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Movie Metropolis (309 KP) rated The First Purge (2018) in Movies
Jun 10, 2019
Yet another wasted opportunity
Yes! Get in! Finally, the producers over at Platinum Dunes and Blumhouse realised that what fans of the Purge series were wanting was a look at how the night of legalised crime came to be. It’s all we’ve been asking for since 2013 after all.
After three films of decent quality in which the second, Purge: Anarchy is the highlight, The First Purge promises to shake up the formula by introducing a prequel into the horror franchise. But does it do enough to stop the series from feeling stale or are we looking at yet another paint-by-numbers horror flick?
No. That’s the short answer anyway. Director Gerard McMurray falls into all the usual horror movie clichés with a film that is definitely Purge-like in its construction, but once again plays it all frustratingly safe.
To push the crime rate below one percent for the rest of the year, the New Founding Fathers of America test a sociological theory that vents aggression for one night in one isolated New York community. But when the violence of oppressors meets the rage of the others, the contagion will explode from the trial-city borders and spread across the nation.
The cast of characters in this instalment is possibly the most unlikeable of the bunch, apart from a few exceptions. Marisa Tomei is hideously underused as the experiment’s creator, Dr. May Updale, when in fact she should and could be the most interesting part of the movie. The rest of the cast are one-dimensional characters that you could cut and paste into any horror film of the last decade. Y’Ian Noel as Dmitri is probably the only one who leaves any lasting impression.
Subtlety has never been the series’ strong point. One of the leaders of the New Founding Fathers is called Donald T for heaven’s sake, but that was always part of its dark charm. It has never been afraid to show us an America that, for now at least, doesn’t feel that too far into the future but the political side-swiping in this instalment bashes us over the head with what feels like a brick. It’s so on the nose.
The premise has always been the best part, and the Achilles heel, of the series and so it continues with The First Purge. Fans waiting to get a really intricate look at how the night of crime came to be will be disappointed as we’re treated to barely 10 minutes of exposition before we’re slung head-first into the same killing-fest that the last three films descended into after their first acts.
This gets old quickly, even more so in this instalment as the repetitive jump scares come thick and fast with uninspiring camerawork, dreadful dialogue and lethargic kills. The use of contact lenses to create some striking neon visuals aren’t enough to lift anything in the film above average.
Thankfully, the final act in a dimly lit tower block shows the audience the type of film it could have been. Slickly shot and nicely styled, it’s a much-improved finale that is only let down by some truly dreadful CGI blood splatter. However, the use of strobe lighting is an inspired choice in this sequence as we follow two groups of people each trying to dispatch the other.
Unfortunately, this highlight isn’t enough to lift the rest of The First Purge above the mundane. Where the first in the series was a film testing the waters regarding its premise and the second improved on that ten-fold taking the action out onto the streets, this tries to use a hybrid of both but it comes across as stale as a ten day old loaf.
The pacing too is an issue. The first 20 minutes or so are excruciatingly slow as the film tries to set-up as many of its plot-points as possible. Now, 20 minutes might not sound too bad, but this is a 97 minute film – that’s a fifth of the time gone with nothing achieved.
If we must get a fifth film, and from the box-office figures, it bafflingly looks like we will, all we can do is hope they take the cheap jump scares and replace them with a thrilling look at the people who brought the purge to life in the first place. Until then, save your money and wait for the network premiere when it comes to television in a couple of years.
When the best part of your film is the purge announcement that has featured in every instalment, you know you’ve run into some trouble.
https://moviemetropolis.net/2018/07/12/the-first-purge-review-yet-another-wasted-opportunity/
After three films of decent quality in which the second, Purge: Anarchy is the highlight, The First Purge promises to shake up the formula by introducing a prequel into the horror franchise. But does it do enough to stop the series from feeling stale or are we looking at yet another paint-by-numbers horror flick?
No. That’s the short answer anyway. Director Gerard McMurray falls into all the usual horror movie clichés with a film that is definitely Purge-like in its construction, but once again plays it all frustratingly safe.
To push the crime rate below one percent for the rest of the year, the New Founding Fathers of America test a sociological theory that vents aggression for one night in one isolated New York community. But when the violence of oppressors meets the rage of the others, the contagion will explode from the trial-city borders and spread across the nation.
The cast of characters in this instalment is possibly the most unlikeable of the bunch, apart from a few exceptions. Marisa Tomei is hideously underused as the experiment’s creator, Dr. May Updale, when in fact she should and could be the most interesting part of the movie. The rest of the cast are one-dimensional characters that you could cut and paste into any horror film of the last decade. Y’Ian Noel as Dmitri is probably the only one who leaves any lasting impression.
Subtlety has never been the series’ strong point. One of the leaders of the New Founding Fathers is called Donald T for heaven’s sake, but that was always part of its dark charm. It has never been afraid to show us an America that, for now at least, doesn’t feel that too far into the future but the political side-swiping in this instalment bashes us over the head with what feels like a brick. It’s so on the nose.
The premise has always been the best part, and the Achilles heel, of the series and so it continues with The First Purge. Fans waiting to get a really intricate look at how the night of crime came to be will be disappointed as we’re treated to barely 10 minutes of exposition before we’re slung head-first into the same killing-fest that the last three films descended into after their first acts.
This gets old quickly, even more so in this instalment as the repetitive jump scares come thick and fast with uninspiring camerawork, dreadful dialogue and lethargic kills. The use of contact lenses to create some striking neon visuals aren’t enough to lift anything in the film above average.
Thankfully, the final act in a dimly lit tower block shows the audience the type of film it could have been. Slickly shot and nicely styled, it’s a much-improved finale that is only let down by some truly dreadful CGI blood splatter. However, the use of strobe lighting is an inspired choice in this sequence as we follow two groups of people each trying to dispatch the other.
