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It: Chapter Two (2019)
It: Chapter Two (2019)
2019 | Horror, Thriller
I’ve always been a fan of Stephen King movies, even some of those that were not particularly good or well received. For someone who is a fan you think that would inspire me to pick up at least one of his books to get a feel for what the author truly intended over the stripped down,

“Hollywood-ised” versions. I can’t put my finger on why I haven’t, it’s not because the size of many of his novels are daunting, it’s more that as a reader I’m just not a horror book fan. So when it comes to sitting in on a Stephen king movie I have to rely on the story by it’s modified merits then to compare and contrast what IT does well (or not).
Like many before me, my first movie experience of IT was the classic mini-series featuring an incredibly creepy (and non-CGI’d version) of Pennywise portrayed by the extremely talented Tim Curry.

I even went out and purchased the mini-series before I went to see the first chapter of the remake of IT, just to see how those two compared. IT: Chapter One introduced us in great depth to the teens of the original losers club. A group of misfits, who went on their own personal crusade to attack and kill the nefarious clown while saving one of their own. A strong pact was formed and an oath sworn that if IT ever returned to Derry that the group would once again join together to put a stop to IT for good.

IT: Chapter Two picks up 27 years later, the group has moved on with their lives, all except Mike (Isaiah Mustafa as an adult and Chosen Jacobs as a younger version) who has felt a sense of responsibility to watch over the town and research how to kill IT if IT were to ever return. A horrific killing of an adult at the fair and subsequent disappearances of children alert Mike that the plague that has befallen Derry for generations has returned to feed. Mike reaches out to each of the losers reminding them that something they have all feared has come to pass.

Each when notified experience a fear that is indescribable yet for some reason the groups memories of the past have become clouded.

The now adult losers (with several flashbacks featuring the original cast) come together to remind themselves of the past, and the pact they made to protect the future. Featuring a star studded cast, Mike, Bill (James McAvoy/Jaeden Martell), Beverly (Jessica Chastain/Sophia Lillis), Ben (Jay Ryan/Jeremy Ray Taylor), Richie (Bill Hader/Finn Wolfhard), Eddie (James Ransone/Jack Dylan Grazer) and Stanley (Andy Bean/Wyatt Oleff), must battle their lost memories, their fears and the very real danger if they are to save Derry and themselves.

IT: Chapter 2 continues the incredible character building that Chapter 1 began. Where each of the young actors were perfectly cast as their book counterparts, their adult versions could easily be mistaken for the grown-up versions. This is the area where IT shines the most, the story of the losers who have grown and moved away, yet still share the unescapable bond of friendship. While an older Bill struggles (much like Stephen King himself) to come up with good endings to his stories it’s what he writes at the end of IT: Chapter 2 that really sums up the movie as a whole. To summarize, there are no good friends or bad friends, there are only friends, and chapter 2 is an example of how you take a band of misfits and turn them into heroes.
Sadly, for all the things IT does from a character side, it tends to drag on and over CGI its monster side. Pennywise the clown (portrayed brilliantly by Bill Skarsgård) brings with him all the creepiness and fear that the movie needs, even posters of his maniacal self is promoting lawsuits in other countries due to his ability to scare small children. So, it seems a bit disheartening that the studio felt it was necessary to go overboard with their CGI budgets. Many scenes go from being creepy and scary to simply being silly when our favorite clown is turned into a giant naked hag like figure. This is where I felt the mini-series did a far better job, due to its limited budget and shorter time requirements it allowed for the viewers to imagine the evil and not see it thrown out for the world to see.

IT: Chapter 2 also drags out far longer than it needed to. Make sure you get your bathroom breaks in, because the film, not counting previews, is just about 10 minutes shy of being three hours. I’m normally not one to complain about the length of a movie, as I’d rather they tell the story they want instead of trying to compress it into a shorter run time. However, in this case, it seemed entirely wasted on an overabundance of clown mutations and an extremely drawn out final battle. It’s unfortunate, because one of the most unused (and potentially interesting characters) Henry Bowers (Teach Grant/Nicholas Hamilton) is given only a few minutes of screen time and ultimately adds nothing to the movie as a whole. As I stated earlier, I haven’t read the novel, but I have to assume that he played a far bigger role in the book.

As it stands in the movie, his character is both unnecessary and completely ineffective at whatever he was attempting to do. I think some of the time taken away from the battle scenes to flesh out his (or other supporting characters) would have be time better spent.

IT: Chapter 2 is a good movie, that with some reduced special effects and better time management is just shy of being a great movie. The story of the kids, now grown up, is one of forgiveness, bravery and love. It shows how true friendship can overcome distance and time and that those things never truly vanish, even if the particulars of what separated you in the first place is a bit fuzzy. Horror movies with outrageous budgets tend to lose the spirit of what makes a true horror movie scary…it’s rarely about the effects, and more about the imagination.

