestigious names as Jodie Foster, Mark Romanek and Andrew Stanton.

I absolutely urge anyone that isn’t put off by a little sentiment to give this one a try. Sadness and regret in life is not something to shun and be afraid of, they are parts of human experience, and I love art that explores them as concepts. Put that art in a science fiction context and I am bound to love it even more. Like the final moments of Blade Runner, we know that one day all these moments will be lost in time, like tears in rain. We have to take time to see the beauty while we can, even if that beauty is painful.

It may not be for you – I don’t think it is better or worse than other things, just more… me. There is every chance that if it isn’t you… you will hate it. If you do begin, however, please see it to the finish before casting judgement – the final episode directed by Jodie Foster is truly wonderful: a pay-off of such emotion after your investment of seven previous stories, tying it all together perfectly. Rarely have I felt so stupid for not understanding the point of something sooner, or been more pleased that I hadn’t. The final moment of the season is literally unforgettable, and gets richer in my imagination by the day.

Will there be a second season? There certainly could be. Was it enough of a success to justify the investment? Hmm, not sure. Either way, it either sits as a perfect self contained collection of fine, old-fashioned sci-fi stories, or I’d be happy to see it expand, as long as the temptation isn’t to listen to the negative reviews and pander to the fast-food mentality that has already rejected it without fully understanding it. Because nothing needs to change here. A thing of beauty, recommended to those who like beautiful and delicate things.
  
On the Rocks
On the Rocks
2021 | Dice Game
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.

“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.

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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.

Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.

When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.


Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.

I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.

These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.

Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.

Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
The Grimm Forest
The Grimm Forest
2018 | Fantasy
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.

The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.

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, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.

After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.

The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.


The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.

Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.

Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.

I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.

So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.