Unfortunately, this highlight isn’t enough to lift the rest of The First Purge above the mundane. Where the first in the series was a film testing the waters regarding its premise and the second improved on that ten-fold taking the action out onto the streets, this tries to use a hybrid of both but it comes across as stale as a ten day old loaf.
The pacing too is an issue. The first 20 minutes or so are excruciatingly slow as the film tries to set-up as many of its plot-points as possible. Now, 20 minutes might not sound too bad, but this is a 97 minute film – that’s a fifth of the time gone with nothing achieved.
If we must get a fifth film, and from the box-office figures, it bafflingly looks like we will, all we can do is hope they take the cheap jump scares and replace them with a thrilling look at the people who brought the purge to life in the first place. Until then, save your money and wait for the network premiere when it comes to television in a couple of years.
When the best part of your film is the purge announcement that has featured in every instalment, you know you’ve run into some trouble.
https://moviemetropolis.net/2018/07/12/the-first-purge-review-yet-another-wasted-opportunity/

Alice (12 KP) rated The Copper Promise (The Copper Cat, #1) in Books
Jul 3, 2018
The Copper Promise was one of those books that I stumbled upon on Friday a fortnight ago, I picked up the kindle sample – a grand total of 5 chapters – and sat there and devoured it. By Saturday evening I was in possession of a paperback and by Sunday I was over 100 pages in; I read between 50-80 pages per day and finished it on Thursday 17th November – a whole 5 days after purchase.
I’m a rare 5 star reviewer and a book has to tick every single tiny little box for me to even consider going past 4 stars. I’ve also never picked up a sample and ordered a book within 24 hours, I usually sit and think about it for a while but The Copper Promise was one of those books. I was about 70 pages in to The Copper Promise when I bought its sequels The Iron Ghost and The Silver Tide. This never happens – ever.
From the get go, Jen Williams’ characters and world building was on point. The story follows what will eventually become The Black Feather Three – Wydrin of Crosshaven, Sir Sebastian Carverson of Ynnsmouth and Lord Aaron Frith of The Blackwood:-
Wydrin of Crosshaven is a foul-mouthed, crass, violently aggressive and sarcastic pirate-cum-sell-sword and she’s AMAZING!
Sir Sebastian Carverson of Ynnsmouth is a disgraced Knight of Ynnsmouth, sword-sworn to the god-peak Isu turned sell-sword for hire with a heart of gold.
And last but certainly not least Lord Aaron Frith of Blackwood, last surviving heir of the The Blackwood, tortured soul (and I mean this in the literal sense) and one confused man with a neat newly acquired trick.
∞
Frith has hired Wydrin and Sebastian and a weird little fella called Gallo to take him to The Citadel as a means to exact revenge on the people who gravely injured him and murdered his family. Gallo goes on ahead as he’s impatient and things go a little belly-up for him; Frith, Wydrin and Sebastian go to the Citadel, go exploring in the creepy castle and see Gallo who they assumed was dead, the trio of adventurers unknowingly unleash a god in the form of a dragon which in turn unleashes several far-ranging ramifications – Frith absorbs a lot of magic and knowledge, Sebastian almost dies because of Gallo’s betrayal but pulls through because of a mystic connection he forges at death’s door and The Copper Cat goes about her business.
This Citadel invasion and ultimate unleashing of a long-believed dead god sets the story up nicely for its onward and upward momentum. Frith absorbs the power he was searching for in the lake hidden at the bottom of the Citadel and becomes a force to be reckoned with (eventually) but not only do they release a dragon they also release her brood army – neat green and golden dragon-hybrid things with a connection to both Y’Ruen (the dragon) and Sebastian – cue his nightmares.
The book as a debut was stunningly well written with characters that were neatly rounded off with few cliffhangers and a nicely written flow and mixture of present and past tense. The characters (particularly Wydrin) were superb and I couldn’t get enough of her utter crassness and her unrelenting torment of Frith – brilliantly written.
∞
I really liked the fact that Jen Williams also gave us chapters from the point of view of the brood army as they traverse Ede destroying any and everything. She shows us the stark contrast of them being a number (The Thirty-Third) and of them becoming a unique being (Ephemeral) with their own thoughts and feelings – some remained purely numbers but a large amount of them became individuals and “broke” from the brood.
There have been some mixed reviews on this book but my opinion is this book was amazing. An outstanding read of amusing proportions where plenty of banter, adventure, magic and mayhem abound. Although the ending closes off some individual story arcs it also opens the door to many more which continue in the next book – my overall feeling towards The Copper Promise was along the lines of “Please don’t leave me!” and “Oh dear god I need more. Right now.”
As mentioned above I bought the next two instalments and I’m 150 pages through the second one and it is just as good as the first one! I can’t wait to see where this story goes!
I’m a rare 5 star reviewer and a book has to tick every single tiny little box for me to even consider going past 4 stars. I’ve also never picked up a sample and ordered a book within 24 hours, I usually sit and think about it for a while but The Copper Promise was one of those books. I was about 70 pages in to The Copper Promise when I bought its sequels The Iron Ghost and The Silver Tide. This never happens – ever.
From the get go, Jen Williams’ characters and world building was on point. The story follows what will eventually become The Black Feather Three – Wydrin of Crosshaven, Sir Sebastian Carverson of Ynnsmouth and Lord Aaron Frith of The Blackwood:-
Wydrin of Crosshaven is a foul-mouthed, crass, violently aggressive and sarcastic pirate-cum-sell-sword and she’s AMAZING!
Sir Sebastian Carverson of Ynnsmouth is a disgraced Knight of Ynnsmouth, sword-sworn to the god-peak Isu turned sell-sword for hire with a heart of gold.
