Search

Search only in certain items:

American Heist (2015)
American Heist (2015)
2015 | Action, Drama
7
7.0 (1 Ratings)
Movie Rating
Story: American Heist starts with James (Christensen) waiting before starting to look for someone then an explosion surprises him bring us back a day in time where we follow James going about his everyday life. James has a brother Frankie (Brody) fresh out of prison being picked up by his criminal connection Sugar (Akon) who keeps him happy with drinks, drugs and girls on his first night out before meeting the boss Ray (Kittles).

James has turned his life around where he now works on the straight life working as a mechanic, he sees an old flame Emily (Brewster) back in town where James sees his life moving in the right direction. Frankie turns up to see his brother’s life after ten years locked away. Frankie arranges to meet for drinks with James which leads to him discussion a new job opportunity which leads us back to the opening scene where James gets tricked into a job as Frankie is trying to repay his debts.

Ray has assembled a team to pull off an elaborate bank robbery which will finally see Frankie pay back the debts he owes because James has the skills to get part of the plan done.

American Heist is a story that does seem to follow the traditional idea of a recently released from prison criminal goes straight back into the criminal world even if it isn’t fully his desire. We also see how the man thinking he has escaped from the criminal world gets dragged back in for one more job. This side of the story has been done before but is does really push the two brothers on an emotional level. When it comes to the actual heist it does become the secondary story behind the brothers relationship with the preparation being a quick flash scene and like most heist films go completely wrong. The story will have to go down as a solid entry into the genre but won’t be a film climbing into anyone’s best. (7/10)

 

Actor Review

 

Hayden Christensen: James is the former criminal who has turned his life around with a clean cut job where he is trying to get his own business, his life may not be perfect but he is happy that everything is all legal now. When his brothers released from prison he ends up caught up trying to pay off Frankie’s debts forced into working for criminal Ray. Hayden continues to try and recover from the criticism he got for Star Wars with another anti pretty boy film where he tries to play tough but doesn’t quite pull it off. (6/10)

james

Adrien Brody: Frankie is James’ brother who fresh out of prisoner does straight back into his criminal underworld where criminal boss Ray wants both Frankie and James to work for him. Frankie went through a lot in prison and always stood up for his brothers, as well as helping him become the man he is now. Adrien gives a performance you would expect from an Oscar winner, he does show his skills but sometimes feels like he is overacting to the situations. (7/10)

 frankie

Jordana Brewster: Emily is the old flame who comes back into James’ life. Emily just so happens to be a dispatch caller for the police which could make the bank job all that much harder as Emily and James start rekindling their romance. Jordana does a good job but really doesn’t get enough screen time for the romantic angle in the story. (6/10)

 

Akon: Sugar is the second in command to Ray who gets the dirty jobs done when other people won’t get involved. Akon does make a good supporting actor never trying to over act like many musicians do when they enter the acting world. (7/10)

 

Tory Kittles: Ray is the criminal who helped Frankie in prison leaving him being owed a favour from Frankie when he finally gets out. Ray makes Frankie bring James back into the criminal world to take part in an elaborate heist. Tory makes for a good emotionless tough criminal who believes in every word he is saying. (7/10)

 

Support Cast: American Heist doesn’t really have many more characters involved in the story, we have the generic characters trying to chase down the criminals and the members of the group trying to pull off the heist.

 

Director Review: Sarik Andreasyan – Sarik gives us a solid heist film that really does focus on the relationship between the two brothers who have gone down different paths but must work together one last time. (7/10)

 

Action: American Heist keeps the action in a realistic level apart from one moment, making each feel like it could be a real heist and aftermath. (7/10)

Drama: American Heist creates a dysfunctional relationship between the two brothers which helps show just how far they would go for each other. (7/10)

Settings: American Heist keeps the settings in location where you would imagine the characters would want to turn to crime to end all the suffering they are going through. (8/10)

Suggestion: American Heist is one to try, I do think if you are a fan of the genre you will enjoy but there is only so much you can do with a heist film without fully copying anything else. (Try It)

 

Best Part: I really liked how the film ended, but can’t give it away.

Worst Part: How James gets pulled into the criminal world again.

Action Scene Of The Film: Ray’s escape attempt.

