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Bob Mann (459 KP) rated Promising Young Woman (2020) in Movies
Apr 20, 2021
Writing and directing is pitch perfect (1 more)
Carey Mulligan - awesome acting
Emerald Fennell delivers a real ‘page turner’ of a movie
"Promising Young Woman" sees Cassie (Carrie Mulligan) out to wage war on predatory men sexually asserting themselves on vulnerable woman in bars. But with the chance mention of a name, her mission takes on a whole new level and becomes very personal. How far will Carrie go to right a wrong?
Positives:
- Where to start! This is an astonishingly engrossing story from the multi-talented Emerald Fennell. It's rare to find a movie script where you have no idea in which direction the plot will take you. Some of the twists in this movie (no spoilers) are quite Hitchcockian in their execution. And Fennell cocks a wonderful snook at the 'Hollywood ending' that takes your breath away.
- Fennell also directs superbly, never letting the viewer get bored for an instant (the film doesn't outstay its welcome at only 113 minutes). The "show don't tell" approach shows respect for the audience's intelligence. (What happened after the boozy lunch? Who's voice was it on the video?) The use of 'chapter headings' as well is clever and reminiscent of Quentin Tarantino.
- And Carrie Mulligan! A simply stunning performance. What WAS that 'Variety' critic on about in saying she was "not hot enough" to play this role? Had he not fed his Guide Dog or something that day? Mulligan first drew my attention and respect when she was just 20 years old playing Ada in the BBC's "Bleak House": she had "star" written all over her. And so it has proved. Arguably - since there are so many stunning performances on her CV - this is a career best for her.
- Again reminiscent of Tarantino (and indeed "Killing Eve") is the wonderful use of music (by Anthony Willis). As well as some deliciously 'bubblegum' tracks (for example, one by Paris Hilton) there are some seriously "out there" choices. For example, "Pearl's Dream" (about the "pretty fly") is taken from the 1955 movie "The Night of the Hunter". It's haunting and evocative, reflecting the shattering revelation for Cassie within the story.
- Hair and Make-up (Angela Wells), Costume (Nancy Steiner), Cinematography (Benjamin Kracun), Editing (Frédéric Thoraval): all top-notch.
Negatives:
- For once, not a single one!
Summary Thoughts:
Sex without consent is rape. A woman, intoxicated through drink or drugs, cannot give consent. The rules aren't difficult are they? Anyone who's been to a city centre bar or nightclub late at night will have seen - or suspected they've seen - this sort of slow-motion car crash in progress.
This movie will inevitably be seen as the 'poster-child' for this aspect of the "Me Too" movement, and rightly so. And because the movie is so fabulous, it is inevitably going to have a positive effect in highlighting the issue.
Those woman who have had these experiences (and I'm sure there are a LOT of them out there, many of who will have never gone to the police) will probably not want to be further traumatised by watching the movie. But, for everyone else. If the first five minutes make you feel queasily like "this one's not for me" then it's worth sticking with it. it's all done in good taste.
One of the reasons this movie is so good is because of Emerald Fennell. What a talent she is! In acting mode, she plays Sarah Ferguson in "The Crown" and - in an uncredited cameo - the "blow job make-up" video blog lady in this. In writing mode, she's delivered the brilliant BAFTA-winning script for this as well as series two of "Killing Eve". And now in directing mode, she delivers this stunning directorial debut. She's even writing a musical version of "Cinderella" with Andrew Lloyd-Webber! (Come on love, you're just making us all feel wholly inadequate!)
"Promising Young Woman" is the easiest 10* movie I've rated in a while. And it soars straight to the top of my current long-list for my "Films of the Year 2021".
(For the full graphical review, check out the One Mann's Movies review here https://bob-the-movie-man.com/2021/04/20/promising-young-woman-emerald-fennell-delivers-a-real-page-turner-of-a-movie/. Thanks).
Positives:
- Where to start! This is an astonishingly engrossing story from the multi-talented Emerald Fennell. It's rare to find a movie script where you have no idea in which direction the plot will take you. Some of the twists in this movie (no spoilers) are quite Hitchcockian in their execution. And Fennell cocks a wonderful snook at the 'Hollywood ending' that takes your breath away.