That’s what makes the books typically so much better than the movies, after all, each one of us imagines our own version of what truly scares us (although clowns tend to be scary regardless of how they are portrayed). IT: Chapter 2 provides a satisfying ending to a story that began a few years ago, it suffers a bit from its budget and its use of CGI effects, but it’s still a story of what all of us losers can accomplish if we band together.
  
47 Meters Down: Uncaged (2019)
47 Meters Down: Uncaged (2019)
2019 | Adventure, Drama, Horror
I love a good shark movie. Since as far back as I can remember, I have been fascinated by sharks. I think they’re some of the most interesting creatures on our planet. Even when I was a kid, I used to wear shark tooth necklaces because I thought they were so cool. Basically any time you’ve got sharks in a movie, I’m all in for it. Amusingly enough, that same sentiment does not apply to video games where I think they’re terrifying! (Jaws on the original Nintendo freaked-me-out as a child.) Having said all that, I was excited to see 47 Meters Down: Uncaged, even though I missed out on the original film back in 2017. Johannes Roberts, the director of the minimalistic first film, 47 Meters Down, returns for this sequel and brings back the great white sharks, but shakes up for the formula a bit by adding an underwater maze to the mix.

The sequel focuses on teenaged loner Mia (Sophie Nélisse) who has recently relocated to Mexico with her father and step-family. Her father Grant (John Corbett) scouts and maps out underwater locations for a living, and has recently discovered an ancient sunken Mayan city. With the help of his two assistants, he’s currently in the process of mapping out its maze-like design. One day, Mia joins her sister Sasha (Corinne Foxx) whose two friends, Alexa (Brianne Tju) and Nicole (Sistine Stallone), take them to a hidden local cove for a day of fun. This location turns out to be one of the entrances to the historic labyrinth that Mia’s father Grant has been exploring. Alexa, who once dated one of Grant’s assistants, had gone diving with this former boyfriend into the submerged city before. Upon finding enough extra scuba gear for all of them on a floating dock in this isolated cove, Alexa pressures her friends into joining her on a brief underwater tour that ends up being anything but.

This sunken Mayan labyrinth that the four girls go inside to explore is the setting for most of the film. They’re supposed to be following Alexa, who knows part of the maze well enough to navigate it without getting them lost, but their stubborn and defiant friend Nicole decides to venture off-course and winds up endangering them all. In the aftermath of Nicole’s senselessness, a pillar gets knocked over, creating a domino effect of destruction that causes the entrance they came in through to collapse and get sealed off. Now they’ll have to find another way out. With limited oxygen and even less light and visibility, the girls have to swim deeper into the maze to try to look for an exit.

Quickly the girls come to discover they’re not as alone in this labyrinth as they first thought, and they find themselves in the presence of great white sharks. These sharks, blind from living their whole lives in the darkness of this lost city, have their other senses heightened as a result, and they’re on the hunt for blood. The arrival of these sharks, however, opens up a big plot hole in the story. How is it that Mia’s father has never seen these deadly sharks nor made any reference to them when he’s already spent weeks, possibly even months, exploring this sunken city? I suppose it’s possible that in the collapse of the entrance, another passageway may have opened up that let the sharks in. However, that logic doesn’t hold up, because had they came in from outside, they wouldn’t be blind. These particular sharks evolved down here, so it’s hard to believe they were never noticed before, especially considering how violent and aggressive they are.

That’s far from being the only problem with these sharks, though. They also look flat out awful. The quality of their special effects in this film is simply pitiful. I’m not even exaggerating when I say they often reminded me of that infamously bad shark attack scene from Jaws 3D. They look so fake and unbelievable that instead of feeling any sense of fear when they randomly appeared, I couldn’t help but cringe. It literally looks almost as bad as the Sharknado movies, but the key difference is that unlike the intentionally campy Sharknado movies, 47 Meters Down: Uncaged is actually trying to take itself seriously. Plus it has even has double the budget to work with.

47 Meters Down: Uncaged takes a very lazy and bare-bones approach to filmmaking. The story lacks substance, the characters and dialogue lack depth, and the visuals throughout most of the film are muddied and unclear. It’s rough on the eyes because the visuals are so obscured and are shrouded in so much darkness that it’s hard to actually see what’s happening on screen. This is often exploited as a cheap tactic to create jump scares by having the sharks suddenly appear from literally out of nowhere, which seems especially hard to believe since it’s doubtful these large sharks could smoothly navigate most of these narrow passageways in the first place. Despite the restrictive maze design, the film fails to create a sense of claustrophobia, and instead just gave me a headache.
The story progression in the film mostly feels generic and expected. There are new complications that arise and circumstances that change, but it’s all pretty standard fare. The ending, however, sets up a decent scenario, but it ends up being ruined by how unrealistic it is. Besides, after wading through all of the garbage to get there, I couldn’t be bothered to care much at that point. The acting in the film is mostly poor, but truthfully they’re never given much to work with. It’s also difficult to keep track of who is who once they’re inside the maze anyway because the visuals are so muddled. The movie does feature its share of violence and death, but its light on the gore and to me it always felt unsatisfying.
In all, 47 Meters Down: Uncaged sinks right to the bottom of my rating list as the worst movie I’ve seen in 2019. It’s lazy and bland to the point of being exhausting. There’s ultimately not one single thing about it that I can sincerely commend. The only thing I’m probably going to remember this movie for is how dreadful it looks and the 90 minutes of boredom and disappointment it caused me.
  
