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Purple Phoenix Games (2266 KP) rated Animal Empire in Tabletop Games
Jul 2, 2020
The age of humans is in its prime, and our civilizations keeps evolving every day. Have you ever wondered what comes after us though? The answer is the animals – at least, it is according to Animal Empire. Over time, animals have gained enough sentience to rise up and overthrow the humans! The animal kingdom is thriving as the different species learn to coexist in peace. However, the carnivorous animals are thirsting for more power and the delicate balance of peace has been upended! The game is afoot, and any species can come out victorious – can you lead your armies to victory and power over the Animal Empire?
Disclaimer: We were provided with a copy of this game for the purposes of this preview. I do not intend to rehash the entire rulebook, but rather provide the general rule set and overall flow of the game. The components pictured are final. Feel free to reach out to the publisher to snag your own copy! -L
Animal Empire is a card game of hand management, area majority, battling, and a bit of negotiation in which players are trying to be the first to gain control over 9 of the 16 Kingdoms. How? By deploying your armies, defeating your opponents, and maintaining control over your captured Kingdoms. Set up the game as described in the rulebook, and take the starting cards into your own hand and play area. Your starting Kingdom (marked by your Crown card) is placed face-up in front of you, and your Army and Wilderness cards are hidden from opponents in your hand.
Animal Empire is played over a series of turns, and on your turn you may take up to two Actions by using your Army cards. Each Army card can only perform one action per turn, unless it has a Specialty or you use a Wilderness card to affect your action. Actions that can be performed are: March, Capture, Battle, Use Specialty, Seize Crown, or Manage Vassal. Most of the actions are straight-forward – March allows you to move an Army to any Kingdom (either in the Play Area or one controlled by an opponent), Capture allows you to take a Kingdom (if you have majority presence on the card or if your Armies are unopposed), and Battle allows you to fight off rival Armies inhabiting the same Kingdom card as you. Seize Crown and Manage Vassal are the most unique. If you capture an opponent’s starting Kingdom (thereby Seizing the Crown), you take their Crown card and they are now your Vassal. They belong to your Kingdom, and must work to help you win – their Kingdom cards count with yours towards the majority total. If you have Vassals, you can use an action to Manage Vassal, which allows you to either give or take a Kingdom card from your Vassal. When you capture a new Kingdom, you also gain a new Army that matches your newest acquisition. Wilderness cards can be used at any time, and they can affect you or your opponents, depending on the card text. Play continues, with players taking turns, battling, and influencing Kingdoms until a player has captured a total of 9 Kingdoms. The game then ends and they are declared the winner!
So how does this game of ruling the animal kingdom actually fare? Pretty well for the most part, if you ask me! The basis of the game is simple – capture the majority of the Kingdoms. The execution of that goal is what takes Animal Empire to the next level for me. The amount of strategy required for success is beyond what you originally think. No matter how many Armies or Wilderness cards you have at your disposal, you only get a maximum of 2 actions per turn. That means that you really have to strategize which cards and actions to use and when. You are trying to amass a majority of Kingdoms, but just because you capture a Kingdom doesn’t mean it’s safe! Opponents can try to steal your Kingdoms, as you can theirs, so you have to find a good balance of offense and defense to ensure that your majority claim is not being compromised. Your strategy must be adaptable to respond to the actions of your opponents, and you have to be constantly engaged and alert to the playing field. Just be ready for some confrontation though – this game pits you directly against your opponents.
The only components in Animal Empire are cards, and they are a good quality and pretty sturdy. The artwork is really detailed and unique, and I find myself admiring the artwork almost as much as I spend strategizing. The trickiest part for me regarding components is that beyond the Crown cards, nothing is colored according to Crowns. All of the artwork is unique across all cards, and some cards of different types share the same base color – so you have to make sure to remember who played which card where to ensure no accidental confusion. The way I found to circumvent that was for all players to play their cards oriented towards them, so it was more clear to see which cards belonged to which players. I would’ve also liked to see Player Reference Cards detailing the different card Specialties – just to minimize the amount of time referring back to the rulebook for clarification.
All in all, I think that Animal Empire is a solid little card game. I like the strategic elements and that it keeps all players engaged throughout the entire game. I would definitely recommend it at the mid- to higher player counts though, because at only 2 player it feels like it kind of drags on in a back-and-forth battle for majority. With more players, there are more strategic implications, more options to deal with, and a little more chaos for everyone. If you’re looking for a fun little game of head-to-head battling, check out Animal Empire!