 

Believability: The heist feels like it could be how a real one would end, but the relationship side mixed with the heist not so. (4/10)

Chances of Tears: No (0/10)

Chances of Sequel: No

Post Credits Scene: No

Similar Too: Kill Point (TV Show)

 

Oscar Chances: None

Budget: $10 Million

Runtime: 1 Hour 34 Minutes

 

Overall: American Heist will go down as an emotionally gritty heist film about two brothers.

https://moviesreview101.com/2015/05/26/american-heist-2015/
  
The Post (2017)
The Post (2017)
2017 | Biography, Drama, Thriller
Landing the Hindenburg in a Thunderstorm.
What a combination: Streep, Hanks, Spielberg, Kaminski behind the camera, Williams behind the notes. What could possibly go wrong?
Nothing as it turns out. After, for me, the disappointment of “The BFG” here is Spielberg on firm ground and at the height of his game.
It’s 1971 and the New York Times is in trouble for publishing what became known as “The Pentagon Papers”: a damning account of multiple administration’s dodgy dealings around the Vietnam War, put together by Robert McNamara (Bruce Greenwood, “Star Trek: Into Darkness“) and meant for “posterity” – not for publication! Watching from the sidelines with frustration at their competitor’s scoop are the Washington Post’s editor Ben Bradlee (Tom Hanks, “Bridge of Spies“, “Inferno“) and the new owner Kay Graham (Meryl Streep, “Florence Foster Jenkins“, “Suffragette“). With immaculate timing, Graham is taking the paper public, so needs the newspaper embroiled in any sort of scandal like a hole in the head. But with the US First Amendment under pressure, will Graham and Bradlee put their business and their freedom at risk by publishing and being damned?

Bradlee (Tom Hanks) and Graham (Meryl Streep) in the Washington Post’s newsroom.
Both of the leads play characters that are quite strikingly out of character from their normal roles.
In a seamingly endless run of ‘kick-ass’ women in the movie driving seat, here I expected Streep to be in full “Iron Lady” mode, but in fact she starts the film as quite the opposite: nervous, timid, vascillating. For although the story is about “The Washington Post” and “The Pentagon Papers”, the real story is about Graham herself (Liz Hannah’s script is actually based on Graham’s autobiography). In many ways it’s about a woman, in a male world, overcoming her fear and finding her own voice. As has been demonstrated in many recent films (“Hidden Figures” for example) the working world for woman has changed so markedly since the 60’s and 70’s that it’s almost impossible to relate to these chavenistic attitudes. Graham is repeatedly downtrodden as “not good enough” by her underlings within earshot, and then thanks them “for their frankness”. When the women folk retire at dinner, to let the men-folk talk politics, Graham meekly goes with them. Even her father, for God’s sake, left the newspaper not to her but to her (now late) husband! It’s no surprise then that she is coming from a pretty low base of self-confidence, and her journey in the film – as expertly played by Streep – is an extraordinarily rousing one.

The real deal: Ben Bradlee and Kay Graham.
Hanks, normally the guy you’d most like to invite round for dinner (@tomhanks if you happen to be reading this sir, that’s a genuine invitation… we make a mean lasagne here!) also plays somewhat outside of his normal character here. As Bradlee, he is snappy, brusque and businesslike. Although I don’t think he could ever quite match the irascibility of the character’s portrayal by Jason Robards in the classic “All the President’s Men” – who could? – its a character with real screen presence.

The similarities with Alan J Pakula’s 1976 classic Watergate movie – one of my personal favourites – don’t stop there. The same sets that were once populated by Redford and Hoffman are gloriously reproduced with Spielberg and Janusz Kaminski delivering great tracking shots through the newsroom. (Watch out for Sacha Spielberg – daughter of Stephen and Kate Capshaw – who also turns up there delivering a package).

The scoop revealed: Odenkirk, Hanks and David Cross get the low-down.
The supporting cast includes Sarah Paulson (so memorable in “The Trial of O.J. Simpson”) as Bradlee’s wife Tony, Bradley Whitford (“The West Wing”, “Get Out“) and Tracy Letts (“The Big Short“) as two of Graham’s board advisors and Jesse Plemons (“The Program“, “Bridge of Spies“) as the lead legal advisor. Particularly impressive though is Bob Odenkirk (“Breaking Bad”) as Ben Bagdikian, Bradlee’s lead investigative reporter on the case: all stress, loose change and paranoia in his dealings with the leaky Daniel Ellsberg (Matthew Rhys).

