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Space Kraken
Space Kraken
2021 | Adventure, Book, Dice Game, Exploration, Horror
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…

Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L

Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!

A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.


The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.

Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.


Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
  
Transformers: Age of Extinction (2014)
Transformers: Age of Extinction (2014)
2014 | Action, Sci-Fi
There's a lot of good, fun, over-the-top, explosive action! (2 more)
Age of Extinction features an incredible showcase of special effects.
Great acting from Tucci and Grammar, and a solid new star for the franchise with Mark Wahlberg.
With a 2 hour and 45 minute run-time, the movie goes on far too long and loses steam before the finale. (1 more)
The plot is completely overloaded with enough content to easily cover two films.
Transformers: Age of Extinction is a fun summer movie that sticks to Michael Bay's usual mode of operation, but it's jam-packed and overly ambitious, stretching the run time far longer than it ever should.
After the events of Transformers: Dark of the Moon, referred to in the film as The Battle of Chicago, the surviving Autobots are being hunted to extinction. The United States government is bent on exterminating all Transformers, good and bad, believing them to be an unwelcome global threat. All the while, the hypocritical government has simultaneously partnered with a wealthy inventor who is trying to create his own superior, man-made variations of Transformers. Furthermore, they’re working with the help of the Transformer bounty hunter Lockdown to search out and annihilate Optimus Prime, the famed leader of the Autobots. Prime has been forced into hiding and has sent out a distress call encouraging his comrades to follow suit. When amateur inventor Cade Yeager inadvertently stumbles upon a disguised Optimus Prime, he helps to repair the damaged Transformer who must reunite with his remaining allies to fight for their right to live.

Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.

Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.

Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.

While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.

On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.

Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.

(This review was originally posted at 5mmg.com on 9.22.14.)
  
Abstract Academy
Abstract Academy
2022 | Abstract Strategy, Card Game
There’s just something about a well-thought out and appealing box cover to really get you into it, am I right? Look at that graphic. The negative space used for the A and Y in AcademY is just sublime! Wait, I recognize those names on the box. Didn’t they also design some other games I enjoy? (1 minute later after consulting BGG) IT’S THE TEAM BEHIND TRUFFLE SHUFFLE, POINT SALAD, AND DOLLARS TO DONUTS?? I love those games! Oh, this is going to be good! AND it’s from Crafty Games? Boom. Gotta be a hit, I just know it. But where is all the food?

Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.

DISCLAIMER 1: 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

DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.


To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!

Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.

Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.

In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.


Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.

I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.

Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.

The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.

I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.

If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.