- Fennell also directs superbly, never letting the viewer get bored for an instant (the film doesn't outstay its welcome at only 113 minutes). The "show don't tell" approach shows respect for the audience's intelligence. (What happened after the boozy lunch? Who's voice was it on the video?) The use of 'chapter headings' as well is clever and reminiscent of Quentin Tarantino.
- And Carrie Mulligan! A simply stunning performance. What WAS that 'Variety' critic on about in saying she was "not hot enough" to play this role? Had he not fed his Guide Dog or something that day? Mulligan first drew my attention and respect when she was just 20 years old playing Ada in the BBC's "Bleak House": she had "star" written all over her. And so it has proved. Arguably - since there are so many stunning performances on her CV - this is a career best for her.
- Again reminiscent of Tarantino (and indeed "Killing Eve") is the wonderful use of music (by Anthony Willis). As well as some deliciously 'bubblegum' tracks (for example, one by Paris Hilton) there are some seriously "out there" choices. For example, "Pearl's Dream" (about the "pretty fly") is taken from the 1955 movie "The Night of the Hunter". It's haunting and evocative, reflecting the shattering revelation for Cassie within the story.
- Hair and Make-up (Angela Wells), Costume (Nancy Steiner), Cinematography (Benjamin Kracun), Editing (Frédéric Thoraval): all top-notch.
Negatives:
- For once, not a single one!
Summary Thoughts:
Sex without consent is rape. A woman, intoxicated through drink or drugs, cannot give consent. The rules aren't difficult are they? Anyone who's been to a city centre bar or nightclub late at night will have seen - or suspected they've seen - this sort of slow-motion car crash in progress.
This movie will inevitably be seen as the 'poster-child' for this aspect of the "Me Too" movement, and rightly so. And because the movie is so fabulous, it is inevitably going to have a positive effect in highlighting the issue.
Those woman who have had these experiences (and I'm sure there are a LOT of them out there, many of who will have never gone to the police) will probably not want to be further traumatised by watching the movie. But, for everyone else. If the first five minutes make you feel queasily like "this one's not for me" then it's worth sticking with it. it's all done in good taste.
One of the reasons this movie is so good is because of Emerald Fennell. What a talent she is! In acting mode, she plays Sarah Ferguson in "The Crown" and - in an uncredited cameo - the "blow job make-up" video blog lady in this. In writing mode, she's delivered the brilliant BAFTA-winning script for this as well as series two of "Killing Eve". And now in directing mode, she delivers this stunning directorial debut. She's even writing a musical version of "Cinderella" with Andrew Lloyd-Webber! (Come on love, you're just making us all feel wholly inadequate!)
"Promising Young Woman" is the easiest 10* movie I've rated in a while. And it soars straight to the top of my current long-list for my "Films of the Year 2021".
(For the full graphical review, check out the One Mann's Movies review here https://bob-the-movie-man.com/2021/04/20/promising-young-woman-emerald-fennell-delivers-a-real-page-turner-of-a-movie/. Thanks).

Sarah (7799 KP) rated The Prestige (2006) in Movies
Jan 9, 2021
Criminally underrated
Film #10 on the 100 Movies Bucket List: The Prestige
The Prestige is one of 3 Christopher Nolan films on this bucket list (the others being Memento and The Dark Knight), and probably the one that has least recognition out of the the three. In fact I’d say it’s criminally underrated. It focuses on two rival magicians in Victorian London, Robert Angier (Hugh Jackman) and Alfred Borden (Christian Bale), as a tragic accident gives rise to a bitter escalating feud. Supporting are Michael Caine as stage magic designer and engineer Cutter, Scarlett Johansson as magician’s assistant Olivia, Rebecca Hall as Borden’s wife Sarah and a brief appearance from Andy Serkis and the great David Bowie as Nikola Tesla and his assistant.
From the very start, The Prestige asks us the age old magician’s phrase “Are you watching closely?” and is very much a hint at events to come, warning us that we should be paying attention. And with this being a Christopher Nolan film, this shouldn’t be a surprise. The Prestige starts at the end, with an intriguing image of dozens of discarded top hats explaining magic tricks and the meaning behind the film’s title, and is followed by the death of one of the main characters and subsequent incarceration of another. It continues in typical Nolan style, jumping between the prison, Angier’s journey to visit Nikola Tesla and telling the story of both magicians and their feud from the very beginning. A tad confusing at times, but it wouldn’t be a Nolan film with a some time travelling story telling.