Bagdikian (Bob Odenkirk) ordering a drink for himself and his travelling companion.
In a memorable piece of casting Richard Nixon is played by…. Richard Nixon. Although a silluohetted Curzon Dobell stalks the Oval office, the ex-president’s original phone recordings are played on the soundtrack. (There, I knew those recordings would be useful for something… thank heavens he kept them all!)

The film also demonstrates in fascinating style the newsprint business of yesteryear. When I click a button on my PC and a beautifully laser-printed page streams out of my Epson printer, it still seems like witchcraft to me! But it is extraordinary to think that newspapers in those days were put together by typesetters manually building up the pages from embossed metal letters laboriously slotted into a frame. Brilliantly evocative.

Ellsberg (Matthew Rhys) takes a risk.
If Spielberg has a fault, it is one of sentimentality – something that is pointed out in Susan Lacy’s superb HBO documentary on Spielberg (something I have yet to write a review on, but if you like Spielberg you should definitely seek out). Here he falls into that trap again, with an unnecessary bedroom scene between Graham and her daughter tipping the screenplay into mawkishness. It’s unnecessary since we don’t need the points raised rammed down our throats again. It’s something repeated in a rather bizarre final scene with Graham walking down the steps of the supreme court with admiring woman – only woman – watching her. These irritations tarnish for me what could have been a top-rated film.

But the movie is an impressive watch and older viewers, and anyone interested in American political history will, I think, love it. The film, especially with its nice epilogue, did make me immediately want to come home and put “All the President’s Men” on again… which is never a bad thing. Highly recommended.
  
The Amazing Crime and Trial of Leopold and Loeb
The Amazing Crime and Trial of Leopold and Loeb
Maureen McKernan | 1989 | Crime, History & Politics, Law
7
7.0 (1 Ratings)
Book Rating
All you need to know about the case in one book (0 more)
Contradicts itself on some pages (0 more)
"The crime itself was indefensible. The brilliant, spoiled and bored sons of two of Chicago's wealthiest families planned to commit the perfect crime both for the thrill of and to prove their perverse misunderstanding of Friedrich Nietzsche's philosophy of the 'superman,' who was above all law so long as he made no mistake. Their plan, worked out over several months, was to kidnap and immediately kill one of their younger neighbors and hide his body. They would then demand and collect a ransom. The body would never be discovered, the crime would never be solved and only they would know that they had prevailed over ordinary human beings and their simple-minded legal system. But far from being the 'perfect crime,' the murder of 14-year-old Bobby Franks turned out to be amateurishly botched. Before any ransom could be paid, the boy's body was discovered in a culvert near where Nathan Leopold often went bird-watching. A pair of telltale glasses were found adjacent to the body. They were easily traced to Leopold who first came up with a paper-thin alibi and soon thereafter confessed to the crime. His fellow murderer likewise confessed. Each of the 'superboys' placed blame for the actual killing on the other." - Alan M. Dershowitz

If you mentioned the names Leopold and Loeb today, many people wouldn't know who you were talking about, but if you had mentioned them just thirty years ago, many people would recall the 'murder of the century.'

If you are a fan of the True Crime genre, you'll come across the case of two wealthy Chicago boys who thought they could get away with murder. (The trial is probably the most talked about trial to-date because this is the first time that psychology was brought before a court room.)

For a good part of the late 1920's, Leopold and Loeb were household names for good reason: they came from millionaire families, they were college graduates before they were 18-years-old, and their trial was the first time in history that the world saw psychology put in front of a judge. The trial was even more unforgettable due to a closing speech given by famous defense attorney, Clarence Darrow, which is reprinted in its entirety,spanning a hefty 93 pages.

Nathan Leopold, Jr. and Richard Loeb were two people who should have never met, according to the courtroom. The two met at about the age of fifteen, soon after they began to embark on criminal acts together, ranging from theft to arson. It's stated in 'the Amazing Crime and Trial of Leopold and Loeb' that Loeb had created a fantasy world where he was a crime ringleader that was too smart for the police to catch. Readers get to judge for themselves whether or not they believe Loeb was the cause of their crimes, or if Leopold was the one really in charge.

