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Space Plague
Space Plague
2021 | Abstract Strategy, Science Fiction, Space
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”

Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.

Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.

When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.


Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.

The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.

Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.

While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
  
Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
  
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Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games

Sep 5, 2019 (Updated Dec 2, 2019)  
Libertalia
Libertalia
2012 | Card Game, Pirates
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?

Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.

DISCLAIMER: 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 the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!

All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.

Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)

So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!

Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
  
Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
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Gareth von Kallenbach (974 KP) rated the PC version of Mortal Shell in Video Games

Oct 8, 2020  
Mortal Shell
Mortal Shell
2020 | Action, Role-Playing
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
No real direction on where to start (0 more)
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.

Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.

The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.

In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.

Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.

During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.

One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.

Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell

While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.

If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available

What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up

What I liked less: No real direction on where to start
  
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Bob Mann (459 KP) rated Soul (2020) in Movies

Dec 30, 2020  
Soul (2020)
Soul (2020)
2020 | Adventure, Animation, Comedy
Gorgeous to look at and listen to (0 more)
Like "Coco", perhaps not as appropriate for younger kids (0 more)
Soul is Pixar at its most cerebral
In the last few days I've seen Pixar's latest animation - "Soul" - described by various reviewers as a cross between "Inside Out", "Coco", "La La Land" and "Whiplash". I'll add to that some older movies with more obvious parallels with the story: 1946's "A Matter of Life and Death" with David Niven; 1941's "Here Comes Mr Jordan" with Robert Montgomery and its 1978 remake - a personal favourite of mine - "Heaven Can Wait" with Warren Beatty. For these all tell the story of someone plucked from the world a tad too early.

In "Soul", Joe (Jamie Foxx) is a talented jazz pianist always dreaming of getting to be a big time session musician. He is stuck though in a worthwhile but unappreciated job as a high school music teacher. But his luck is - temporarily - about to change when an old successful student (nice touch) recommends him to provide backing to the fearsome jazz star Dorothea Williams (Angela Bassett).

Just as things seem to going his way, an open manhole cover has other ideas, and Joe falls to his 'death'. Feeling his soul has exited the world too early, and just before he gets his big shot, Joe's spirit struggles to return to the world with the help of reluctant soul/recruit "22" (Tina Fey).

Pete Docter seems to have done it again with "Soul". The man behind Pixar's hugely successful "Up" and "Inside Out" has the magic touch with these animated classics. He's had more than his share of Oscar success. (Although having gone straight to streaming on Disney+, does it qualify for the Oscars this year? Or have they relaxed the rules?) Assuming it is eligible, you'd be a brave man to bet against "Soul" winning Best Animated Feature this year.

For there are some sequences of this movie that are breathtakingly effective. The fall of Joe from the "stairway to the great beyond" to the pre-life domain (as shown in the trailer) is a masterpiece of graphic design. (And do I detect in there a tribute to the "stargate" in "2001: A Space Odyssey"?) What makes these sequences distinctive is not the afterlife soul's or the "great before" souls, who resemble blue variants of Casper. It's the 'counsellors' of the realms. They are surreally drawn Picasso-style in 2D and - although easy to draw for preschooler's with a crayon - might be a bit of a stretch for them to relate to.

But will the kids get it? I know that my 6-year old grandson enjoyed watching it. But ultimately, this is principally a Pixar film squarely targeted at adults to enjoy. Indeed, the themes of death and afterlife might be disturbing for younger children (as in "Coco"). They will certainly struggle to understand the land of lost souls, where those obsessed with their work or hobbies (metal detecting! LOL!) are almost beyond reach. And surely the message of 'enjoying the everyday here and now' rather than getting too wrapped up in career or life goals will only be relatable to adults.

"Soul" is brim-full with Pixar quirkiness. As per normal, the movie has a lot of detail that will need multiple watches. And I can confirm that the pause button helps! For example, "22" has been an earth-apprentice for so many millennia that he has had just about every mentor who's ever passed through. His 'den' is wallpapered with "Hello, My Name is ...." badges, and a pause at that point reveals mentors as varied as Gandhi, Aretha Franklin, Albert Einstein and Stephen Hawking! And in the end titles, the usual list of babies born during production are "Recent You Seminar graduates"!

The movie also features two of the most distinctive voices from UK television. Graham Norton plays Moonwind: a sign-spinning hippy and lost-soul-sea piratical captain (I've honestly not been taking drugs). And Richard Ayoade, a UK TV regular but familiar to US audiences from his role in "The IT Crowd", plays Counsellor Jerry (well, one of them!). Alice Braga, as another Counsellor Jerry and most recently seen as the doctor in "The New Mutants", is another familiar voice

For once, Michael Giacchino doesn't get the scoring gig. Instead, this went to the "Nine Inch Nails" partnership of Trent Reznor and Atticus Ross. (The soundtrack for "Mank" was their most recent work). The music is perhaps not as immediately accessible as some of the previous Pixar scores. But I think will be a 'grower'.

I have a "but" in my review. I sobbed like a young child during parts of "Up". And similarly, I was a mess as 'Bing Bong' faded away in "Inside Out". And yet here, my tear ducts remained stubbornly unchallenged. Perhaps this is a personal thing, and others were a soggy mess after this movie. But, for me, it simply didn't connect with me at the same raw emotional level that Docter's other work (and indeed other Pixar movies) have done. So, for that reason (only), I'm going to hold off my highest rating.

It's highly recommended since, notwithstanding this, it's a magnificent effort. (At the 11th hour, it made my "Number 7" slot in my Top 10 of 2020). It's also worth noting that it's mildly groundbreaking in being the first Pixar movie with a black leading character.