Magic isn’t probably something that appeals as much now as it did back when this film is set. Victorian London is a perfect setting at a time when magic was very much a fascination and a popular form of entertainment, and the costumes and set design for this period are very well done and in keeping with the dark and dreary setting. Yet strangely despite this, The Prestige never feels like a run of the mill period drama. The cast too are perfect for their roles and also help to make magic a lot more appealing. Christian Bale’s cockney Borden is exactly what you’d expect from him yet couldn’t imagine anyone else playing the role, especially with such an awkward verging on unlikeable character, and it’s refreshing to see Hugh Jackman play a part where he isn’t a completely nice or likeable person. And of course it wouldn’t be a Christopher Nolan film without Michael Caine, who brings some much needed humour and exposition. The only drag is unfortunately Scarlett Johansson, whose dodgy English accent pulls us away from anything she puts into her performance.
The Prestige is a slow burn murder mystery, that almost feels like a gothic horror at times with some sci-fi aspects thrown in. The plot has a vast amount of twists and turns and you really do have to be watching closely to understand it all and the ending itself and the final twist is probably the most polarising of them all. For me, the first time I watched this I never saw this twist coming. It truly shocked me, despite the many nods the film gives to the twist throughout. Watching this back now years later, I have to admit that the twist is actually a little predictable when you really think about it. But the feeling of astonishment I had watching this for the first time was second to none. What is most strange though, is that the most confusing thing in this entire film isn’t the twists and turns, it’s the fact that both Angier and Norden can dress up in ridiculously fake disguises to fool each other and ruin the tricks. This does spoil things a little.
I’ve always loved magic and grew up watching many magic shows on TV when I was younger. For me Nolan has brought back that love and appeal of magic, with a hugely entertaining and captivating story. It may not be perfect and the ending may lose some of it’s shine after the first watch, but it’s still another brilliant film from Christopher Nolan.
The Prestige is one of 3 Christopher Nolan films on this bucket list (the others being Memento and The Dark Knight), and probably the one that has least recognition out of the the three. In fact I’d say it’s criminally underrated. It focuses on two rival magicians in Victorian London, Robert Angier (Hugh Jackman) and Alfred Borden (Christian Bale), as a tragic accident gives rise to a bitter escalating feud. Supporting are Michael Caine as stage magic designer and engineer Cutter, Scarlett Johansson as magician’s assistant Olivia, Rebecca Hall as Borden’s wife Sarah and a brief appearance from Andy Serkis and the great David Bowie as Nikola Tesla and his assistant.
From the very start, The Prestige asks us the age old magician’s phrase “Are you watching closely?” and is very much a hint at events to come, warning us that we should be paying attention. And with this being a Christopher Nolan film, this shouldn’t be a surprise. The Prestige starts at the end, with an intriguing image of dozens of discarded top hats explaining magic tricks and the meaning behind the film’s title, and is followed by the death of one of the main characters and subsequent incarceration of another. It continues in typical Nolan style, jumping between the prison, Angier’s journey to visit Nikola Tesla and telling the story of both magicians and their feud from the very beginning. A tad confusing at times, but it wouldn’t be a Nolan film with a some time travelling story telling.
Magic isn’t probably something that appeals as much now as it did back when this film is set. Victorian London is a perfect setting at a time when magic was very much a fascination and a popular form of entertainment, and the costumes and set design for this period are very well done and in keeping with the dark and dreary setting. Yet strangely despite this, The Prestige never feels like a run of the mill period drama. The cast too are perfect for their roles and also help to make magic a lot more appealing. Christian Bale’s cockney Borden is exactly what you’d expect from him yet couldn’t imagine anyone else playing the role, especially with such an awkward verging on unlikeable character, and it’s refreshing to see Hugh Jackman play a part where he isn’t a completely nice or likeable person. And of course it wouldn’t be a Christopher Nolan film without Michael Caine, who brings some much needed humour and exposition. The only drag is unfortunately Scarlett Johansson, whose dodgy English accent pulls us away from anything she puts into her performance.