After robbing Loeb's fraternity house together, Leopold and Loeb came up with a plan to kidnap a wealthy child that they could then ransom. "They began to devise elaborate plans for this kidnapping, and soon the planning became the all-important thing. They gave up the idea of kidnapping this particular person [a young man named William], and settled on the idea of kidnapping anyone who would fit in their kidnapping plans." Throughout the book, we find out that the boys were pretty desperate for a kidnapping victim, that they even thought about kidnapping one of their close friends:

"The plan of kidnaping Dick Rubel was given up because Dick Rubel's father was so tight we might not get any money from him."

Leopold and Loeb discussed everything from how they would receive the ransom, what weapons they would use, how they would get the victim inside a rented vehicle, and what they would do with the body afterwards. "In March, 1924, the patient [Loeb] conceived the idea of securing the money by having it thrown off a moving train. This idea was discussed in great detail, and gradually developed into a carefully systematized plan. As time wore on the plan became greatly modified from the original one. They discussed at considerable length the choice of a suitable subject for kidnapping. The patient's companion [Leopold] suggested that they kidnap a young girl instead of a boy, but the patient [Loeb] objected to this. His companion [Leopold] also suggested that they kidnap the patient's [Loeb] younger brother, but the patient apparently did not seriously consider doing this. They then considered half a dozen boys, any one of whom would do, for the following reasons: that they were physically small enough to be easily handled and their parents were extremely wealthy and would have no difficulty or disinclination to pay ransom money."

During the trial, Leopold and Loeb's psychological evaluations became the forefront of their guilty plea, stating that they were not responsible for their actions due to their upbringing and environment. "I submit the facts do not rest on the evidence of these boys alone. It is proven by the writings; it is proven by every act. It is proven by their companions, and there can by no question about it." Clarence Darrow explains in his famous closing statement. "We brought into this courtroom a number of their boy friends, whom they had known day by day, who had associated with them in the club house, were their constant companions, and they tell the same stories. They tell the story that neither of these two boys was responsible for his conduct."

'The Amazing Crime and Trial of Leopold and Loeb' contains the portions of the psychiatric evaluations that were submitted in court,but the testimony of character witnesses is omitted. For a factual telling of a real life trial, this book is okay. If the reader pays attention, they may notice that some of the book contradicts itself, such as one page states that the car robe used to wrap up Franks' body was found buried near Lake Michigan,but then pages later, the book states it had been burned at Loeb's home.

The psychiatric reports are very repetitive,just using different words to describe the same things. Yet, these reports are the backbone of the trial and well worth a read. The evaluations and Darrow's extensive speech were what saved Leopold and Loeb from a death sentence.

There are very few books written about the 'murder of the century,' and even less about the 'lawyer of the century.' Leopold and Loeb, as well as Darrow, have faded into the obscurity of the True Crime genre, but because the boys' mental state was brought into question, we now accept forensic science/psychology in the court room today. I feel that only people who are truly interested in True Crime, or even have a fascination for the court room are the only ones who will enjoy 'The Amazing Crime and Trial of Leopold and Loeb.'
  
How NOT to Summon a Demon Lord
How NOT to Summon a Demon Lord
2015 | Adventure, Comedy, Fantasy
9
6.6 (5 Ratings)
TV Show Rating
Catching and Action-Packed!
TRIGGER WARNINGS: memory loss, anger issues, agoraphobia, graphic injuries, fat-shaming, body-shaming, forced marriage, incest, manipulation, toxic relationship, mind control, misogynistic language, slavery, torture, violence, executions

I was generally worried at whether this show was going to be good or if it was going to be one of those trashy anime's that are just 'alright'. I randomly put it on as I had just finished my hundredth re-watch of Vampire Knight and was shocked. This was crafted into a rather enjoyable story that had an amazing cast of main characters. There was silliness, softcore (ecchi) content, action, and adventure.

Throughout the show, there are scenes that are deemed inappropriate and the first episode contains one of those "whoa there" scenes. I wouldn't recommend watching if you don't want somewhat sexual scenes littered throughout the show. Besides those moments, How NOT to Summon a Demon Lord is pretty fun and an enjoyable series that fits with the genre of the show.

How NOT to Summon a Demon Lord captures the whole overpowered main character but balances it with a main character that has limits to his power. There is also the whole sense of danger to those that are close to the main character. The story is told really well and wraps up nicely, leaving the ending open so that if more seasons do end up getting made it would work perfectly with continuing the story on. But if this was the end, then it ended on a good note.