Disclaimer: We were provided with a copy of this game for the purposes of this preview. I do not intend to rehash the entire rulebook, but rather provide the general rule set and overall flow of the game. The components pictured are final. Feel free to reach out to the publisher to snag your own copy! -L
Animal Empire is a card game of hand management, area majority, battling, and a bit of negotiation in which players are trying to be the first to gain control over 9 of the 16 Kingdoms. How? By deploying your armies, defeating your opponents, and maintaining control over your captured Kingdoms. Set up the game as described in the rulebook, and take the starting cards into your own hand and play area. Your starting Kingdom (marked by your Crown card) is placed face-up in front of you, and your Army and Wilderness cards are hidden from opponents in your hand.
Animal Empire is played over a series of turns, and on your turn you may take up to two Actions by using your Army cards. Each Army card can only perform one action per turn, unless it has a Specialty or you use a Wilderness card to affect your action. Actions that can be performed are: March, Capture, Battle, Use Specialty, Seize Crown, or Manage Vassal. Most of the actions are straight-forward – March allows you to move an Army to any Kingdom (either in the Play Area or one controlled by an opponent), Capture allows you to take a Kingdom (if you have majority presence on the card or if your Armies are unopposed), and Battle allows you to fight off rival Armies inhabiting the same Kingdom card as you. Seize Crown and Manage Vassal are the most unique. If you capture an opponent’s starting Kingdom (thereby Seizing the Crown), you take their Crown card and they are now your Vassal. They belong to your Kingdom, and must work to help you win – their Kingdom cards count with yours towards the majority total. If you have Vassals, you can use an action to Manage Vassal, which allows you to either give or take a Kingdom card from your Vassal. When you capture a new Kingdom, you also gain a new Army that matches your newest acquisition. Wilderness cards can be used at any time, and they can affect you or your opponents, depending on the card text. Play continues, with players taking turns, battling, and influencing Kingdoms until a player has captured a total of 9 Kingdoms. The game then ends and they are declared the winner!
So how does this game of ruling the animal kingdom actually fare? Pretty well for the most part, if you ask me! The basis of the game is simple – capture the majority of the Kingdoms. The execution of that goal is what takes Animal Empire to the next level for me. The amount of strategy required for success is beyond what you originally think. No matter how many Armies or Wilderness cards you have at your disposal, you only get a maximum of 2 actions per turn. That means that you really have to strategize which cards and actions to use and when. You are trying to amass a majority of Kingdoms, but just because you capture a Kingdom doesn’t mean it’s safe! Opponents can try to steal your Kingdoms, as you can theirs, so you have to find a good balance of offense and defense to ensure that your majority claim is not being compromised. Your strategy must be adaptable to respond to the actions of your opponents, and you have to be constantly engaged and alert to the playing field. Just be ready for some confrontation though – this game pits you directly against your opponents.
The only components in Animal Empire are cards, and they are a good quality and pretty sturdy. The artwork is really detailed and unique, and I find myself admiring the artwork almost as much as I spend strategizing. The trickiest part for me regarding components is that beyond the Crown cards, nothing is colored according to Crowns. All of the artwork is unique across all cards, and some cards of different types share the same base color – so you have to make sure to remember who played which card where to ensure no accidental confusion. The way I found to circumvent that was for all players to play their cards oriented towards them, so it was more clear to see which cards belonged to which players. I would’ve also liked to see Player Reference Cards detailing the different card Specialties – just to minimize the amount of time referring back to the rulebook for clarification.
All in all, I think that Animal Empire is a solid little card game. I like the strategic elements and that it keeps all players engaged throughout the entire game. I would definitely recommend it at the mid- to higher player counts though, because at only 2 player it feels like it kind of drags on in a back-and-forth battle for majority. With more players, there are more strategic implications, more options to deal with, and a little more chaos for everyone. If you’re looking for a fun little game of head-to-head battling, check out Animal Empire!

Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 1400 in Tabletop Games
Oct 21, 2020
Isn’t that box cover just awesome? I never open a preview with a comment about components, but this one warranted it because the box art is so good. Anyway, it’s Paris in the year, well, 1400 AD, and now some strange things are afoot at le Cercle K.
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
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 Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to report to their family members all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
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 Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to report to their family members all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!

Purple Phoenix Games (2266 KP) rated Hunting Sasquatch in Tabletop Games
Jan 30, 2021
Sasquatch. Nessie. La Chupacabra. The Jersey Devil. These are all examples of what is called “Cryptids.” These cryptids are mostly fairytale creatures, and have not been substantiated yet, but many a fool have hunted them nonetheless. You are one of those fools. Your target? Information on Sasquatch. Yeah, you might find other clues to fellow cryptids along the way, but you really need that sweet sweet clear photo to be crowned King Fool!
Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.
The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.
Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).
If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).
The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.
The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.
I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.
I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.
The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.
Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).
If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).
The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.
The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.
I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.
I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.

Lottie disney bookworm (1056 KP) rated The Beast Within: A Tale of Beauty's Prince (Villains #2) in Books
Aug 24, 2019
Beauty and the Beast is arguably one of my favourite Disney classics. I adored Tale as Old as Time and so the Beast’s version of the villain’s tale series had some pretty big boots to fill.
The Beast Within is the second book in the villains’ series and shifts between time periods to provide the reader with an insight to the Beast’s life before and after he was cursed. This was such an interesting concept because each version of Beauty and the Beast contains the vain prince who shuns the enchantress: it’s a pretty key part of the story! However, Serena Valentino expands upon this and, although the Prince becomes no more likeable, Valentino humanises him. We learn the extent of his vanity and, to be honest, probably dislike him more than the original version!
We also receive more of an insight into the Odd Sisters within this novel. We visit their house and gain an idea of the pecking order within the foursome. Yes foursome! I have not drunk too much prosecco and can no longer count (well not yet) – the witches have a little sister.
Circe is as beautiful as her sisters are odd and also happens to be engaged to the Prince (massive coincidence I am sure) but is rejected by him when his best friend Gaston reveals that her family are pig farmers. He claims she deceived him with her beauty and is sickened by her grotesque appearance now he knows the truth.
In fact, by placing Gaston and the Prince side by side we start to think that maybe Belle made the wrong choice by dismissing the shallow hunter so quickly!
Needless to say, Circe is crushed: she accuses him of behaving like a beast, being tainted by vanity and not capable of true love. The spurned witch curses the Prince, warning him that he will slowly transform into the horrifying creature that he is within.
The fact that the reader witnesses the full transformation of Prince into Beast is really interesting and Circe’s words have a profound effect on the Prince, his grasp on his sanity and his future relationships. He veers wildly between dismissing Circe as crazy whilst simultaneously finding a bride in order to break the spell.
Naturally, the Prince is not alone in this story: Mrs Potts, Cogsworth and Lumiere unwittingly become swept up in Circe’s curse. In fact, the odd sisters taunt the Beast, implying that he is only concerned about his servants because of what they may do to him if the curse is not lifted.
Valentino does choose to express that Mrs Potts, in particular, had great affection for the Prince and Gaston as children but this isn’t really played on at all. The reader does gain the sense that the Prince is cared for by his staff but there are no real relationships developed here. Even when Lumiere realises that the Prince views the objects of the curse differently from everyone else; there lacks the compassion and assistance of their animated counterparts.
Another relationship that lacked conviction was that between the Beast and Belle. This is one of the most iconic love stories in the Disney portfolio but I’m afraid I just wasn’t feeling it. I understand that Valentino needs to focus on Tulip: she is an important character who shows the Prince’s desperation, his unwillingness to change and his escalating beastly behaviour (she also links into the next book in the series). However, the focus on Tulip seems to sacrifice any detail when it comes to Belle. Yes, we learn that she attended the original ball and that she will do anything to save her father but that’s pretty much it. The blossoming romance that ensues is witnessed third hand via the odd sisters’ mirror and it begs the question: is this the tale of Beauty’s Prince or is the tale of Circe and her sisters?
Despite Circe being the youngest, it is often implied that she is more powerful than her older sisters and, although she does seem more sane, it cannot be said that Circe is a pushover: upon learning of her sisters’ involvement in the Beast’s fate, Circe punishes them; removes the curse and creates the spinning prince complete with fireworks that we remember from the original movie. This transition from bitter, heartbroken witch to sympathetic and forgiving is unforeseen and abrupt. To be honest it felt like it was a convenient way of shoe-horning the movie ending into the book.
Overall, I loved the potential of The Beast Within. I really enjoyed learning more about the Prince’s character and seeing a side of him that the reader cannot merely brush off as young or vain: he was a truly horrible person. I also loved the little nods to the fairy-tale world, such as Gaston suggesting a ball because it all worked out for the Prince’s friend “after the business with the slipper”.
Valentino also provides hints to future novels and so the references to Ursula were very intriguing as I prepare to read ‘Poor Unfortunate Soul’ next. There is the occasional reference to the old Queen, as well as the continuation of the theme of mirrors and love as a weakness: the odd sisters really do dominate the tales.