The Prestige is a slow burn murder mystery, that almost feels like a gothic horror at times with some sci-fi aspects thrown in. The plot has a vast amount of twists and turns and you really do have to be watching closely to understand it all and the ending itself and the final twist is probably the most polarising of them all. For me, the first time I watched this I never saw this twist coming. It truly shocked me, despite the many nods the film gives to the twist throughout. Watching this back now years later, I have to admit that the twist is actually a little predictable when you really think about it. But the feeling of astonishment I had watching this for the first time was second to none. What is most strange though, is that the most confusing thing in this entire film isn’t the twists and turns, it’s the fact that both Angier and Norden can dress up in ridiculously fake disguises to fool each other and ruin the tricks. This does spoil things a little.
I’ve always loved magic and grew up watching many magic shows on TV when I was younger. For me Nolan has brought back that love and appeal of magic, with a hugely entertaining and captivating story. It may not be perfect and the ending may lose some of it’s shine after the first watch, but it’s still another brilliant film from Christopher Nolan.

Darren (1599 KP) rated Scary Stories to Tell in the Dark (2019) in Movies
Aug 24, 2019
Verdict: Goosebumps With Pure Horror
Story: Scary Stories to Tell in the Dark starts with the backdrop of the Richard Nixon election, where high school students Stella (Colletti), Auggie (Rush) and Chuck (Zajur) look to get revenge on the school bully, which sees them stumble into stranger’s Ramon (Garza) car on Halloween which sees them head to a haunted house that has the story about the daughter of the family Sarah Bellows, writing scary stories for the local kids that soon went missing.
When Stella finds the story book she starts to investigate the stories, only to see the stories writing themselves with the locals starting to go missing, including her friends, Stella must investigate the myth about Sarah to stop the people she loves going missing.
Thoughts on Scary Stories to Tell in the Dark
Characters – Stella is an outsider at her school, she has always struggled with the people talking about her mother that disappeared, she is known for writing stories and enjoys a horror film, she wants to investigate the haunted house and is fascinated by what she finds, even though she must do anything to protect her friends once she learns the evil involved. Most of this film Stella feels like a young Velma from Scooby Doo too, which can be hard to shake without realizing. Ramon Morales is a stranger in town, the police don’t take to him too kindly, but Stella sees him as a nice guy, it is slightly confusing trying to figure out how old he is and why he is hanging out with the high schoolers, but he does have a reason to be on the run. Auggie and Chuck are the two banter filled friends of Stella that do make the smart decisions when it comes to dealing with horror moments. Roy Nicholls is the father of Stella that has been struggling with his wife’s disappearance, which has seen him become distant from Stella too.
Performances – Zoe Margaret Colletti is great in the leading role, we see her give us a vulnerable, but strong character that needs to break out of her shell. Michael Garza is strong through the film, playing the mysterious stranger, needing to keep a lot of his secrets close to his chest. Gabriel Rush and Austin Zajur have great chemistry and the friends, while Dean Norris doesn’t do anything wrong, but does feel wasted at times.
Story – The story here follows a group of teenagers that find a book that tells scary stories that come true with horrifying outcomes and they must figure out how to break the curse placed upon them. This does feel like a much darker version of a Goosebumps set of stories, with each horror figure being terrifying in their own right, which will lead to an event that you don’t see coming. We do have the investigation side of the film which does answer the questions about what is going on and why, which as always is entertaining to watch in a horror and with everything adding up nicely we will be left with a story that flows smoothly throughout.
Horror/Mystery – The horror in the film comes from the different creations of horror, for the most part the trailer does show us each of the creations involved in the film, the mystery plays into why the horror events are happening and just what Sarah is making this happen.
Settings – The film is set in a small town, where everybody knows everyone, which does play into the idea that the stories around the town can destroy reputations and feelings.
Special Effects – The effects in the film are used to make the horror creatures seem more terrifying where they look like practical effects too, which is a delight to see.
Scene of the Movie – Chuck’s visit.
That Moment That Annoyed Me – The trailer gives away all of the horror figures.
Final Thoughts – This is a fun horror film that is filled with scary figures that will fill you with dread as they are original creations and will surprise with what happens to the characters.
Overall: Fun Dark Horror.
Story: Scary Stories to Tell in the Dark starts with the backdrop of the Richard Nixon election, where high school students Stella (Colletti), Auggie (Rush) and Chuck (Zajur) look to get revenge on the school bully, which sees them stumble into stranger’s Ramon (Garza) car on Halloween which sees them head to a haunted house that has the story about the daughter of the family Sarah Bellows, writing scary stories for the local kids that soon went missing.