And last but certainly not least Lord Aaron Frith of Blackwood, last surviving heir of the The Blackwood, tortured soul (and I mean this in the literal sense) and one confused man with a neat newly acquired trick.
∞
Frith has hired Wydrin and Sebastian and a weird little fella called Gallo to take him to The Citadel as a means to exact revenge on the people who gravely injured him and murdered his family. Gallo goes on ahead as he’s impatient and things go a little belly-up for him; Frith, Wydrin and Sebastian go to the Citadel, go exploring in the creepy castle and see Gallo who they assumed was dead, the trio of adventurers unknowingly unleash a god in the form of a dragon which in turn unleashes several far-ranging ramifications – Frith absorbs a lot of magic and knowledge, Sebastian almost dies because of Gallo’s betrayal but pulls through because of a mystic connection he forges at death’s door and The Copper Cat goes about her business.
This Citadel invasion and ultimate unleashing of a long-believed dead god sets the story up nicely for its onward and upward momentum. Frith absorbs the power he was searching for in the lake hidden at the bottom of the Citadel and becomes a force to be reckoned with (eventually) but not only do they release a dragon they also release her brood army – neat green and golden dragon-hybrid things with a connection to both Y’Ruen (the dragon) and Sebastian – cue his nightmares.
The book as a debut was stunningly well written with characters that were neatly rounded off with few cliffhangers and a nicely written flow and mixture of present and past tense. The characters (particularly Wydrin) were superb and I couldn’t get enough of her utter crassness and her unrelenting torment of Frith – brilliantly written.
∞
I really liked the fact that Jen Williams also gave us chapters from the point of view of the brood army as they traverse Ede destroying any and everything. She shows us the stark contrast of them being a number (The Thirty-Third) and of them becoming a unique being (Ephemeral) with their own thoughts and feelings – some remained purely numbers but a large amount of them became individuals and “broke” from the brood.
There have been some mixed reviews on this book but my opinion is this book was amazing. An outstanding read of amusing proportions where plenty of banter, adventure, magic and mayhem abound. Although the ending closes off some individual story arcs it also opens the door to many more which continue in the next book – my overall feeling towards The Copper Promise was along the lines of “Please don’t leave me!” and “Oh dear god I need more. Right now.”
As mentioned above I bought the next two instalments and I’m 150 pages through the second one and it is just as good as the first one! I can’t wait to see where this story goes!

Purple Phoenix Games (2266 KP) rated Chronicles of Crime in Tabletop Games
Jul 1, 2021
Find the murderer, the weapon, and the location. That’s Clue/Cluedo right? Yes. Find the priceless artifact that was stolen from the museum while other complications arise is Chronicles of Crime, and specifically the Curse of the Pharaohs case. Do you have what it takes to solve this crime, and more importantly, do you have a cell phone or tablet??
Chronicles of Crime is an app-driven storytelling, deduction, adventure board game that can be played solo or cooperatively. Players will be assuming the mantles of London detectives attempting to solve difficult cases at Scotland Yard. As it is a cooperative game players will win or lose together, but the game itself will be helping players along the way.
To setup, place the Evidence Board on the table and surround it with these components: Location Boards in a stack, but Scotland Yard attached to the bottom of the Evidence Board, Character and Special Items cards in face-down stacks, Evidence Category cards face-up, and the four Forensic Contact cards nearby as well. Open the app, choose the scenario to play, and let the app guide you through the introduction to the game.
As there are no real “turns” Chronicles of Crime allows freedom for players to essentially roam around London’s sectors looking for clues to whatever crime has taken place, interrogating suspects, asking the Forensics Contacts team for support when encountering people or items, and finally attempting the solve the case. I cannot really go into much more detail in word or photo, as I wish to avoid all spoilers, but the app will guide players and assist in gentle nudges along the way. The app will be heavily used as players will need to scan the QR codes on several components in order to interact with them, and scannable components may not always be assigned the same roles in other scenarios. Once players have explored as much as they deem necessary, they may claim the group is ready to connect the dots and win the game. Players win or lose by visiting Scotland Yard to solve the case successfully or otherwise.
Components. All of the physical components included in the box are incredible. The cards feature great artwork, the components are wonderful quality, and everything has unique QR codes to scan in the app. The box insert is cleverly-designed and certainly ready to accept expansion materials. The greatest component, however, is the Chronicles of Crime companion app. This app is simply amazing. It is absolutely necessary for play, but once downloaded it requires no Internet access (unless you decide to download additional materials or scenarios). The app is so well-designed and engaging, and the music is minimal but certainly mood-setting. I can clearly see why using an app is essential here, and allows the team to add more and more content without having to alter the physical components at all. A stroke of genius, in my mind!
All in all I was, and still am, blown away by Chronicles of Crime. The marriage of board game and digital app is something I was leery of at first because I much prefer board games, but this simply works. And works quite well. I love being able to travel to a location, check it out, interrogate any persons of interest there, and try to assemble the story in my mind. I want to play all of the scenarios with different groups of people to see if that will change anything, but currently during COVID it’s a no-go.
Chronicles of Crime may never break into my Top 10 Games of All Time, but I will not be moving it out of my collection ever. Well, unless Lucky Duck Games decides to remove the app or something weird like that. I don’t have many board/digital hybrid games in my collection, and if I never add another I will still be happy with this one (ahem, keep your eyes peeled for the Chronicles of Crime: 1400 preview I will be doing soon – or will have done depending on when you read this review). Purple Phoenix Games gives Chronicles of Crime an enthusiastically shifty-eyed 11 / 12. I think you might get bonus VPs at the end of the game for putting on a British accent when you play. I’ll have to scour the rules for that one…
Chronicles of Crime is an app-driven storytelling, deduction, adventure board game that can be played solo or cooperatively. Players will be assuming the mantles of London detectives attempting to solve difficult cases at Scotland Yard. As it is a cooperative game players will win or lose together, but the game itself will be helping players along the way.