In a way I almost feel that the book has a little too much going on: we have the beast’s battle against the curse; the odd sister’s magic; Circe and Ursula’s little tangent and the original storyline. In my opinion, all of these factors make the ending of the book very rushed. For example, the Beast juxtaposes from being unable to fall in love with someone like Belle to presenting her with an entire library just to see her smile in a matter of sentences!
It is a shame because, after the ending of ‘Fairest of All’ I was expecting so much more. I did still like the book but I didn’t love it- I felt like the book could have expanded more on the more unique/dark aspects of the story, such as the creepy statues and the Beast’s alternative view of the curse.
Ah well, you can’t love them all! Onwards and upwards to Poor Unfortunate Soul!
The Beast Within is the second book in the villains’ series and shifts between time periods to provide the reader with an insight to the Beast’s life before and after he was cursed. This was such an interesting concept because each version of Beauty and the Beast contains the vain prince who shuns the enchantress: it’s a pretty key part of the story! However, Serena Valentino expands upon this and, although the Prince becomes no more likeable, Valentino humanises him. We learn the extent of his vanity and, to be honest, probably dislike him more than the original version!
We also receive more of an insight into the Odd Sisters within this novel. We visit their house and gain an idea of the pecking order within the foursome. Yes foursome! I have not drunk too much prosecco and can no longer count (well not yet) – the witches have a little sister.
Circe is as beautiful as her sisters are odd and also happens to be engaged to the Prince (massive coincidence I am sure) but is rejected by him when his best friend Gaston reveals that her family are pig farmers. He claims she deceived him with her beauty and is sickened by her grotesque appearance now he knows the truth.
In fact, by placing Gaston and the Prince side by side we start to think that maybe Belle made the wrong choice by dismissing the shallow hunter so quickly!
Needless to say, Circe is crushed: she accuses him of behaving like a beast, being tainted by vanity and not capable of true love. The spurned witch curses the Prince, warning him that he will slowly transform into the horrifying creature that he is within.
The fact that the reader witnesses the full transformation of Prince into Beast is really interesting and Circe’s words have a profound effect on the Prince, his grasp on his sanity and his future relationships. He veers wildly between dismissing Circe as crazy whilst simultaneously finding a bride in order to break the spell.
Naturally, the Prince is not alone in this story: Mrs Potts, Cogsworth and Lumiere unwittingly become swept up in Circe’s curse. In fact, the odd sisters taunt the Beast, implying that he is only concerned about his servants because of what they may do to him if the curse is not lifted.
Valentino does choose to express that Mrs Potts, in particular, had great affection for the Prince and Gaston as children but this isn’t really played on at all. The reader does gain the sense that the Prince is cared for by his staff but there are no real relationships developed here. Even when Lumiere realises that the Prince views the objects of the curse differently from everyone else; there lacks the compassion and assistance of their animated counterparts.
Another relationship that lacked conviction was that between the Beast and Belle. This is one of the most iconic love stories in the Disney portfolio but I’m afraid I just wasn’t feeling it. I understand that Valentino needs to focus on Tulip: she is an important character who shows the Prince’s desperation, his unwillingness to change and his escalating beastly behaviour (she also links into the next book in the series). However, the focus on Tulip seems to sacrifice any detail when it comes to Belle. Yes, we learn that she attended the original ball and that she will do anything to save her father but that’s pretty much it. The blossoming romance that ensues is witnessed third hand via the odd sisters’ mirror and it begs the question: is this the tale of Beauty’s Prince or is the tale of Circe and her sisters?
Despite Circe being the youngest, it is often implied that she is more powerful than her older sisters and, although she does seem more sane, it cannot be said that Circe is a pushover: upon learning of her sisters’ involvement in the Beast’s fate, Circe punishes them; removes the curse and creates the spinning prince complete with fireworks that we remember from the original movie. This transition from bitter, heartbroken witch to sympathetic and forgiving is unforeseen and abrupt. To be honest it felt like it was a convenient way of shoe-horning the movie ending into the book.
Overall, I loved the potential of The Beast Within. I really enjoyed learning more about the Prince’s character and seeing a side of him that the reader cannot merely brush off as young or vain: he was a truly horrible person. I also loved the little nods to the fairy-tale world, such as Gaston suggesting a ball because it all worked out for the Prince’s friend “after the business with the slipper”.