When Stella finds the story book she starts to investigate the stories, only to see the stories writing themselves with the locals starting to go missing, including her friends, Stella must investigate the myth about Sarah to stop the people she loves going missing.
Thoughts on Scary Stories to Tell in the Dark
Characters – Stella is an outsider at her school, she has always struggled with the people talking about her mother that disappeared, she is known for writing stories and enjoys a horror film, she wants to investigate the haunted house and is fascinated by what she finds, even though she must do anything to protect her friends once she learns the evil involved. Most of this film Stella feels like a young Velma from Scooby Doo too, which can be hard to shake without realizing. Ramon Morales is a stranger in town, the police don’t take to him too kindly, but Stella sees him as a nice guy, it is slightly confusing trying to figure out how old he is and why he is hanging out with the high schoolers, but he does have a reason to be on the run. Auggie and Chuck are the two banter filled friends of Stella that do make the smart decisions when it comes to dealing with horror moments. Roy Nicholls is the father of Stella that has been struggling with his wife’s disappearance, which has seen him become distant from Stella too.
Performances – Zoe Margaret Colletti is great in the leading role, we see her give us a vulnerable, but strong character that needs to break out of her shell. Michael Garza is strong through the film, playing the mysterious stranger, needing to keep a lot of his secrets close to his chest. Gabriel Rush and Austin Zajur have great chemistry and the friends, while Dean Norris doesn’t do anything wrong, but does feel wasted at times.
Story – The story here follows a group of teenagers that find a book that tells scary stories that come true with horrifying outcomes and they must figure out how to break the curse placed upon them. This does feel like a much darker version of a Goosebumps set of stories, with each horror figure being terrifying in their own right, which will lead to an event that you don’t see coming. We do have the investigation side of the film which does answer the questions about what is going on and why, which as always is entertaining to watch in a horror and with everything adding up nicely we will be left with a story that flows smoothly throughout.
Horror/Mystery – The horror in the film comes from the different creations of horror, for the most part the trailer does show us each of the creations involved in the film, the mystery plays into why the horror events are happening and just what Sarah is making this happen.
Settings – The film is set in a small town, where everybody knows everyone, which does play into the idea that the stories around the town can destroy reputations and feelings.
Special Effects – The effects in the film are used to make the horror creatures seem more terrifying where they look like practical effects too, which is a delight to see.
Scene of the Movie – Chuck’s visit.
That Moment That Annoyed Me – The trailer gives away all of the horror figures.
Final Thoughts – This is a fun horror film that is filled with scary figures that will fill you with dread as they are original creations and will surprise with what happens to the characters.
Overall: Fun Dark Horror.

Soul Raiders
Tabletop Game
Tomorrow is the day: you will pledge yourself to the ancestral order of the Soul Raiders, in the...

Bob Mann (459 KP) rated Stan & Ollie (2018) in Movies
Sep 28, 2021
When the laughter has to end.
The problem with any comedy double act is that if illness or death get in the way (think Dustin Gee and Les Dennis; or Morecambe and Wise) the wheels can come off for the other partner. “Stan and Ollie” tells the story of the comic duo starting in 1937 when they reached their peak of global popularity, albeit when Laurel was hardly on speaking terms with their long-term producer Hal Roach (Danny Huston).
As you might guess from this, the emotional direction for the film is downwards, but not necessarily in a totally depressing way. The film depicts the duo’s tour of Laurel’s native country (he was born in Lancashire) and this has its ups as well as its downs.
Not knowing their life story, this is one where when the trailer came on I shut my eyes and plugged my ears so as to avoid spoilers: as such I will say nothing further on the details of the plot.
My wife and I were reminiscing after seeing this flick about how our parents used to crack up over the film antics of Laurel and Hardy. And they were, in their own slapstick way, very funny indeed. The film manages to recreate (impecably) some of their more famous routines and parodies others: their travel trunk gallops to the bottom of the station steps, mimicking the famous scenes with a piano from 1932’s “The Music Box”. “Do we really need that trunk” Hardy deadpans to Laurel.