(For the full graphical review, please check out the full review in One Mann's Movies here - https://bob-the-movie-man.com/2020/12/30/soul-is-pixar-at-its-most-cerebral/).
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

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, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
  
Ghoulash
Ghoulash
2001 | Exploration, Fantasy, Horror, Maze, Print & Play
Beef, elbow macaroni, tomato sauce, onions, garlic, many other spices. Combine. This is goulash.

Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.

When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?

DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. 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 a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!

On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.

Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.

The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!

Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.

I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.

That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.

Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
  
Cartographers: A Roll Player Tale
Cartographers: A Roll Player Tale
2019 | Fantasy, Territory Building
I have often wondered how cartography actually works. How was it that people with primitive tools were able to grasp the lay of the land and sea? And are we complete in our mapping of Earth or are there more secrets we have yet to discover? Thankfully, in Cartographers we aren’t really answering those questions, but other practical questions may arise.


Cartographers is a flip-and-write style game where players are competing to gain the queen’s favor and become the royal cartographer. While the main game focuses on finishing with a greater score than your opponent(s) the solo game is more relaxed. The solo player will be competing against their previous scores and comparing against the queen’s title matrix. Each game will be played over four seasons (rounds) and once the year is over the winner or title is claimed. Can you score 30 or more points to become a “Legendary Cartographer?”
To setup, lay out the Queen’s Edict cards that show A, B, C, and D. Shuffle each small deck of like-backed Scoring Cards and randomly place one from each deck underneath the Edict cards. Remove all the enemy Ambush Cards and shuffle one into the main deck of Explore Cards. Set the Season Cards in order: Spring, Summer, Fall, and Winter. Each player will receive one Map Sheet and a pencil. The game may now begin!

Each Season Card will feature a time threshold number that when met or exceeded will end the season. This corresponds to the time markings on each Explore Card drawn from the deck. For example, Spring allows 8 measures of time before it will switch to Summer. Explore Cards will usually show from 0-2 time measures on it, so seasons could change after four or more cards. At the start of each season, the player will flip an Explore Card to reveal which type of map element is requested and of which shape. The map elements are Forest, Farm, Water, Village, Mountain, and Monster. The shapes shown on the cards are reminiscent of Tetris-style shapes and also some others as well.

Once a card has been revealed, the player now will draw on their sheet the shape (or one of the shapes if more than one are shown) and fill it in with the matching symbol for map element type. If during this phase of the round the player surrounds the four sides of a pre-printed Mountain square they will score one coin and mark it at the bottom of their Map Sheet.

Should a Ruins card be revealed the player will flip another card to reveal the next card in line. Whatever shape and element is shown on the card AFTER the Ruins card will be used, with a twist. The shape shown on this card will now be required to encompass one of the pre-printed Ruins squares on the Map Sheet. If there are no legal spaces to place these shapes (or any shape on future cards) the player will be allowed to place a single 1×1 square on their Map Sheet anywhere they wish.

Should an enemy Ambush card be revealed the player will check which corner of the map the ambush takes place and will draw the provided monster shape in the closest area to the corner as possible. These are awarded negative points at the end of the seasons and can make large impacts on final scores.

After the elements have been drawn on the Map Sheet the player will check if the season ends. The season will end if the total number of revealed cards’ time measures equal or exceed the time printed on the Season Card (again, for example, Spring lasts 8 time). If not, then the player resumes another card reveal. If the time threshold has been met or exceeded then the player will score for the season by referencing the Scoring Cards that were placed under the Edicts at setup. For Spring the player scores Edict Cards A and B. Mark the score in the space provided at the bottom of the Scoring Sheet and flip the Season Card to the next season to begin a new round.


Play continues in this fashion until all four seasons have been played. At the end of the fourth season the game ends and the player will tally up their score to compare against the queen’s title matrix at the back of the rulebook. Not to brag, but my first game scored over 30 points, so I began this journey as a Legendary Cartographer.
Components. This game is 100 double-sided Map Sheets, four golf pencils, and a bunch of cards. The sheets and pencils are just fine, and the cards are good quality. What I really enjoy about the components is that this is “A Roll Player Tale,” meaning that many of the components and art hearken back to the original Roll Player game. As I love Roll Player’s art style, I also love that of Cartographers. There isn’t a ton of art in the game, more of graphic design, the art that IS provided is stellar Roll Player fare. I have no complaints about the components here except my wife thinks the pencil erasers could be better.

I skipped backing this one on Kickstarter and have only recently come to acquire it. I am definitely kicking myself in the rear for that decision because this is an excellent game. Obviously, anything that is enjoyable solo AND multiplayer is a huge boon (my wife scored it a 5!), and being able to play it multiple times in a row is a benefit as well.

We both love the decision-making in Cartographers, and when we first played together I had to shield my map sheet from my wife because she was copying! SHE was copying ME! She ended up handing me my booty in that game (of course) but we both had a great time plotting out our map elements. Determining where and which direction a shape should be placed can certainly be frustrating, but seeing your well-laid plans come to life is very rewarding. I am definitely seeing myself needing to download and print off more map sheets in the future because I have a feeling I am going to be playing the mess out of this one.

If you are looking for something special for your collection, check out Cartographers. If you already enjoy Roll Player, this will feel homey to you while offering a completely different style of game. My wife and I love it, and I am not sure I know anyone who would turn their nose up at it. Once we get into the Post-COVID era I plan to play this all the time at game nights.
  
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.