To setup, place the Evidence Board on the table and surround it with these components: Location Boards in a stack, but Scotland Yard attached to the bottom of the Evidence Board, Character and Special Items cards in face-down stacks, Evidence Category cards face-up, and the four Forensic Contact cards nearby as well. Open the app, choose the scenario to play, and let the app guide you through the introduction to the game.
As there are no real “turns” Chronicles of Crime allows freedom for players to essentially roam around London’s sectors looking for clues to whatever crime has taken place, interrogating suspects, asking the Forensics Contacts team for support when encountering people or items, and finally attempting the solve the case. I cannot really go into much more detail in word or photo, as I wish to avoid all spoilers, but the app will guide players and assist in gentle nudges along the way. The app will be heavily used as players will need to scan the QR codes on several components in order to interact with them, and scannable components may not always be assigned the same roles in other scenarios. Once players have explored as much as they deem necessary, they may claim the group is ready to connect the dots and win the game. Players win or lose by visiting Scotland Yard to solve the case successfully or otherwise.
Components. All of the physical components included in the box are incredible. The cards feature great artwork, the components are wonderful quality, and everything has unique QR codes to scan in the app. The box insert is cleverly-designed and certainly ready to accept expansion materials. The greatest component, however, is the Chronicles of Crime companion app. This app is simply amazing. It is absolutely necessary for play, but once downloaded it requires no Internet access (unless you decide to download additional materials or scenarios). The app is so well-designed and engaging, and the music is minimal but certainly mood-setting. I can clearly see why using an app is essential here, and allows the team to add more and more content without having to alter the physical components at all. A stroke of genius, in my mind!
All in all I was, and still am, blown away by Chronicles of Crime. The marriage of board game and digital app is something I was leery of at first because I much prefer board games, but this simply works. And works quite well. I love being able to travel to a location, check it out, interrogate any persons of interest there, and try to assemble the story in my mind. I want to play all of the scenarios with different groups of people to see if that will change anything, but currently during COVID it’s a no-go.
Chronicles of Crime may never break into my Top 10 Games of All Time, but I will not be moving it out of my collection ever. Well, unless Lucky Duck Games decides to remove the app or something weird like that. I don’t have many board/digital hybrid games in my collection, and if I never add another I will still be happy with this one (ahem, keep your eyes peeled for the Chronicles of Crime: 1400 preview I will be doing soon – or will have done depending on when you read this review). Purple Phoenix Games gives Chronicles of Crime an enthusiastically shifty-eyed 11 / 12. I think you might get bonus VPs at the end of the game for putting on a British accent when you play. I’ll have to scour the rules for that one…

Purple Phoenix Games (2266 KP) rated Com-Pet-Ability in Tabletop Games
Apr 14, 2020
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. 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, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. 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, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.

Movie Metropolis (309 KP) rated The Predator (2018) in Movies
Jun 10, 2019
A soft reboot that actually works
1987; feels like a long time ago doesn’t it? In fact, most of you reading this I imagine weren’t even born way back in the late 80s. I mean, I was only a twinkle in my parents’ eyes at that time. But I digress.
What’s so special about 1987? Well, it was the year that Arnold Schwarzenegger kicked serious alien butt in the first Predator movie. Of course, the franchise’s now infamous fall from grace is the stuff of legend, and along with Alien, the original remains a true high point in the sci-fi horror genre.
Rebooted for 2018 with Iron Man 3 director Shane Black at the helm, The Predator aims to revitalise the public’s interest in this flagging horror franchise. Looking at Shane Black’s unusual resume, he seems a strange choice to take charge here, but we’ll give him the benefit of the doubt for now. But just how good, or bad, is The Predator?
From the outer reaches of space to the small-town streets of suburbia, the hunt comes home. The universe’s most lethal hunters are stronger, smarter and deadlier than ever before, having genetically upgraded themselves with DNA from other species. When a boy accidentally triggers their return to Earth, only a ragtag crew of ex-soldiers and an evolutionary biologist can prevent the end of the human race.
The aforementioned ragtag crew of ex-soldiers includes Boyd Holbrook, a vastly underused presence in last year’s Logan, that thankfully receives much higher billing here. Trevante Rhodes, Keegan-Michael Key, Thomas Jane and Augusto Aguilera make up the rest of the team and whilst their backstories are limited to one scene on a bus, they feel fleshed out enough to carry the film.
Less successful is Olivia Munn’s Casey Bracket. Biologist and when required by the screenwriters, experienced military personnel, she’s probably the most badass biologist you’ll see on screen this decade, when the script requires it of course.
Finally, we have the ridiculously talented Jacob Tremblay as Holbrooks son, Rory. His subplot which surrounds his daily struggles with autism is poorly realised but should be praised for bringing awareness to the condition in a mainstream Hollywood film.
Thankfully, Shane Black injects his trademark dark humour throughout and surprisingly, it works better than I had anticipated. The jokes are well-placed across the running time and each one manages to at least raise a titter.
Now let’s get to the part everyone reading this is interested in; the Predator’s return. Portrayed by stuntman Brian A. Prince, this Predator is virtually identical to the 1987 original in every way. And that’s a good thing, because when the 11ft hybrid shows up, it spoils the party a little. Rendered in CGI, rather than practical effects, its movements are a little too fluid and lack that sense of realism you get with a real man in a suit. The addition of the Predator Dogs however is an inspired choice and they work well despite some sloppy CG at times.