The turns
There are four star turns at the heart of the film and they are John C. Reilly as Ollie; Steve Coogan as Stan; Shirley Henderson (forever to be referenced as “Moaning Myrtle”) as Ollie’s wife Lucille and Nina Arianda (so memorable as the ‘pointer outer’ in the ‘Emperor’s New Clothes’ segment of “Florence Foster Jenkins“) as Stan’s latest wife Ida.
Coogan and Reilly do an outstanding job of impersonating the comic duo. Both are simply brilliant, playing up to their public personas when visible but subtly delivering similar traits in private. Of the two, John C. Reilly’s performance is the most memorable: he IS Oliver Hardy. Not taking too much away from the other performance, but there are a few times when Coogan poked through the illusion (like a Partridge sticking its head out from a Pear Tree you might say).
Henderson and Arianda also add tremendous heart to the drama, and Arianda’s Ida in particular is hilarious. Also delivering a fabulous supporting role is Rufus Jones as the famous impressario Bernard Delfont: all smarm and Machiavellian chicanery that adds a different shape of comedy to the film.
Another Fine Mess?
Actually, no: it’s one of those pleasant and untaxing cinema experiences that older audiences in particular will really enjoy. However, the film’s far from perfect in my view: the flash-forwards/flash-backs I felt made the story bitty and disjointed; and ultimately the life story of the duo doesn’t have a huge depth of drama in it to amaze or excite, the way that 2004’s “Beyond the Sea” (the biopic of Bobby Darin) did for example. But the film never gets boring or disappoints.
I’d like to say that the script by Jeff Pope (“Philomena“) is historically accurate, but a look at the wikipedia entries for the pair show that it was far from that. Yes, the tours of the UK and Europe did happen, but over multiple years and the actual events in their lives are telescoped into a single trip for dramatic purposes. But I think the essence of the pair comes across nicely. Laurel’s wikipedia entry records a nice death-bed scene that sums up the guy:
“Minutes before his death, he told his nurse that he would not mind going skiing, and she replied that she was not aware that he was a skier. “I’m not,” said Laurel, “I’d rather be doing that than this!” A few minutes later, the nurse looked in on him again and found that he had died quietly in his armchair.”
“Stan and Ollie” has a few preview screenings before the New Year, but goes on UK general release on January 11th. Recommended.
As you might guess from this, the emotional direction for the film is downwards, but not necessarily in a totally depressing way. The film depicts the duo’s tour of Laurel’s native country (he was born in Lancashire) and this has its ups as well as its downs.
Not knowing their life story, this is one where when the trailer came on I shut my eyes and plugged my ears so as to avoid spoilers: as such I will say nothing further on the details of the plot.
My wife and I were reminiscing after seeing this flick about how our parents used to crack up over the film antics of Laurel and Hardy. And they were, in their own slapstick way, very funny indeed. The film manages to recreate (impecably) some of their more famous routines and parodies others: their travel trunk gallops to the bottom of the station steps, mimicking the famous scenes with a piano from 1932’s “The Music Box”. “Do we really need that trunk” Hardy deadpans to Laurel.
The turns
There are four star turns at the heart of the film and they are John C. Reilly as Ollie; Steve Coogan as Stan; Shirley Henderson (forever to be referenced as “Moaning Myrtle”) as Ollie’s wife Lucille and Nina Arianda (so memorable as the ‘pointer outer’ in the ‘Emperor’s New Clothes’ segment of “Florence Foster Jenkins“) as Stan’s latest wife Ida.
Coogan and Reilly do an outstanding job of impersonating the comic duo. Both are simply brilliant, playing up to their public personas when visible but subtly delivering similar traits in private. Of the two, John C. Reilly’s performance is the most memorable: he IS Oliver Hardy. Not taking too much away from the other performance, but there are a few times when Coogan poked through the illusion (like a Partridge sticking its head out from a Pear Tree you might say).
Henderson and Arianda also add tremendous heart to the drama, and Arianda’s Ida in particular is hilarious. Also delivering a fabulous supporting role is Rufus Jones as the famous impressario Bernard Delfont: all smarm and Machiavellian chicanery that adds a different shape of comedy to the film.
Another Fine Mess?
Actually, no: it’s one of those pleasant and untaxing cinema experiences that older audiences in particular will really enjoy. However, the film’s far from perfect in my view: the flash-forwards/flash-backs I felt made the story bitty and disjointed; and ultimately the life story of the duo doesn’t have a huge depth of drama in it to amaze or excite, the way that 2004’s “Beyond the Sea” (the biopic of Bobby Darin) did for example. But the film never gets boring or disappoints.