Valentino also provides hints to future novels and so the references to Ursula were very intriguing as I prepare to read ‘Poor Unfortunate Soul’ next. There is the occasional reference to the old Queen, as well as the continuation of the theme of mirrors and love as a weakness: the odd sisters really do dominate the tales.
In a way I almost feel that the book has a little too much going on: we have the beast’s battle against the curse; the odd sister’s magic; Circe and Ursula’s little tangent and the original storyline. In my opinion, all of these factors make the ending of the book very rushed. For example, the Beast juxtaposes from being unable to fall in love with someone like Belle to presenting her with an entire library just to see her smile in a matter of sentences!
It is a shame because, after the ending of ‘Fairest of All’ I was expecting so much more. I did still like the book but I didn’t love it- I felt like the book could have expanded more on the more unique/dark aspects of the story, such as the creepy statues and the Beast’s alternative view of the curse.
Ah well, you can’t love them all! Onwards and upwards to Poor Unfortunate Soul!

Purple Phoenix Games (2266 KP) rated Gem Blenders in Tabletop Games
Oct 24, 2019
Collectible Card Games (CCG) and Living Card Games (LCG) are enjoyed by the members of Purple Phoenix Games. From these genres we primarily play Lord of the Rings LCG, A Game of Thrones (2e) LCG, and DiceMasters (ok we kinda cheated here but it still applies). So we are no strangers to constructing decks or teams and going head-to-head to defeat opponents. When I heard about Gem Blenders being a CCG with an interesting theme, I knew we had to try it.
Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T
To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!
On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.
Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.
Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.
The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.
Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.
However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.
Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.
That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.
Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T
To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!
On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.
Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.
Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.
The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.
Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.
However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.
Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.
That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.

Bob Mann (459 KP) rated Joker (2019) in Movies
Nov 10, 2019
Joachim Phoenix - Oscar winning performance? (1 more)
Look and feel of the film - technically brilliant
A loser's tale.
“Joker” has managed to stir up a whirlwind of controversy, centring partly around the level of violence included but also on the use of “that song” on the soundtrack. But putting aside that flurry of commentary, what of the film itself?
Man, this is a dark film! It’s as much of an anti-superhero film as this year’s “Brightburn“. The Batman legacy has addressed the mental state of the protagonists before (both that of the hero and the villains). Here we have a real study of how a mentally unstable no-hoper can be pushed over the edge by bigotry, carelessness and government cut-backs.
Indeed, there is something alarmingly prescient about the movie’s plot line, watching this as we (in the UK) are in the month of possible (or as Boris Johnson would say, definite) Brexit madness! “Is it me, or is it getting crazier out there?” Arthur Fleck muses to his social worker (Sharon Washington). And a rant by Arthur late on goes “Everybody just yells and screams at each other. Nobody’s civil anymore. Nobody thinks what it’s like to be the other guy. You think men like Thomas Wayne ever think what it’s like to be someone like me? To be somebody but themselves? They don’t. They think that we’ll just sit there and take it, like good little boys! That we won’t werewolf and go wild!” Chilling words as we possibly face a very bumpy October and November in the UK.
After reviewing “Judy” I wouldn’t be the least surprised if I’d just seen the Best Actress award bagged (by Renée Zellweger). Now, with “Joker”, surely Joachim Phoenix might bag his first (and well overdue in my book) Oscar. Although nominated before (for “Gladiator”, “Walk the Line” and “The Master”) he’s never won. Here Phoenix’s physical transformation into Arthur Fleck is SIMPLY EXTRAORDINARY. And the way he captures the (medically) induced fits of helpless laughter, ending in a sort of choking fit, is brilliant and replicated to a ‘T’ on multiple occasions.
I loved “You Were Never Really Here“, primarily due to Phoenix’s pitch-perfect performance. And “Joker” reminded me very much of Lynne Ramsey‘s film: a disturbed loner, looking after his elderly mother; with violence meted out to wrong-doers. Joe is almost the yin to Arthur Fleck’s yang: Joe is an invisible man who is very much present; Arthur is a very visible man who thinks he is invisible. There’s even comment by Fleck towards the end of the film that sometimes he thinks he’s ‘not really there at all’! (A deliberate ‘in’ joke in reference to that film?)
After some pretty piss-poor “pension grabs” in recent years, culminating in the appalling career- nadir of “Dirty Grandpa” in 2016, Robert De Niro comes good with a fine performance as the idolised but thoughtless and cruel talk-show host Murray Franklin. It’s very much a supporting role, but delivered with great aplomb.