The Predator is a confident film with a cracking sense of humour, good special effects and just enough call-backs to please series diehards
Nevertheless, the film is shot very well and the copious amounts of gore are both restrained and animalistic. It earns its 15 rating most definitely as the Predator works its way through a massive number of victims, but it never crosses the line in which you’d have people saying ‘enough is enough’.
The special effects are on the whole, very good indeed. Considering a relatively modest $88million budget, there are only a few instances of poor CGI and the practical effects used throughout are a nice touch. It’s a shame then that there are some case of poor editing in the film however. A couple of character decisions will leave you scratching your head as you wonder how on earth our band of heroes managed to figure out certain problems.
But this is very much fan service to the original and for that, you’ll either love or hate it. There are many references to its predecessors, some subtle, some smack you in the face obvious. The classic Arnie line “get to the chopper” is there, but that’s definitely in the latter camp, and it’s one reference that doesn’t quite hit the spot.
Overall, The Predator is definitely the best film since the original, although that really isn’t saying much. And that’s a little bit of a disservice to what Shane black and the cast has managed to achieve. It’s a confident film with a cracking sense of humour, good special effects and just enough call-backs to please series diehards. Is it a horror movie like the original was classed to be? Absolutely not. But it’s worth a watch for both Predator fans and those looking to scratch their sci-fi itch.
https://moviemetropolis.net/2018/09/14/the-predator-review-a-soft-reboot-that-actually-works/
What’s so special about 1987? Well, it was the year that Arnold Schwarzenegger kicked serious alien butt in the first Predator movie. Of course, the franchise’s now infamous fall from grace is the stuff of legend, and along with Alien, the original remains a true high point in the sci-fi horror genre.
Rebooted for 2018 with Iron Man 3 director Shane Black at the helm, The Predator aims to revitalise the public’s interest in this flagging horror franchise. Looking at Shane Black’s unusual resume, he seems a strange choice to take charge here, but we’ll give him the benefit of the doubt for now. But just how good, or bad, is The Predator?
From the outer reaches of space to the small-town streets of suburbia, the hunt comes home. The universe’s most lethal hunters are stronger, smarter and deadlier than ever before, having genetically upgraded themselves with DNA from other species. When a boy accidentally triggers their return to Earth, only a ragtag crew of ex-soldiers and an evolutionary biologist can prevent the end of the human race.
The aforementioned ragtag crew of ex-soldiers includes Boyd Holbrook, a vastly underused presence in last year’s Logan, that thankfully receives much higher billing here. Trevante Rhodes, Keegan-Michael Key, Thomas Jane and Augusto Aguilera make up the rest of the team and whilst their backstories are limited to one scene on a bus, they feel fleshed out enough to carry the film.
Less successful is Olivia Munn’s Casey Bracket. Biologist and when required by the screenwriters, experienced military personnel, she’s probably the most badass biologist you’ll see on screen this decade, when the script requires it of course.
Finally, we have the ridiculously talented Jacob Tremblay as Holbrooks son, Rory. His subplot which surrounds his daily struggles with autism is poorly realised but should be praised for bringing awareness to the condition in a mainstream Hollywood film.
Thankfully, Shane Black injects his trademark dark humour throughout and surprisingly, it works better than I had anticipated. The jokes are well-placed across the running time and each one manages to at least raise a titter.
Now let’s get to the part everyone reading this is interested in; the Predator’s return. Portrayed by stuntman Brian A. Prince, this Predator is virtually identical to the 1987 original in every way. And that’s a good thing, because when the 11ft hybrid shows up, it spoils the party a little. Rendered in CGI, rather than practical effects, its movements are a little too fluid and lack that sense of realism you get with a real man in a suit. The addition of the Predator Dogs however is an inspired choice and they work well despite some sloppy CG at times.
The Predator is a confident film with a cracking sense of humour, good special effects and just enough call-backs to please series diehards
Nevertheless, the film is shot very well and the copious amounts of gore are both restrained and animalistic. It earns its 15 rating most definitely as the Predator works its way through a massive number of victims, but it never crosses the line in which you’d have people saying ‘enough is enough’.
The special effects are on the whole, very good indeed. Considering a relatively modest $88million budget, there are only a few instances of poor CGI and the practical effects used throughout are a nice touch. It’s a shame then that there are some case of poor editing in the film however. A couple of character decisions will leave you scratching your head as you wonder how on earth our band of heroes managed to figure out certain problems.
But this is very much fan service to the original and for that, you’ll either love or hate it. There are many references to its predecessors, some subtle, some smack you in the face obvious. The classic Arnie line “get to the chopper” is there, but that’s definitely in the latter camp, and it’s one reference that doesn’t quite hit the spot.
Overall, The Predator is definitely the best film since the original, although that really isn’t saying much. And that’s a little bit of a disservice to what Shane black and the cast has managed to achieve. It’s a confident film with a cracking sense of humour, good special effects and just enough call-backs to please series diehards. Is it a horror movie like the original was classed to be? Absolutely not. But it’s worth a watch for both Predator fans and those looking to scratch their sci-fi itch.
https://moviemetropolis.net/2018/09/14/the-predator-review-a-soft-reboot-that-actually-works/

Movie Metropolis (309 KP) rated Terminator: Dark Fate (2019) in Movies
Oct 31, 2019
It might sound like we’re damning Terminator: Dark Fate with faint praise by declaring it the best Terminator sequel since T2, however that seems to be the way many Hollywood franchises are going nowadays.
After all, last year’s Halloween sequel was declared the best one yet simply because it retconned the events of its mostly dreadful predecessors and blasted them out of existence. Jurassic World: Fallen Kingdom was declared (by us anyway) the very best sequel the franchise has ever gotten, but The Lost World and Jurassic Park III were hardly critical darlings.