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Bob Mann (459 KP) rated No Time to Die (2021) in Movies

Oct 7, 2021 (Updated Oct 10, 2021)  
No Time to Die (2021)
No Time to Die (2021)
2021 | Action, Adventure, Thriller
What a wait it’s been for Bond 25! But Daniel Craig’s last outing as Bond is finally here and I thought it was great! It has all the elements of Bond… but perhaps not as we traditionally know it.

Plot Summary:
We pick up immediately after the ending of “Spectre“, with Bond (Daniel Craig) and Madeleine (Léa Seydoux) all loved up and driving off into the sunset together. But their romantic getaway to Italy is rudely broken short by Spectre as elements of Madeleine’s past emerge to haunt the couple.

One element of that past – the horribly disfigured Lyutsifer Safin (Rami Malek) has a plan to make his mark on mankind with a biochemical weapon. And the retired Bond teams with the CIA’s Felix Leiter (a very welcome return of Jeffrey Wright) in a mission to Jamaica to combat it.

Certification:
US: PG-13. UK: 12A.

Talent:
Starring: Daniel Craig, Léa Seydoux, Rami Malek, Lashana Lynch, Ralph Fiennes, Ben Whishaw, Naomie Harris, Ana de Armas.

Directed by: Cary Joji Fukunaga.

Written by: Neal Purvis, Robert Wade, Cary Joji Fukunaga and Phoebe Waller-Bridge. (From a story by Purvis, Wade and Fukunaga).

Positives:
- The script has all the trappings of Bond: exotic locations; great stunts; thrilling action sequences; and more gadgets on show than in recent times. Yet it’s a real character piece too, delving far more into Bond’s emotions. The story running through it with Madeleine is both deep and emotional: something we haven’t seen since the Bond and Tracy romance in OHMSS. (And with Craig’s acting, he manages to pull this off far better than George Lazenby ever could!).
- I found the finale to be magnificent, bold and surprising. We’re back to the megalomaniac owning an island lair, à la Dr No. It even has its own submarine pen (a nod to Austin Power’s “Goldmember” perhaps!?). For me, the production design harks back to the superbly over-the-top Ken Adams creations of the Connery years. There are no sharks with frickin’ laser beams… but there could have been. (The set is a rather obvious redressing of the 007 stage at Pinewood, created of course for the tanker scenes in “The Spy Who Loved Me”. It even re-uses of the gantry level control room.)
- Craig is magnificent in his swan-song performance. There’s a scene, during the extended pre-credits sequence, where he’s sat in his bullet-ridden Aston just glowering for an extended period. I thought this was Craig’s acting at its best. I thought this again in a dramatic showdown scene with Rami Malek. Malek is not given a huge amount to do in the film, But what he does he does wonderfully, particularly in that electrifying scene with Craig.
- The film has a great deal more female empowerment than any previous Bond, with the tell-tale signs (although this might be a sexist presumption) of Phoebe Waller-Bridge on the script. Newcomer Lashana Lynch acquits herself well as the first female 00-agent, getting not just kick-ass action sequences but also her fair share of quips. But stealing the show is Ana de Armas (reunited with Craig of course from “Knives Out“). Her scenes in Cuba are brief but memorable, delivering a delicious mixture of action and comedy that makes you think “cast HER as the next Bond”!
- The music by Hans Zimmer! It’s a glorious soundtrack that pays deference not only to the action style of recent composers, like David Arnold and Thomas Newman, but particularly to the classic scores of John Barry. It actually incorporates not one but two classic themes from “On Her Majesty’s Secret Service”, directly into the film. I’m even starting to warm to the Billie Eilish theme song, although I think it’s too similar in style to the Sam Smith offering from “Spectre“.
- The cinematography from Linus Sandgren (who did “La La Land“) is gorgeous: in turns colourful and vibrant for the Italian and Cuban scenes and cool and blue for the tense Norwegian action sequences.