Also great again is “Deadpool 2“‘s Zazie Beetz (a great trivia answer for an actor with three ‘z’s’ in the name). This angle of the story is deviously clever, and Zazie handles the various twists and turns brilliantly.
Movie violence needs to be taken in context to both the film’s story and to the movie’s certificate. For those expecting a light and fluffy “Avengers” style of movie, they might be shocked by what they see. True that the film definitely pushes the boundaries of what I think is acceptable in a UK15-certificate film. … I suspect there were HEATED discussions at the BBFC after this screening! The violence though seems comparable to some other 15’s I’ve seen: a DIY-store drill scene in “The Equalizer” comes to mind.
A particularly brutal scene is reminiscent of a climactic scene in “Once Upon a Time… in Hollywood“, such that Quentin Tarantino might have just cause to appeal his ‘UK18’ certificate.
You might argue about the level of violence that SHOULD be shown in a 15 certificate film. But I think the violence portrayed – given this is in the known context an origin story for a psychopathic killer – is appropriate. I personally found the Heath Ledger‘s Joker’s “pencil trick” scene in “The Dark Knight” more disturbing, given it was a 12 certificate.
I have less sympathy for the inclusion of “Rock and Roll Part 2” on the soundtrack. The fact that a convicted paedophile (I refuse to say his name) is profiting from the ticket sales is galling. This is almost deliberately courting controversy. There has been some view that this is a “traditional” chant song at US football matches (as “The Hey Song”). But most (all?) teams have now recognized the connection and stopped its use. At least here the director and producers should have more of a ‘world view’ on this.
Where “Hangover” director Todd Phillips does recover some of this respect is in the quality of the script (co-written with Scott Silver) and the direction. It’s misdirection without mis-direction! Some of the twists in the plot (no spoilers here!) I did not see coming, and certain aspects of the story (again no spoilers!) are left brilliantly (and chillingly) vague.
Sure, it borrows heavily in story-line and mood from Martin Scorsese‘s “Taxi Driver”. And I was also reminded of 1993’s Joel Schumacher flick “Falling Down” where Michael Douglas is an ordinary man pushed to the edge and beyond by a series of life’s trials. But if you want to criticise a film for “not being 100% original” then let’s start at the top of the 2019 IMDB listings and keep going! I’ve also seen comment from some that criticises the somewhat clunky overlay of the Batman back-story into the script. I also understand that view but I didn’t personally share it.
Elsewhere I would not be surprised if the movie gets garlanded with technical Oscar nominations aplenty come January. The cinematography, by Phillips-regular Lawrence Sher, is exquisite in setting the grimy 70’s tone. (I loved the retro Warner Brothers logo too). And both video and sound editing is top-notch. Not forgetting a sonorous cello-heavy soundtrack that perfectly suits the mood. Want to put a bet on which film might top the “number of Oscar nominations” list? This might not be a bad choice.
Dark and brooding, with a slow-burn start, this is a proper drama that might make action superhero fans fidgety. But I simply loved it, and would love to carve out the time to give it a re-watch. The Phoenix performance is extraordinary. Will this make my Top 10 of the year? Fingers to head, and pull the trigger…. it’s a no-brainer.
Man, this is a dark film! It’s as much of an anti-superhero film as this year’s “Brightburn“. The Batman legacy has addressed the mental state of the protagonists before (both that of the hero and the villains). Here we have a real study of how a mentally unstable no-hoper can be pushed over the edge by bigotry, carelessness and government cut-backs.
Indeed, there is something alarmingly prescient about the movie’s plot line, watching this as we (in the UK) are in the month of possible (or as Boris Johnson would say, definite) Brexit madness! “Is it me, or is it getting crazier out there?” Arthur Fleck muses to his social worker (Sharon Washington). And a rant by Arthur late on goes “Everybody just yells and screams at each other. Nobody’s civil anymore. Nobody thinks what it’s like to be the other guy. You think men like Thomas Wayne ever think what it’s like to be someone like me? To be somebody but themselves? They don’t. They think that we’ll just sit there and take it, like good little boys! That we won’t werewolf and go wild!” Chilling words as we possibly face a very bumpy October and November in the UK.
After reviewing “Judy” I wouldn’t be the least surprised if I’d just seen the Best Actress award bagged (by Renée Zellweger). Now, with “Joker”, surely Joachim Phoenix might bag his first (and well overdue in my book) Oscar. Although nominated before (for “Gladiator”, “Walk the Line” and “The Master”) he’s never won. Here Phoenix’s physical transformation into Arthur Fleck is SIMPLY EXTRAORDINARY. And the way he captures the (medically) induced fits of helpless laughter, ending in a sort of choking fit, is brilliant and replicated to a ‘T’ on multiple occasions.