You won't see much of the modern world in the show except for the very beginning. The setting is set in a parallel fantasy world (isekai) where the main character is instantly sucked into a world similar to the game that he was playing. There isn't much connection between the game world and the modern world, but it really isn't an issue as it happened early on in the show.

The show itself is about the main character, who plays an all-mighty powerful Demon Lord in a game in the modern world, but then gets physically summoned into this parallel fantasy world. The twist: the main character is actually stuck in the body of his character Diablo. The story follows a pretty typical plotline where the main character adapts to being in a new body, a new world, how he deals with his surroundings, and how he tackles the issues that arise.

The biggest plot point revolves around the two summoners: Rem and Shera. Each had their own reason for summoning Diablo and he even gets involved with those same issues, seeking to help them. It's insinuated incredibly well that these two young women are main characters alongside Diablo, but some issues arise. Like the slave collars that are around the women's necks should have been around Diablo's neck. The issues that these young women have are as weighty as the salve collars. Slavery is apparently legal in this world, but Diablo doesn't abuse his power and actually allows the women to do as they please, even going as far as forming a bond with both of them.

Overall, I enjoyed watching the story unfold and seeing the producers establish the difference between the modern world and the game that Diablo was experiencing. And even seeing Diablo overpower so many of the opponents he encountered throughout the world. I was entertained throughout every episode and ended up binging this in an entire night!

Generally, when you have a show like this, the characters have to carry a ton to really make the show good. In How NOT to Summon a Demon Lord, they do an exceptional job at portraying that. Diablo is a pretty solid main character, even being likable! The problem with action-packed shows like this with an overly powerful main character is that the character isn't likable and that makes the show rather boring. With this show, you do not get that vibe one bit. Diablo actually works because he's a generally nice guy at heart, never resorting to using his powers right away or even stop caring about whether or not he kills someone. His strength is evenly matched with his lack of communication and his heavy social anxiety. I mean, you get inside his head quite often and he uses both his brains and brawn to help in a rough spot, instead of just randomly firing about as most power main characters do. This really adds to the appeal of Diablo.

The other two main characters, Rem and Shera are two girls with their own reasons for summoning a powerful demon to aid them. Both are entertaining and even have their own backstories that really add to the story. Rem's backstory is a bit more emotional compared to Shera's but the watcher is able to emphasize with both excruciatingly well. Especially when all three main characters develop a sturdy friendship and gain the trust of the others. Shera is the glue that holds both Rem and Diablo together when they start doubting themselves.

There are a wide variety of antagonists and side characters that don't get a ton of focus, but they do help push the main cast and story along. These antagonists have their own goals and that causes serious conflict with the goals Diablo, Rem, and Shera have/want to do. But then there are also the side characters that are actually on the side of the three mains and do play important roles in various points of the story.

The art and visual effects were well down and it wasn't the same graphic scenes and spells as most anime's do. For instance, Diablo doesn't just spam the same spell over and over (like I do when I'm playing a game because I'm a button smasher haha) instead, he uses different attacks and spells for each occasion. The show doesn't shower blood around like it's rain *cough cough Game of Thrones cough cough*, but it does a good enough job letting the watcher know when someone gets hurt/ dies.

My final thoughts:
Overall, this was a well-done show that held the action and made the characters very likable, without rushing the story. There is comedy, action, magic, and a bit of a push on the boundary with softcore (ecchi) content but you get a good sense from the main characters and story that it's defiantly worth checking out.
  
40x40

Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games

Jan 8, 2020 (Updated Jan 8, 2020)  
Jetpack Joyride
Jetpack Joyride
2019 | Puzzle, Racing, Real-time, Video Game Theme
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?

Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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

Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!

Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.

Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.

Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
  
Niche
Niche
2009 | Abstract Strategy, Card Game, Educational, Puzzle
I have a gamer confession to make and I am not sure how it will be received. Perhaps it isn’t a gamer confession at all. I will let you be the judge. I am not a fan of Sudoku. There! I said it, and I stand by it. I find it tedious and far too intelligent a game for me. However, if someone would just dumb it down enough for me to get it, I may actually enjoy it. Oh wait, Andy Hopwood did that for me already? Hot dog!

Niche is a puzzly abstracty Sudoku-y card sheddy game for two to seven players that can be played in as few as 10 minutes. In it players attempt to shed their hand and score the most points by adding cards to established lines of cards. As with most of Andy Hopwood’s games, though, there is a twist.