Negatives:
- My main criticism is not of the film, but of the trailer(s). There are so many of the money shots from the film (particularly from the Matera-based action of the pre-title sequence) included in the trailers that I had an “OK, move on, seen this” attitude. Why did they have to spoil the movie so much? IT’S A NEW BOND… OF COURSE WE’RE GOING TO SEE IT. All you EVER needed for this is a 20-second teaser trailer. Just put white “Bond is Back” text on a black background and the Craig tunnel shot to the camera. Job done. It really infuriates me. B arbara Broccoli and Michael Wilson, PLEASE take note!
- At 163 minutes it’s the longest Bond ever and a bit of a bladder tester. But, having said that, there are no more than a few minutes here and there that I would want to trim. To do more you’d need to cut out whole episodes, and leaving Ana de Armas on the cutting room floor would have been criminal. As the illustrious Mrs Movie Man commented, “I wish they’d bring in the half time Intermission card like they used to do in the old days”. I agree. Everyone would have been a whole lot more comfortable and less fidgety.

Summary Thoughts on “No Time to Die”: Reading the comments on IMDB for the movie, I’m perplexed at the diatribe coming from supposed ‘Bond fans’ on this one. One-star review after one-star review (despite, I note, the overall film getting an overall 7.8/10 at the time of writing). In this regard, I class myself as very much a Bond fan. (My first film at the cinema was the release of “Live and Let Die” in 1973, but I then binge-watched all the other Bond films at the cinema: they used to do repeated double-features in those days). And I thought this was a fabulous Bond film. Full of drama, action, humour and deep-seated emotion. Couldn’t be better for me, and certainly on a par with “Casino Royale” and “Skyfall” for me as my favourite Craig outings.

As the end of the end credits said – “James Bond Will Return”. Who will they cast as the next Bond? And where will they take the story from here? Two of the most intriguing movie questions to take into 2022.


(For the full graphical review and video review, please search for @onemannsmovies. Thanks.)
  
Kim-Joy's Magic Bakery
Kim-Joy's Magic Bakery
2021 | Card Game
A magical bakery in a forest co-owned by a quirky board game loving contestant on The Great British Bake Off? If there was ever a game specifically designed for my wife, this is it. She loves baking, cute card games, and that super-famous show (she was always a fan of Mary Berry). That said, I don’t think I would ever be able to live with myself if I didn’t bring this one home and share it with my wife. Let’s see what we liked and what we didn’t.

Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.


Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.


Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.

I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.

Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
  
King Kong (2005)
King Kong (2005)
2005 | Action
Following up the box office and Oscar success of the Lord of the Rings Trilogy is an undertaking that is sure to have its dangers. Expectations of the fans notwithstanding, the ability to recapture the magic of the trilogy could be akin to capturing lightning in a bottle. When it was announced that Peter Jackson would follow his Oscar success by doing yet another adaptation of King Kong, there were plenty of questions amidst the excitement.

When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.

The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.

With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.

As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.

Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.

Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.

Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.

In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.

The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.

Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.

I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.

The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.

Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.

Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.
  
The Buried Giant
The Buried Giant
Kazuo Ishiguro | 2015 | Fiction & Poetry
8
7.6 (10 Ratings)
Book Rating
The winner of the 2017 Nobel Prize for Literature, Kazuo Ishiguro was born in 1954 in Nagasaki Japan, but he and his family moved in England in 1960. These two places and cultures have profoundly affected Ishiguro’s writing throughout his career. His first book, A Pale View of Hills, was published in 1982 and won the Winifred Holtby Memorial Prize, and he has since written seven novels and numerous short stories. His most recent book was The Buried Giant in 2015.

It is hard to pinpoint a genre to which Kazuo Ishiguro sticks to as he writes in fantasy, science-fiction, and historical. It can be said that all of his novels have the feeling of being set in the past even when the time period is not explicitly described, but the core theme that connects all of his writing together is memory. In each of his stories, Ishiguro examines how people use memory, how memory affects people, and who we are with or without memory.

Ishiguro explores many different ways in which memory affects people throughout his books ranging from memory loss to dream like memory distortion. In his books Never Let Me Go and The Remains of the Day the stories are told by narrators looking back at crucial moments in their lives. In letting us know that they are remembering their own pasts they admit that they are saying their perspective and their memory might be lacking. In this way letting the reader know that they are unreliable narrators. In The Remains of the Day the narrator, the butler Mr. Stevens decides to go on a journey to visit an old friend and along the way shows his unreliability in several ways. First in acknowledging how memory can change and fade over time.

“It occurs to me that elsewhere in attempting to gather such recollections, I may well have asserted that this memory derived from the minute immediately after Miss Kenton receiving news of her aunt’s death….But now, having thought further, I believed I may have been a little confused about this matter; that in fact, this fragment of memory derives from events that took place on an evening at least a few months after the death of Miss Kenton’s aunt” (212).

In this way, Steven’s is acknowledging human error which both shows his unreliability but gives a level of trust in the acknowledgment that he is doing his best to be truthful. This, however, is challenged because Steven’s informs us that he lies, at the very least through omission, to other characters. A clear case of this is when he allows himself to be considered a gentleman rather than a butler on several occasions throughout his journey. This becomes complex because he is allowing the reader in on the truth, but the very fact of admitting that he can lie further reveals his unreliability.