I’d like to say that the script by Jeff Pope (“Philomena“) is historically accurate, but a look at the wikipedia entries for the pair show that it was far from that. Yes, the tours of the UK and Europe did happen, but over multiple years and the actual events in their lives are telescoped into a single trip for dramatic purposes. But I think the essence of the pair comes across nicely. Laurel’s wikipedia entry records a nice death-bed scene that sums up the guy:
“Minutes before his death, he told his nurse that he would not mind going skiing, and she replied that she was not aware that he was a skier. “I’m not,” said Laurel, “I’d rather be doing that than this!” A few minutes later, the nurse looked in on him again and found that he had died quietly in his armchair.”
“Stan and Ollie” has a few preview screenings before the New Year, but goes on UK general release on January 11th. Recommended.

Bob Mann (459 KP) rated Hacksaw Ridge (2016) in Movies
Sep 29, 2021
In God, and Doss, we Trust.
Those dreaded words – “Based On A True Story” – emerge again from the blackness of the opening page. Actually, no. In a move that could be considered arrogant if it wasn’t so well researched, here we even lose the first two words.
When a war film is described as being “visceral” then you know you need to steel yourself mentally for what you might see. But given that this film is based around the horrendously brutal combat between the Americans and the Japanese on the Pacific island of Okinawa in 1945 this is a warning well-founded. For the battle scenes in this film are reminiscent of the opening scenes of “Saving Private Ryan” in their brutality: long gone are the war films of John Wayne where there would be a shot, a grasp of the stomach and a casual descent to earth.
But before we get to the battle itself, the film has a leisurely hour of character building which is time well spent (although it could have perhaps been trimmed a tad tighter). Desmond Doss (Andrew Garfield, “The Amazing Spiderman”, “Never Let Me Go”) grows up a God-fearing youngster in the beautiful surroundings of the Blue Ridge Mountains of Virginia. His alcoholic father (Hugo Weaving, “The Lord of the Rings”, “The Matrix”) has been mentally traumatised by the First World War, further strengthening Desmond’s fervent belief in following the Ten Commandments; most notably “Thou Shalt Not Kill”. But his patriotic sense of duty is also strong, and Doss signs up after Pearl Harbor and is posted to a rifle brigade that – given his refusal to even touch a rifle – puts him on a collision course with the US Army. It also (obviously) disrupts his romance with nurse sweetheart Dorothy (Teresa Palmer).
This is really two films in one, with the first half setting up extremely well the characters that make the second half so effective. For you care – really care – for what happens to most of the characters involved, especially the zealous and determined Doss who has nothing to face the Japanese hoards with but a medical bag. The feelings that comes to top of mind are awe that these real people actually had to go through this horror and hope that in today’s increasingly unstable political world we will never need to again face such inhumanity of man against man again.
Andrew Garfield really carries this film, and his Best Actor Oscar nomination is well-deserved. He is perfectly cast as the (onward) Christian soldier. Also outstanding is Hugo Weaving in an emotional and persuasive role playing opposite Rachel Griffiths (“Saving Mr Banks”) his wife. But the real acting surprise here for me was Vince Vaughn (“The Wedding Crashers”) who plays the no-nonsense platoon Sergeant Howell: never one of my favourite actors, here he brings in a warm and nuanced performance that ends with a memorable action scene.
Also worthy of specific note is Dan Oliver (“Mad Max: Fury Road”) and his team of special effects technicians, the stunt teams (led by Kyle Gardiner and Mic Rodgers), production designer Barry Robinson and the hair and makeup team, all of who collaborate to make the final half of the film so gripping.
The film marks a comeback from the film society ‘naughty step’ of Mel Gibson after his much publicised fall from grace in the mid-noughties. A Best Director Oscar nomination would appear to cement that resurrection. For this is a phenomenal achievement in direction and one that should be applauded.
The film bears closest comparison with the interesting two-film combo from Clint Eastwood – “Flags of our Fathers” (from the American viewpoint) and “Letters from Iwo Jima” (from the Japanese viewpoint). While all three films share the same blood and guts quotient, with “Hacksaw Ridge” edging this award, the Eastwood films tend to have more emotional depth and a more thought-provoking treatment of the Japanese angle. In “Hacksaw Ridge”, while the war crimes of the Japanese are clear, the war crimes of the Americans are quietly cloaked behind a cryptic line (“They didn’t make it”).