The similarities between the Terminator and Jurassic franchises don’t end there though. You see, in an effort to reboot the flagging sci-fi series, Deadpool director Tim Miller has been brought in with the legend that is James Cameron returning to the franchise in a producing role, similar to how Steven Spielberg still produces the Jurassic movies to this day.
Yes, it appears that ignoring poor sequels allows film-makers to go back to the good old days, rather than trying to shoehorn poor sequel after poor sequel until audiences stop turning up at the cinema. That’s what has happened with the Terminator franchise. Following James Cameron’s incredible first two films, the sequels that followed ranged from dreadful to downright shambolic. But is Dark Fate actually good? Or just better than what came before it?
Sarah Connor (Linda Hamilton returning to the role that defined her career) and a hybrid cyborg human, Grace (Mackenzie Davis) must protect a young girl (Natalia Reyes) from a newly modified liquid Terminator from the future.
Seeing Linda Hamilton return to such an iconic role after almost 30 years is a real highlight over the course of the film and she slots back into Sarah Connor’s shoes particularly well. She gets a few clunky one-liners but manages to stop them from sounding too ridiculous.
Elsewhere, Mackenzie Davis is absolutely cracking as Grace, a human-cyborg sent from the future. She’s full of heart and the script allows her to develop more of a personality than we’re used to from this franchise. Grace is a nicely fleshed out character with enough backstory to allow the audience to care for wellbeing.
Of course, Terminator fans are here to see Arnie and although his screen time is more limited than we’d like, it’s nice to see both him and Hamilton squaring up against each other again. We won’t spoil the plot devices used to bring about his return to the series, but they’re very well integrated and don’t feel as clunky as you might expect.
Set piece after set piece after set piece is thrown at the audience… but each one is so inventive that the probability of you getting bored is very slim indeed
Unfortunately, Natalia Reyes’ Dani is a little more wooden compared to her on-screen co-stars. There’s nothing particularly wrong with her character, but she’s merely there as a plot device and doesn’t really get to do much. It’s no easy feat to go up against Sarah Connor and the T-800 and while she tries her best, she falls a little short.
When it comes to action, Dark Fate pulls no punches. Set piece after set piece after set piece is thrown at the audience in an almost Fast & Furious-like way, but each one is so inventive that the probability of you getting bored is very slim indeed. The film starts with a very nicely choreographed chase on a freeway, culminating in a tense showdown at a power plant.
Dotted in between these rollercoaster moments however are some touching moments and well-timed comedy. While not on a level with Miller’s Deadpool, there are a couple of instances that raised a chuckle from the audience, though most of them involved Arnold Schwarzenegger and his deadpan line delivery.
Terminator: Dark Fate - Official Trailer (2019) - Paramount Pictures - YouTube
The CGI is mostly successful, though the lack of practical effects like those we saw in the film’s predecessors does lend an unnaturally glossy and artificial look to not only the Terminators themselves, but some of the landscapes. This is a bit of a shame as CGI body doubles are all too evident from time-to-time, but never does it pull you out of the film completely.
Overall, Terminator: Dark Fate is indeed the best sequel since T2. This is a film that successfully reboots a franchise that had been flagging for decades and is one of the year’s best action flicks. Not only does it bring back two of cinema’s most iconic characters, it places them in a film which is nicely shot, reasonably well-written and absolutely thrilling from start to finish. Now, if only the same winning formula could be applied to the Alien series, James Cameron may able to sleep soundly at night.
After all, last year’s Halloween sequel was declared the best one yet simply because it retconned the events of its mostly dreadful predecessors and blasted them out of existence. Jurassic World: Fallen Kingdom was declared (by us anyway) the very best sequel the franchise has ever gotten, but The Lost World and Jurassic Park III were hardly critical darlings.
The similarities between the Terminator and Jurassic franchises don’t end there though. You see, in an effort to reboot the flagging sci-fi series, Deadpool director Tim Miller has been brought in with the legend that is James Cameron returning to the franchise in a producing role, similar to how Steven Spielberg still produces the Jurassic movies to this day.
Yes, it appears that ignoring poor sequels allows film-makers to go back to the good old days, rather than trying to shoehorn poor sequel after poor sequel until audiences stop turning up at the cinema. That’s what has happened with the Terminator franchise. Following James Cameron’s incredible first two films, the sequels that followed ranged from dreadful to downright shambolic. But is Dark Fate actually good? Or just better than what came before it?
Sarah Connor (Linda Hamilton returning to the role that defined her career) and a hybrid cyborg human, Grace (Mackenzie Davis) must protect a young girl (Natalia Reyes) from a newly modified liquid Terminator from the future.
Seeing Linda Hamilton return to such an iconic role after almost 30 years is a real highlight over the course of the film and she slots back into Sarah Connor’s shoes particularly well. She gets a few clunky one-liners but manages to stop them from sounding too ridiculous.
Elsewhere, Mackenzie Davis is absolutely cracking as Grace, a human-cyborg sent from the future. She’s full of heart and the script allows her to develop more of a personality than we’re used to from this franchise. Grace is a nicely fleshed out character with enough backstory to allow the audience to care for wellbeing.
Of course, Terminator fans are here to see Arnie and although his screen time is more limited than we’d like, it’s nice to see both him and Hamilton squaring up against each other again. We won’t spoil the plot devices used to bring about his return to the series, but they’re very well integrated and don’t feel as clunky as you might expect.
Set piece after set piece after set piece is thrown at the audience… but each one is so inventive that the probability of you getting bored is very slim indeed
Unfortunately, Natalia Reyes’ Dani is a little more wooden compared to her on-screen co-stars. There’s nothing particularly wrong with her character, but she’s merely there as a plot device and doesn’t really get to do much. It’s no easy feat to go up against Sarah Connor and the T-800 and while she tries her best, she falls a little short.