I loved “You Were Never Really Here“, primarily due to Phoenix’s pitch-perfect performance. And “Joker” reminded me very much of Lynne Ramsey‘s film: a disturbed loner, looking after his elderly mother; with violence meted out to wrong-doers. Joe is almost the yin to Arthur Fleck’s yang: Joe is an invisible man who is very much present; Arthur is a very visible man who thinks he is invisible. There’s even comment by Fleck towards the end of the film that sometimes he thinks he’s ‘not really there at all’! (A deliberate ‘in’ joke in reference to that film?)
After some pretty piss-poor “pension grabs” in recent years, culminating in the appalling career- nadir of “Dirty Grandpa” in 2016, Robert De Niro comes good with a fine performance as the idolised but thoughtless and cruel talk-show host Murray Franklin. It’s very much a supporting role, but delivered with great aplomb.
Also great again is “Deadpool 2“‘s Zazie Beetz (a great trivia answer for an actor with three ‘z’s’ in the name). This angle of the story is deviously clever, and Zazie handles the various twists and turns brilliantly.
Movie violence needs to be taken in context to both the film’s story and to the movie’s certificate. For those expecting a light and fluffy “Avengers” style of movie, they might be shocked by what they see. True that the film definitely pushes the boundaries of what I think is acceptable in a UK15-certificate film. … I suspect there were HEATED discussions at the BBFC after this screening! The violence though seems comparable to some other 15’s I’ve seen: a DIY-store drill scene in “The Equalizer” comes to mind.
A particularly brutal scene is reminiscent of a climactic scene in “Once Upon a Time… in Hollywood“, such that Quentin Tarantino might have just cause to appeal his ‘UK18’ certificate.
You might argue about the level of violence that SHOULD be shown in a 15 certificate film. But I think the violence portrayed – given this is in the known context an origin story for a psychopathic killer – is appropriate. I personally found the Heath Ledger‘s Joker’s “pencil trick” scene in “The Dark Knight” more disturbing, given it was a 12 certificate.
I have less sympathy for the inclusion of “Rock and Roll Part 2” on the soundtrack. The fact that a convicted paedophile (I refuse to say his name) is profiting from the ticket sales is galling. This is almost deliberately courting controversy. There has been some view that this is a “traditional” chant song at US football matches (as “The Hey Song”). But most (all?) teams have now recognized the connection and stopped its use. At least here the director and producers should have more of a ‘world view’ on this.
Where “Hangover” director Todd Phillips does recover some of this respect is in the quality of the script (co-written with Scott Silver) and the direction. It’s misdirection without mis-direction! Some of the twists in the plot (no spoilers here!) I did not see coming, and certain aspects of the story (again no spoilers!) are left brilliantly (and chillingly) vague.
Sure, it borrows heavily in story-line and mood from Martin Scorsese‘s “Taxi Driver”. And I was also reminded of 1993’s Joel Schumacher flick “Falling Down” where Michael Douglas is an ordinary man pushed to the edge and beyond by a series of life’s trials. But if you want to criticise a film for “not being 100% original” then let’s start at the top of the 2019 IMDB listings and keep going! I’ve also seen comment from some that criticises the somewhat clunky overlay of the Batman back-story into the script. I also understand that view but I didn’t personally share it.
Elsewhere I would not be surprised if the movie gets garlanded with technical Oscar nominations aplenty come January. The cinematography, by Phillips-regular Lawrence Sher, is exquisite in setting the grimy 70’s tone. (I loved the retro Warner Brothers logo too). And both video and sound editing is top-notch. Not forgetting a sonorous cello-heavy soundtrack that perfectly suits the mood. Want to put a bet on which film might top the “number of Oscar nominations” list? This might not be a bad choice.
Dark and brooding, with a slow-burn start, this is a proper drama that might make action superhero fans fidgety. But I simply loved it, and would love to carve out the time to give it a re-watch. The Phoenix performance is extraordinary. Will this make my Top 10 of the year? Fingers to head, and pull the trigger…. it’s a no-brainer.

Purple Phoenix Games (2266 KP) rated Disney Villainous in Tabletop Games
Jan 6, 2020
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.