That being said, there is no crime in a rollicking good story well told, and “Hacksaw Ridge” is certainly that. This was a film I did not have high hopes for. But I was surprised to be proved wrong. Recommended.
When a war film is described as being “visceral” then you know you need to steel yourself mentally for what you might see. But given that this film is based around the horrendously brutal combat between the Americans and the Japanese on the Pacific island of Okinawa in 1945 this is a warning well-founded. For the battle scenes in this film are reminiscent of the opening scenes of “Saving Private Ryan” in their brutality: long gone are the war films of John Wayne where there would be a shot, a grasp of the stomach and a casual descent to earth.
But before we get to the battle itself, the film has a leisurely hour of character building which is time well spent (although it could have perhaps been trimmed a tad tighter). Desmond Doss (Andrew Garfield, “The Amazing Spiderman”, “Never Let Me Go”) grows up a God-fearing youngster in the beautiful surroundings of the Blue Ridge Mountains of Virginia. His alcoholic father (Hugo Weaving, “The Lord of the Rings”, “The Matrix”) has been mentally traumatised by the First World War, further strengthening Desmond’s fervent belief in following the Ten Commandments; most notably “Thou Shalt Not Kill”. But his patriotic sense of duty is also strong, and Doss signs up after Pearl Harbor and is posted to a rifle brigade that – given his refusal to even touch a rifle – puts him on a collision course with the US Army. It also (obviously) disrupts his romance with nurse sweetheart Dorothy (Teresa Palmer).
This is really two films in one, with the first half setting up extremely well the characters that make the second half so effective. For you care – really care – for what happens to most of the characters involved, especially the zealous and determined Doss who has nothing to face the Japanese hoards with but a medical bag. The feelings that comes to top of mind are awe that these real people actually had to go through this horror and hope that in today’s increasingly unstable political world we will never need to again face such inhumanity of man against man again.
Andrew Garfield really carries this film, and his Best Actor Oscar nomination is well-deserved. He is perfectly cast as the (onward) Christian soldier. Also outstanding is Hugo Weaving in an emotional and persuasive role playing opposite Rachel Griffiths (“Saving Mr Banks”) his wife. But the real acting surprise here for me was Vince Vaughn (“The Wedding Crashers”) who plays the no-nonsense platoon Sergeant Howell: never one of my favourite actors, here he brings in a warm and nuanced performance that ends with a memorable action scene.
Also worthy of specific note is Dan Oliver (“Mad Max: Fury Road”) and his team of special effects technicians, the stunt teams (led by Kyle Gardiner and Mic Rodgers), production designer Barry Robinson and the hair and makeup team, all of who collaborate to make the final half of the film so gripping.
The film marks a comeback from the film society ‘naughty step’ of Mel Gibson after his much publicised fall from grace in the mid-noughties. A Best Director Oscar nomination would appear to cement that resurrection. For this is a phenomenal achievement in direction and one that should be applauded.
The film bears closest comparison with the interesting two-film combo from Clint Eastwood – “Flags of our Fathers” (from the American viewpoint) and “Letters from Iwo Jima” (from the Japanese viewpoint). While all three films share the same blood and guts quotient, with “Hacksaw Ridge” edging this award, the Eastwood films tend to have more emotional depth and a more thought-provoking treatment of the Japanese angle. In “Hacksaw Ridge”, while the war crimes of the Japanese are clear, the war crimes of the Americans are quietly cloaked behind a cryptic line (“They didn’t make it”).
That being said, there is no crime in a rollicking good story well told, and “Hacksaw Ridge” is certainly that. This was a film I did not have high hopes for. But I was surprised to be proved wrong. Recommended.

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 Tidal Blades; Heroes of the Reef in Tabletop Games
Apr 20, 2021
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.
DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.
Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!
Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.
On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.
It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.
Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.
The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.
Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!
Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.
On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.
It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.
Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.
The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.

Purple Phoenix Games (2266 KP) rated YOHO (You Only Hang Once) in Tabletop Games
Jan 14, 2021
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).

Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will 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 download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will 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 download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.