When it comes to action, Dark Fate pulls no punches. Set piece after set piece after set piece is thrown at the audience in an almost Fast & Furious-like way, but each one is so inventive that the probability of you getting bored is very slim indeed. The film starts with a very nicely choreographed chase on a freeway, culminating in a tense showdown at a power plant.
Dotted in between these rollercoaster moments however are some touching moments and well-timed comedy. While not on a level with Miller’s Deadpool, there are a couple of instances that raised a chuckle from the audience, though most of them involved Arnold Schwarzenegger and his deadpan line delivery.
Terminator: Dark Fate - Official Trailer (2019) - Paramount Pictures - YouTube
The CGI is mostly successful, though the lack of practical effects like those we saw in the film’s predecessors does lend an unnaturally glossy and artificial look to not only the Terminators themselves, but some of the landscapes. This is a bit of a shame as CGI body doubles are all too evident from time-to-time, but never does it pull you out of the film completely.
Overall, Terminator: Dark Fate is indeed the best sequel since T2. This is a film that successfully reboots a franchise that had been flagging for decades and is one of the year’s best action flicks. Not only does it bring back two of cinema’s most iconic characters, it places them in a film which is nicely shot, reasonably well-written and absolutely thrilling from start to finish. Now, if only the same winning formula could be applied to the Alien series, James Cameron may able to sleep soundly at night.

Gareth von Kallenbach (980 KP) rated Mortal Engines (2018) in Movies
Jul 2, 2019
Take a moment and imagine a world where most of humanity has been wiped off the map and those that remain are forced to survive on the remaining resources of a civilization that has been torn apart. In this new existence, leftover technology is coveted like diamonds and massive predator cities prey on weaker smaller cities to steal whatever meager resources they still possess. This is the world of Mortal Engines, the latest Peter Jackson blockbuster based on the young adult novel of the same name by Philip Reeves.
Mortal Engines takes place roughly a thousand years after the conclusion of the Sixty Minute War that decimated the earth and now civilization has banded into two very distinct groups. There are those in the “Traction Cities”, which are behemoth mobile cities that scour what remains of Europe gobbling up smaller cities to convert them and their resources into fuel that keeps the larger cities moving. Then there is the Anti-Traction League, a group that believes in preserving what little resources remain and living in “Traction-less” cities…a.k.a. cities built on land. London is the main Traction City and it is led by Thaddeus Valentine (Hugo Weaving) and his desire to tear down a great wall that is the only barrier between London and the surplus of resources that he so desperately needs.
After London devours one of the smaller cities, we are introduced to Hester Shaw (Hera Hilmar), whose one goal in life is to kill Thaddeus Valentine, the man who murdered her mother. After her failed assassination attempt on his life, she teams up with historian Tom Natsworthy (Robert Sheehan) to not only survive, but also to prevent Valentine’s plan to recreate the war that took down humanity in the first place. This is a big job for the unlikely duo and on top of everything else, Hester is being hunted by a zombie/terminator hybrid named Shrike who wants nothing more than to kill her.
If it sounds like a lot to follow over the course of the two hours and nine-minute run time, you’d be right. In fact, without a lot of backstory which those who have read the novels will really benefit from, it can be a bit too much to take in. It comes across as a combination of Mad Max and the video game Dishonored, but it is lacking an excellent story to back up all of the post-apocalyptic action. That’s not to say that the story is bad, but it is by far the weakest part of the film and a huge missed opportunity to elevate a pretty good movie to the classic Peter Jackson masterpiece status we usually get from him. Considering the genius of Mr. Jackson this movie could have been so much more.
But now on to the good stuff…
Visually speaking Mortal Engines is a true work of art. Taking the steampunk Victorian era backdrop and adding in large mobile cities crashing through trees and forests gives us visuals that are not only magnificent, but also awe inspiring. I was lucky enough to see Mortal Engines in IMAX and the larger screen only helped to emphasize how truly awesome these large rolling cities are. This is a movie that is meant to be seen on the big screen, and with Mortal Engines, the bigger the better. The sound design matches the visuals in its epic scale, as it is loud and menacing. You can actually feel the rumble of the large treads as they move across the earth, and the crunching of smaller cities as the massive cities devour all that crosses their path. The casting and the acting were another positive as the good characters were ones you wanted to root for and the bad characters you hope would get what’s coming to them. All in all, there is quite a bit to like in this film and if nothing else you are sure to have a good time taking in all of the scenery.
In summary, Mortal Engines is a movie that feels as though it had so much potential but couldn’t quite live up to it. It definitely feels more like a summer blockbuster, full of explosions and action, instead of the deeper holiday releases that we usually get around this time. It’s the kind of movie that you go to see for the sheer spectacle of it all as long as you are willing to overlook any plot or story depth. Unfortunately, this leaves the quandary of whether or not it’s worth the full price of admission (or even more if you are planning to see it in IMAX) and my answer to that is…it depends. If you have any interest in seeing it at all then Mortal Engines is definitely a movie you should see on the big screen. On the other hand, it might be worth it to just wait to see it on pay-per-view or Blu-ray even though it may lose a lot of what makes the movie so much fun in the first place. While the movie could have been better, I have definitely seen worse and if the idea of massive rolling cities and steampunk set pieces are your thing, then Mortal Engines is certainly worth a look.
Mortal Engines takes place roughly a thousand years after the conclusion of the Sixty Minute War that decimated the earth and now civilization has banded into two very distinct groups. There are those in the “Traction Cities”, which are behemoth mobile cities that scour what remains of Europe gobbling up smaller cities to convert them and their resources into fuel that keeps the larger cities moving. Then there is the Anti-Traction League, a group that believes in preserving what little resources remain and living in “Traction-less” cities…a.k.a. cities built on land. London is the main Traction City and it is led by Thaddeus Valentine (Hugo Weaving) and his desire to tear down a great wall that is the only barrier between London and the surplus of resources that he so desperately needs.