Purple Phoenix Games (2266 KP) rated Cryptocurrency in Tabletop Games
Apr 2, 2020
Money. Who knew that paper bills and small metal coins would hold such an important role in our society? In today’s day and age, though, with so much reliance on technology, we’ve managed to create digital currency called cryptocurrency. By buying, mining, and trading various cryptocurrencies, you just might turn yourself into an overnight millionaire! That is, if you’ve got the strategy required to outwit other traders…
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.

Purple Phoenix Games (2266 KP) rated Game of HAM: Adult Set in Tabletop Games
Jul 1, 2020
We recently invested in a really great pork loin and were able to get like three excellent meals out of it (if you want recipes, that’s a different blog). I know pork loin and ham aren’t the same, but I do enjoy them immensely. That’s why when I heard about a Game of HAM I was all set and ready to begin! But what I played wasn’t a game about ham at all, but rather a game of “Hating All Mankind.” What???
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!
Game of HAM is a card and board game similar to Apples to Apples and the dreaded Cards Against Humanity. However, HAM differs from these with the addition of the board and actual game play. Yes, each round still needs a judge player and the others to play cards based on a prompt, but after that the game becomes, well, a game. In fact, this game has a board with spaces to travel and a goal space to race to in order to determine the winner.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
To setup, lay out the modular board pieces in any fashion you would like. We played on a boring 1×4 orientation because we lack imagination. At least at first. Next choose a color token to represent your progress along the board. Separate the colored cards into stacks and place under the corresponding giant ham tokens. Each player will be dealt 10 pink response cards and whomever is chosen to be the first judge player will draw a gray card to begin.
Game of HAM comes shipped with about a million cards and an equal number of ways to play. For this preview we played typical core games without any special rules (and we even left a “mandatory rule” out – the rulebook said we could). Seriously, the first half of the rulebook is explaining the game, and the second half is allllllllll optional gameplay styles, optional rules, variants, and so forth.
So on a turn, the judge draws a gray (grey?) card, reads it, places it on the table, and the other players will play pink (penk?) cards as responses for the judge to choose a winner. The winning player will then reference the numbers on the bottom of the gray card to determine how many spaces on the board they will travel. As the aim of the game is to get to the goal space, typically the larger number will be chosen. However, in order to win the game a player must land on the goal space exactly, so this is a reason a player may choose the lesser number.
At times players will land on colored spaces on the board. This signifies that they will draw a card of corresponding color to be used on future turns. These cards can be very powerful and affect other players as well. It is these cards along with the actual game board that separates Game of HAM from others in this vein: there is actual game play and decisions to be made aside from choosing cards that create the most lewd scenarios.
Don’t get me wrong – there ARE lots and lots of opportunities to create these scenarios and pick gross things (especially in this Adult Set), but this is not the only goal of the game. In any case, play continues in this fashion – for the vanilla game mode – until a player has reached the goal space on the board exactly. At this point, the group decides which game mode or optional rules they would like to play with next, because this game can be somewhat addicting.
Components. This is a ham-themed game and the components reflect that wonderfully. Like I mentioned earlier, there are at least a zillion cards that come in this box, and they are all great quality. I have only opened one of the several packs of pink cards that come with the game, and I am not at all joking about that. The giant colored ham tokens are awesome, the boards are acceptable, and the rulebook is wonderful. I was also not joking when I said half the rulebook is explaining the game and the other half is describing different modes of play, variants, and optional rules (there are even sections of rules for drinkers and 420-friendly players). All said, the components are great!
Now, I have said this multiple times in my reviews: I HATE Cards Against Humanity. That “game” exists for one purpose: to gross out everyone playing and as an acceptable outlet for people to be as offensive as possible. While Game of HAM is similar in some aspects, I can actually play this game and not want to quit two cards into it. I LIKE that the designers have come up with half a rulebook worth of alternate play modes and optional rules, even some that outright tell you that you can use or not use ANY rule in the book! It’s not the classiest game, of course, but you don’t purchase and play a game called “Game of HAM” for its reflection of your sophistication. You purchase and play this game because you want to have a good time with your friends and family without the need to piss everyone at the table off. I can get behind this.
If you are in the market for a CAH or Apples to Apples replacement, but still want to feel like you can be a social monster for a while, pick up Game of HAM (Adult Set). I don’t know this for fact, but I assume that since this is the “Adult Set” that there will soon also be a “Family Set” or something similar. So Game of HAM may be for you, as long as you are aware of the content within. I recommend Game of HAM for those gamers who know and are comfortable with the content as a great modular card game. I won’t be playing it with my in-laws, but I can certainly play this with my siblings!

Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.