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 the dealer will shuffle the deck and, well, deal out seven cards to each player. The cards not dealt form a deck and from this deck a starter card is flipped to the table. Setup is complete and the game may now begin!
On a turn each player will need to perform three steps: Select, Place, Score. When Selecting a card from their hand the player will need to observe the last played card. This card will essentially inform the player of what CANNOT be played. For example (per the photo above), if a yellow triangle was just played, then the next card played can be NEITHER yellow nor a triangle. So from their hand the active player will select a group of cards that can be played this turn and choose one to add adjacently to the most recently played card.

The player then must Place their card such that they do not add the same card to the line that already exists within the line. For an example here (per the photo below), the most recently played card is a blue circle. In hand are two blue squares, a yellow square, and a red square. As the previous card is blue the only choices left are the yellow and red square. However, the card played previous to the blue circle was a yellow square, so that leaves our player with only one choice: the red square connected to the blue circle. Now, the player could actually use the yellow square, but would need to place it below the blue circle forming the beginning of a new line. I will explain why that is a less strategic play.

When players perform the third step in a turn, Scoring, they will count up all cards in the lines extended by their card, both vertically and horizontally. In our previous example the red square continues a line of two cards so their score for that placement is three. Should they place the yellow square below they will only score two as they have added onto only one card. Fans of Azul will be familiar with this scoring system. Players are expected to keep track of their own scores each turn.


Should a player not have any legal plays using cards in their hand they must pass, and await their next turn. Play continues in this manner of players performing these three steps in a turn until a player sheds their entire hand of cards. All other players will have one more chance to play one card to score points. Players add up all the points they have scored throughout the game and the player with the most points is the winner!
Components. This is a deck of cards in a tuckbox. The cards are all fine quality, and the iconography could not be much clearer. I have zero qualms with the components here.

Gameplay is super quick and puzzly, with a great weight for its type of game. This will not be a centerpiece title of the game night, but will offer filler style gameplay for gamers mulling about or waiting for the next game to begin. I enjoy the simplicity of the rules coupled with the puzzly and thinky nature of each turn. Obviously the name of the game is scoring points, so you want to add to an already-long line instead of having to begin a new off-shoot somewhere, but it is near impossible to anticipate what other players will place on their turns. Therefore, more strategic players will find either solace or frustration from the more tactical style of play here.

I do want to mention that this game was originally designed for an event benefiting The Foundation for Conductive Education in the UK. Quote taken from the BGG profile for Niche: “The game aims to promote and support The Foundation for Conductive Education. This method works with children and adults who have conditions such as Cerebral Palsy, Stroke, M.S. or Parkinsons, helping them to lead more independent lives.” I know this organization holds a special place in the designer’s heart and I just wanted to take a moment to give a shout-out to this amazing organization and this amazing person who created a game for the benefit of others. I applaud both entities, and hope for much success.

That said, Niche is a game that can be played with any type of gamer in almost any situation. It takes up little table space (at most nine cards in a line) and is rules-light. Purple Phoenix Games gives this one an extended 8 / 12. If you are a fan of Sudoku and would like to explore a little card game that gives this reviewer the same vibe (but infinitely more fun) then I urge you to grab a copy of Niche. Not only will you be purchasing a good little game, but your purchase also goes toward furthering an organization that is doing very important work in the UK. And if you would like to feel very smart, play Niche with me sometime and watch me struggle to play the right card.
  
Dragons Wild
Dragons Wild
2021 | Card Game, Fantasy, Mythology
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?

Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.

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 launching February 2, 2021, or through any retailers stocking it after fulfillment. -T


To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.

Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.

Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.

Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.


The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…

Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.

The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!

If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.
  
Block Ness
Block Ness
2021 | Animals, Fantasy
The Loch Ness monster has been a thorn in the side of believers for so long now. We recently published a preview for a Sasquatch game, and a game featuring a werewolf. Today it’s Nessie’s turn. But this game isn’t necessarily about Nessie, but of giant water serpents vying for control over the too-small lake in which they find themselves. How did they get there? What do they eat? Will they truly come to get me if I don’t brush my teeth? I don’t know the answer to some of those questions, but here’s another: is a game about these creatures good?

Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.

Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.


Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.

So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!

The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.

All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
  
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.