In Ishiguro’s most recent book, The Buried Giant, he looks at memory in a way that is similar to these previous stories but takes a new approach. His central two characters in this book, Axle, and Beatrice are an elderly couple setting out on a journey with almost no memory of who they are. Throughout the story, they remember or think they remember pieces of their pasts and in the process making them question who they really are. This uncertainty in themselves creates interesting questions of whether or not they want to remember their lives if they are happier not knowing, and if they can continue to live their lives the way they are with their new/old information?

“Yet are you so certain, good mistress, you wish to be free of this mist? Is it not better some things remain hidden from our minds?”
“It may be for some, father, but not for us. Axl and I wish to have again the happy moments we shared together. To be robbed of them is as if a thief came in the night and took what’s most precious from us.”
“Yet the mist covers all memories, the bad as well as the good. Isn’t that so, mistress?”
“We’ll have the bad ones come back too, even if they make us weep or shake with anger. For isn’t it the life we’ve shared?” (172).

In some of Ishiguro’s other work, he chooses to explore memory through the lens of a dreamlike state or surreal views, such as his short story A Village After Dark and the novel The Unconsoled. In these stories, the narrator enters into a new place and finds that they have slowly emerging memories connected to the places and people they meet. The Unconsoled creates a strange dynamic where the lead character Mr. Ryder has never been to this town before but finds himself confronted by childhood acquaintances as well as meeting a woman and child who treat him like husband and father and memories that support this begin to come back to him. In an interview Ishiguro did on the book in 1995, he summarizes the story as “an anxiety dream” as Mr. Ryder continually finds himself confronted with the expectation of him without being told anything in advance. At the beginning of the story, Mr. Ryder arrives at his hotel knowing that he will be playing at a concert in few days and is told he has a busy schedule up till then. At this point in the story, the anxiety dream state sets in Mr. Ryder continuously finds himself late to engagements, leaving people behind by accident and being dragged around town. As the story progresses, Mr. Ryder begins to have memories of a past associated with some of the people he has met, despite being introduced as completely new to the town. Some of these can be explained by the fact that as a reader we are dropped into a story after it has started but the memories of these instances only come back to Ryder after he has been told things have happened. This means that throughout the story it impossible to know whether or not the narrator has forgotten and is remembering or if the town is merely a dream limbo and nothing he is being told is real, to begin with.

Whether taking the more fantastical approach or the those that fall closer to realism, Ishiguro’s play with memory remains relatable to the readers. Each journey Ishiguro writes is designed to tackle something different about memory. The stories ask us questions about what memory and how much it affects who we are and our ability to live in our world. From whether or not we can know who we are without memory to how trustworthy our memories actually are. These questions, however fantastically asked, offer something to the reader that they can relate to. For memory is almost a fanatical force on its own that we all share and try to understand. It can play with us when we take it for granted and offer vulnerability and connection when shared with others. Ishiguro delves into these ideas in each of his works, ever exploring its uncertainty and power.
  
Stellar Leap
Stellar Leap
2018 | Exploration, Science Fiction, Space
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!

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. We 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

Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.

To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!

The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.

At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!

So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.

The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.

Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.

Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
  
Tomorrowland (2015)
Tomorrowland (2015)
2015 | Sci-Fi
With Tomorrowland's lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your future will undoubtedly be better off if it doesn't involve watching this movie.
Disney’s Tomorrowland implores us to imagine a world without limitation. One where nothing is impossible, and all of our wildest dreams can come true. (Sounds very trademark Disney, doesn’t it?) In the movie, that world exists in the form of a secret utopian society that has been built by only the brightest of minds. It is a place that exists free of politics and corruption, where people can push the boundaries of possibility as far as their imaginations will take them. Tomorrowland is a world meant to inspire, to evoke wonder, and to nurture creativity. It’s a stunning shame then, that all I ever felt while watching the movie was sheer boredom. For all of its endless opportunity, Tomorrowland ends up being almost completely uninteresting. With Tomorrowland‘s lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your own future will undoubtedly be better off if it doesn’t involve ever watching this movie.

With the star talent of George Clooney, the directorial skill of Brad Bird, and the film’s promising trailers, I must admit that I was caught off guard by Tomorrowland‘s lackluster execution. The greatest compliment I can give the film is that it’s blandly passable, but in no area is it particularly good, engaging, or thought-provoking. For being a film that is about celebrating creativity, it sure is lacking in that regard. Tomorrowland itself feels like a poorly-realized pipe dream. It’s supposed to be this wonderfully ingenious world of innovation, but nothing about it struck me as notably exciting or exceptional. From the surface, it looks like your typical futuristic metropolis, complete with jetpacks and flying cars. Beyond that, I couldn’t really tell you what makes Tomorrowland so special, and I believe that’s largely because we’re given so little access to it. The movie treats us as outsiders to this place, and we spend the majority of the film tagging alongside the two main characters as they try to get in, but we’re never given any sort of rewarding payoff once we get there. The world of Tomorrowland is practically nothing more than a shallow, fantasy world facade.