After London devours one of the smaller cities, we are introduced to Hester Shaw (Hera Hilmar), whose one goal in life is to kill Thaddeus Valentine, the man who murdered her mother. After her failed assassination attempt on his life, she teams up with historian Tom Natsworthy (Robert Sheehan) to not only survive, but also to prevent Valentine’s plan to recreate the war that took down humanity in the first place. This is a big job for the unlikely duo and on top of everything else, Hester is being hunted by a zombie/terminator hybrid named Shrike who wants nothing more than to kill her.
If it sounds like a lot to follow over the course of the two hours and nine-minute run time, you’d be right. In fact, without a lot of backstory which those who have read the novels will really benefit from, it can be a bit too much to take in. It comes across as a combination of Mad Max and the video game Dishonored, but it is lacking an excellent story to back up all of the post-apocalyptic action. That’s not to say that the story is bad, but it is by far the weakest part of the film and a huge missed opportunity to elevate a pretty good movie to the classic Peter Jackson masterpiece status we usually get from him. Considering the genius of Mr. Jackson this movie could have been so much more.
But now on to the good stuff…
Visually speaking Mortal Engines is a true work of art. Taking the steampunk Victorian era backdrop and adding in large mobile cities crashing through trees and forests gives us visuals that are not only magnificent, but also awe inspiring. I was lucky enough to see Mortal Engines in IMAX and the larger screen only helped to emphasize how truly awesome these large rolling cities are. This is a movie that is meant to be seen on the big screen, and with Mortal Engines, the bigger the better. The sound design matches the visuals in its epic scale, as it is loud and menacing. You can actually feel the rumble of the large treads as they move across the earth, and the crunching of smaller cities as the massive cities devour all that crosses their path. The casting and the acting were another positive as the good characters were ones you wanted to root for and the bad characters you hope would get what’s coming to them. All in all, there is quite a bit to like in this film and if nothing else you are sure to have a good time taking in all of the scenery.
In summary, Mortal Engines is a movie that feels as though it had so much potential but couldn’t quite live up to it. It definitely feels more like a summer blockbuster, full of explosions and action, instead of the deeper holiday releases that we usually get around this time. It’s the kind of movie that you go to see for the sheer spectacle of it all as long as you are willing to overlook any plot or story depth. Unfortunately, this leaves the quandary of whether or not it’s worth the full price of admission (or even more if you are planning to see it in IMAX) and my answer to that is…it depends. If you have any interest in seeing it at all then Mortal Engines is definitely a movie you should see on the big screen. On the other hand, it might be worth it to just wait to see it on pay-per-view or Blu-ray even though it may lose a lot of what makes the movie so much fun in the first place. While the movie could have been better, I have definitely seen worse and if the idea of massive rolling cities and steampunk set pieces are your thing, then Mortal Engines is certainly worth a look.

Purple Phoenix Games (2266 KP) rated Crazier Eights: Olympus in Tabletop Games
Feb 25, 2020
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, and Shahrzad. Today we are taking a preview of Crazier Eights: Olympus.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Olympus (which I will from here call C8O) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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. You are invited to back the game through the Kickstarter campaign, or purchase it through any retailers stocking it after fulfillment. -T
To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8O strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of Olympus! Or at least, the winner of the game.
Components. This game is a box full of cards. Again, as I do not know if these components will be altered at all, I will comment on what we were provided. The cards are fine. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the first Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it. The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights. However, now having played this several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider backing this one or purchasing one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Olympus (which I will from here call C8O) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
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. You are invited to back the game through the Kickstarter campaign, or purchase it through any retailers stocking it after fulfillment. -T
To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8O strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of Olympus! Or at least, the winner of the game.
Components. This game is a box full of cards. Again, as I do not know if these components will be altered at all, I will comment on what we were provided. The cards are fine. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the first Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it. The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights. However, now having played this several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider backing this one or purchasing one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.

Purple Phoenix Games (2266 KP) rated Crazier Eights: Pantheon in Tabletop Games
Aug 25, 2020
DISCLAIMER: We have previously previewed Crazier Eights: Olympus, and this preview has much of the same verbiage as the two games share most things. Near the end of the preview are my thoughts about the differences in Pantheon vs Olympus. We will also be previewing Crazier Eights: Camelot, and that will also detail the differences between the other sets we have tried.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Pantheon.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Pantheon (which I will from here call C8P) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8P strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Pantheon! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the second Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and will be playing Camelot soon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
The Pantheon set, specifically, seems to contain more cards that allow players to steal Assets from other players, and also cards that allow players to discard more than one card each turn. These are very interesting adjustments to our first experience of Crazier Eights, and from what we were told, Pantheon can be played as a standalone OR as an expansion to throw into any other set. There are less cards in Pantheon than in Olympus or Camelot (and the other base sets I assume), but the gameplay is the same, and is super quick.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Camelot, Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Pantheon.
You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Pantheon (which I will from here call C8P) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8P strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.
Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Pantheon! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Grecian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.
This implementation is the second Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and will be playing Camelot soon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.
The Pantheon set, specifically, seems to contain more cards that allow players to steal Assets from other players, and also cards that allow players to discard more than one card each turn. These are very interesting adjustments to our first experience of Crazier Eights, and from what we were told, Pantheon can be played as a standalone OR as an expansion to throw into any other set. There are less cards in Pantheon than in Olympus or Camelot (and the other base sets I assume), but the gameplay is the same, and is super quick.
Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in ancient Greek-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.
PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.