The movie starts off with an uncomfortably awkward recruitment video recorded by Tomorrowland’s two main characters, Frank Walker (George Clooney) and Casey Newton (Britt Robertson), in which they argue over how they should tell their story. It’s a poor attempt at humor with banter that feels entirely forced. If anything, this overly long introduction should have served as an early indicator that I was about to embark on a two-hour snooze-fest. From there we transition to each of their character’s respective origin stories, and their separate journeys that led them to Tomorrowland.

Frank’s story takes us to the 1964 World’s Fair at Disneyland where as a young boy he’s trying to enter with his faulty jetpack creation. His invention is rejected, but he still manages to catch the attention of a girl named Athena, who gives him a special pin with the Tomorrowland logo. Young Frank is ordered to secretly follow her in the theme park, leading to the “It’s A Small World” ride, where he’s magically transported to Tomorrowland. Here we’re given our first glimpse of this futuristic world, but the entire sequence isn’t nearly as fun or awe-inspiring as it should be. Frank takes to the skies in his newly-repaired jetpack and yet this significant moment somehow winds up feeling surprisingly empty. The movie fails to capture that youthful element of whimsy and excitement that comes from discovery.

Next we learn the much more recent story of Casey, an enthusiastic high school student with a passion for making the world a better place. She’s the daughter of a struggling inventor who gets herself in trouble with the law after trying to sabotage the government’s planned demolition of a NASA launch pad. Once bailed out of jail, Casey finds a mysterious Tomorrowland token among her belongings, and upon touching it, she is magically transported to a wheat field with the distinguished metropolis of Tomorrowland in the distance. However, when trying to reach this futuristic city, she finds that boundaries in the real world inhibit her in this golden future world, even though she cannot see them while holding the token. It’s a novel idea, and one of the movie’s better moments, but if you’ve seen the film’s trailers then you’ve already seen most of how it plays out.

The trailers also spoiled Tomorrowland‘s best, and arguably only good action sequence, in which androids invade Frank’s house in an attempt to capture Casey, who possesses that coveted Tomorrowland token. It’s a well-crafted and exciting moment that demonstrates Brad Bird’s talent, but it’s also an unfortunately rare instance of entertainment in what is otherwise a dull film. As for the aforementioned androids, they’re unbelievably cheesy and lame. These robot villains are sourced from the pinnacle of technological advancement, and yet they’re remarkably derivative and hokey. The most original thing about them is that they blink their eyelids alternatively. That’s some real cutting edge creativity right there! To top it off, Tomorrowland even throws in an android-to-human love story for good measure, because why not? Robots need love too, you guys!

You know what the most troubling thing about Tomorrowland is for me? The fact that Brad Bird was the very first choice to direct Star Wars: Episode 7 and he turned it down to make this movie instead. That is almost incomprehensible to me. Even more so when you consider that Tomorrowland features a comic book store scene that is literally brimming with Star Wars props. It’s a decision that may come back to haunt him, but given how poor this movie is, I’m now actually thanking my lucky Death Stars that he’s not the one making the upcoming Star Wars: The Force Awakens.

In the end, Tomorrowland is a movie that I don’t feel any connection to. I wasn’t captivated by the characters or the performances (not even George Clooney could save this one). The plot was a total bore. The sci-fi elements missed the mark. The visuals were mostly just decent, and tended to look more fake than impressive. The underlying message of hope was weak, and please, don’t even get me started on that cliché “two wolves” story that was needlessly tacked in. Nothing about the movie ever reminded me of the actual Tomorrowland from Disneyland Park, nor did it share its level of creativity. The longer the movie went on, the more I wanted it to end. I can honestly tell you that I have had more enjoyment standing in line for two hours for a ride in Disneyland’s Tomorrowland than I ever had while watching this movie. If this is how dull our ideal future is going to be, then sign me up for a front row ticket to the apocalypse where the future belongs to the mad!

(This review was originally posted at 5mmg.com on 5.26.15.)
  
Calico
Calico
2020 | Abstract Strategy, Animals, Puzzle
Cats. You love them. I tolerate them. I’m a dog person. While cats are the first things I think of when I hear the word Calico, it actually is also referencing a printed pattern. In this case, Calico refers to the printed fabrics to be woven into a quilt as well as the fluffy and mostly-indifferent mammalian species. Let’s take a closer look at Calico.

Calico is a game of tile drafting, tile placement, pattern recognition, with a hint of point salad. Now, not everything you do will score you points, but there are many ways to score. This game plays equally well solo as it does with a group, but how does one play it?

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

To setup, each player chooses a quilt board that has a different colored stitching printed on it. This is the player’s color. Each player will receive their goal tiles of matching color and choose three of these to place on their boards in the starting positions (the rule book also details a recommended first game placement and tile choice). These tiles show the requirements to score them and how many points each scoring tile is worth. Three cat placards are chosen that will be visiting your quilt sections and who score differently from each other. Place the corresponding cat tokens nearby and randomly assign two black-and-white patter tokens to each cat under their placard. Place the cute rainbow tile and matching button tokens nearby. Shuffle the quilt patch tiles and place them in a pile or stack at the middle of the table. From this collection deal two per player, and draw and reveal three more face up to be the offer row. You are now ready to play.

On your turn you will place a tile from your hand, check for scoring, and then draw a new patch tile to your hand. You may place either of your tiles anywhere on your board in any orientation you like. Complete freedom! In order to score points, however, you will want to be strategic in where tiles are placed. You see, the scoring tiles you placed at setup will dictate how they score. Some tiles score when you have two sets of three similar tiles. Tiles are similar either by matching their patterns or their tile colors. Some tiles score when you have placed NO matches at all. Each of these tiles will score points based on whether you satisfied its requirements by color, by shape, or both. Example: a scoring tile says AAA-BBB. This means it wants two sets of three matching patch tiles surrounding it – and ONLY the tiles surrounding it. It also has printed scores of 8 and 13. This means that if you have two sets of tiles that match by color only (but not pattern) you will score 8 points. Should you match three tiles’ colors but also match three tiles’ patterns you will score 13 points.

It is important to note here that the six tiles surrounding the score tile do not have to match exactly. So you do not have to have three yellow tiles with ivy pattern. You need to have three yellow tiles (if you chose yellow for this example) and three tiles that have the ivy pattern. Your other set can be three blue tiles with three stripes patterns. As long as you have these sets from the six surrounding tiles you will score what is on that tile.

The cats come into play when you satisfy their scoring requirement printed on their placard. So Thimble, the actual Calico cat, will visit a portion of your quilt when you have placed three tiles adjacent to each other with their preferred pattern. In the example shown Thimble likes ferns and polka dots. So whenever you have three or more connecting tiles that share one of these patterns you will grab a Thimble token and place it on one of the tiles on your board. Each cat will have different scoring requirements and patterns of which to be aware.

Similarly, but with colors, are the rainbow scoring button tokens. Each patch tile contains a color and a pattern. Cats are attracted to patterns, whereas buttons are sewn onto similar colored tiles. Match up three tiles of the same color and you can sew a button onto your quilt. Buttons are worth 3 points and they just look great on your quilt.

Play continues in this fashion until all quilts are completed. Players then tally up their scores and determine the winner of Calico!

Components. Again, we were provided a prototype of this game, so I will not comment too much on the components as they will probably change from now until production. But, I am able to comment on the art and visual aspects. The art is by Beth Sobel. Do I need to say more at this point? Yes? Ok. So the illustrations of the cats are wonderful. The sleepy little space heaters are depicted so well and they really are cute (I mean, if you’re into cats). The patterns and colors on the quilt tiles and buttons are absolutely fantastic. Just seeing it on the table makes me excited to play it, and for a game about quilts and cats that is REALLY saying something. The art and visual appeal of this game is truly off the charts.

I am not colorblind, but I do appreciate when designers consider options for gamers who are. In Calico, though you are playing for and concentrating on patterns and colors, the tiles are also printed with icons that match the shapes of the buttons to be claimed. As you can see in our photos, yellow tiles have a crescent moon, which match the crescent moon button you claim. The purple tiles have a ghost? Onion? Jawless skull? Blueberry? Whatever it is, it also matched the token you claim for the rainbow bonus points. I like this. I like this a lot.

So do we like playing it? I have played several games of this solo as well as with a group, and it truly is fantastic. It’s one of those games that you can go nutty trying to figure out the optimal play, or you can just play it casually to come up with the prettiest end result. Granted, you probably will not win much, but golly look at your quilt! You can play Calico with ANY gamer type: beginner, casual, hard core, and industry personalities. And I believe that every one who plays this will have a great time and salivate for more plays (cats salivate, right? Or is that a dog-only thing?). I am very excited to see what Flatout Games has in store for this one on Kickstarter, and I would be happy to play with anyone who asks, or as part of anyone’s gaming event.
  
Mob Sitters
Mob Sitters
2019 | Bluff, Card Game, Humor, Mafia, Party Game
I feel like everyone at some point in their lives has been a babysitter. Either for younger (or maybe even older?) siblings, or for the entire neighborhood – it kind of seems like a rite of passage. I definitely had my share of babysitting gigs growing up, but none as exciting and high-energy as the one presented in Mob Sitters!

Disclaimer: This preview is based upon a preview copy of the game. The final components, rules, and gameplay may differ from those described in this review! -L

In Mob Sitters, you take on the role of a babysitter working for the mob. Just because crime pays the bills doesn’t mean these mobsters don’t have families! You’re no ordinary babysitter though, otherwise you wouldn’t be mixed up with the mob. You’ve got plans of your own – whether it’s stealing from your boss, ratting out your rivals to the cops, or actually just some innocent babysitting, there’s money to be made here!

Mob Sitters is played over six rounds in which you take turns playing cards (some hidden and some not), targeting or reacting to your opponents, and collecting that sweet sweet money. Let’s break it down. To start the game, each player receives a player mat and deck of cards for their chosen character. There will be 8 characters in the final game, but only 6 are present in the preview copy. The different characters do not have any special powers or abilities, they just have different artwork on their cards! Shuffle your decks, draw a hand of 6 cards, determine a starting player, and you’re ready to go.

Each player’s turn consists of 6 steps (Steps 1-3 are not applicable in round 1, and Steps 4-6 are not applicable in the final round). Step 1 is to earn money – any cards with a monetary value that are in your play area are moved to your Safe and will count towards end-game scoring. It is important to note that cards that earn you money (Steal and Job cards) must be played face-up into your play area. Step 2 is to reveal and resolve any Accusation cards in your play area that you want to. Accusation cards allow you to target an opponent’s Job/Steal card currently in play, in an attempt to discard it to their Cops/Boss piles, respectively, to count against that player in end-game scoring. The targeted player does not have to sit idly by and watch their money go down the drain, however. If the targeted player has a Reaction card face-down in their play area, they may reveal it to deflect the blame to yet another player! If you successfully deflect the blame, that money will not count against you, but will instead count against the next player blamed who is unable to react to and shift blame to someone else. To play a Reaction card, it must already be in your play area – you cannot play one directly from your hand! The next step, Step 3, is to discard any remaining face down cards in your play area. In Step 4, you choose 3 cards from your hand and play them into your play area. Job/Steal cards must be played face-up, but Accusation and Reaction cards can be played face-down. During Step 5, you resolve any face-up accusation cards you may have played in Step 4. The final step, Step 6, of your turn is to draw 3 cards, bringing your hand back up to 6 cards. Play then moves on to the next player, who then will perform their 6 steps, and so on. After 6 rounds, the game ends. Scoring varies depending on how many players there are, but ultimately the winner is the player with the most money in their safe!

I know that sounds like quite a lot going on, but believe me when I say the game plays pretty well (and pretty quickly) once you’ve gotten the hang of the turns. On paper, the sheer number of steps per turn seems excessive and like it would bog down the gameplay, but in actuality, the actions performed in each step are simple and fast. Perhaps if the number of steps were condensed from 6 down to maybe 3-4, the gameplay would seem a little less daunting. There is some slight ambiguity between the types of cards and into which stacks they go – the rules call cards Job and Steal cards, but the player mat refers to Boss and Cop cards. Fortunately the cards have symbols that correspond to the different stacks, so when in doubt, check the corner of the card!

Let’s talk components. This is first and foremost a card game, and the cards I received are of good quality! They shuffle well, and feel sturdy enough to withstand many plays. The art on the cards is pretty cute, the colors really pop, and there are some fun puns to be found on several Steal/Job cards. As for the player mats, this is only a preview copy of the game so I just printed them out (apologies for my lack of access to a color printer!), but their text is clear and helpful for remembering turn steps. The components may change throughout the Kickstarter campaign, but so far they’re off to a good start!

So how does it play? For the most part, Mob Sitters plays pretty quickly and is engaging for all players. There’s a good amount of strategy involved, as well as some luck and a whole lotta take that. All players receive identical decks of cards, which are then shuffled, so although you know what cards are available to your opponents, you never know what they currently have in their hand. You’ve got to be watchful of which cards your opponents play, to see if you can deduce which cards they have remaining. Are they taking the offensive approach and accusing everyone? Or are they being more subtle and taking a defensive stance, deflecting all accusations onto others? You have to decide when is the right time to play your cards to ensure that you aren’t targeted by too many opponents. Your strategy is ever-changing to adapt to the cards currently in your hand, and that’s what takes Mob Sitters to the next level for me.

Mob Sitters is a quick, easy, and fun game for any sized group. Hilarity ensues when accusations result in all players pointing fingers and trying to deflect blame. Although it can be played with 3, I think this game is better suited for 4+ players. With a smaller group, some of the aspects of ‘take that’ can feel personal and lead to tension between players. But a larger group can eliminate some of the animosity caused by always being targeted by the same person the entire game. Overall though, I enjoyed getting to play Mob Sitters! It has a unique theme and simple, yet strategic, gameplay that will keep all players on their toes. In my communications with the designer, I have learned that the retail version of the game will include “Hidden Agenda” cards to provide each player with a secret objective. There is also an expansion already in the works – The Heavy Mob Deck – that will add more cards and more complexity for experienced gamers!

If you enjoy games of hidden information, take that, and a little bit of bluffing, definitely check Mob Sitters out! It’s more than the standard party game, but still fits the categories of light, fast, and easy to learn games for all players. I look forward to following this upcoming campaign, and I definitely will be playing my copy again!