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Tutankhamun
Tutankhamun
2021 | Abstract Strategy, Ancient
Tutankhamun (per dictionary.com, the pronunciation is as such: [ toot-ahng-kah-muhn ]) is regularly shortened and often referred to as “King Tut.” My real question is that if the first syllable is “toot,” why do we not call him King Toot? I have a 5 year old boy and a 2 year old girl at the time of this writing, so I can tell you EXACTLY why we don’t call him King Toot, but that’s for another discussion. Never having played the original version, will I enjoy this new version of the game by world-renowned designer Dr. Reiner Knizia?

In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!

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


To setup, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.

Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.

God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.

Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.


Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!

What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.

Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!

At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
  
Neon Knights: 2086
Neon Knights: 2086
2018 | Modern Warfare, Racing, Sports
Some of us actually lived through the 1980s. Just barely, but I certainly remember the neon stylizations, the hair, the tight-rolled pants. It’s not a look I ever hope to reincarnate. However, what if the style of the 1980s reappeared in the future? Like in the 2080s? That would be kind of awesome, actually. Or maybe it would be more bodacious or tubular. In any case, some things never go out of style. Things like attacking your fellow racers as they try to pass on the left with their NOS and dangling repair arms. Just me?

Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.

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, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!

Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.

Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.

During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.

When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.

Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.

All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.

The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.

This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.
  
Asator
Asator
2021 | Miniatures
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?

Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly 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, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.

Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.

This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.


The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.

Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.

But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.

There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.

All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
  
Questeros
Questeros
2021 | Card Game, Fantasy
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).

Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.

I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.

Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.


As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.

The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.

I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
  
Evolution
Evolution
2014 | Animals, Card Game, Environmental, Prehistoric, Print & Play
I very much have a science-based mind. I like facts, figures, data, charts, timelines, etc. Yes, I can be a dreamer, too, but at the end of the day, I need verification to really believe in something. That’s why I’ve always been on Team Evolution vs. Team Creationism. It fascinates me how these huge beings like dinosaurs (oh yeah, I love dinosaurs a lot, too) could be preserved in time well past their deaths. But it leads to questions like, “What happened to them? Why couldn’t they make it in the end?” And the game Evolution by North Star Games attempts to answer those.

Disclaimer: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. – B

You start the game in control of one species of animal. One non-descript, traitless species that you will slowly (or maybe quickly) build up to be something bigger and better. You evolve it. (Huh.) You’ll start each round by contributing plant food to the watering hole. Each card in your hand is worth a certain amount of plant food. Once that food is in the watering hole, it’s fair game for anyone to eat. Depending on your strategy, you may want a lot of food in that watering hole, or you may want to starve your opponents out (some cards are even worth negative food!). Once all the food is in the watering hole, it’s time to evolve your critters. The cards in your hand have unique traits on them. To imbue your species with that trait, simply place the card next to your species’ gameboard and voila! You now have horns, or intelligence, or the ability to forage, or many other possibilities. You may also take this opportunity to evolve your creature into a carnivore (more on that later). At this point in the game, you may also discard cards in order to increase the population of your species, or to increase the body size of your cute little guys. This will be important later. You can also discard a card to create a whole new species. There’s no limit to how many species you can have, but there is a limit to the available food, so be wise with the number of species you create.

After everyone has evolved, it’s time to feed! You’ll take turns taking plant food from the watering hole. Yummy! You want to eat enough food to sustain your whole population size (1 piece of food per population). If not, your population size will decrease, meaning your species is dying. If you are unable to sustain the last remaining member of your species, that species will become extinct for eternity. Sad face. But don’t worry. You’ll get a new species for free at the beginning of your next turn. Once everyone is fed and happy, the round is over and you start a new round. The winner of the game goes to whoever has eaten the most food because, just like in real life, the success of your population is based on its ability to sustain itself, which, in this case, means eating the proper amount of food.

It SOUNDS simple, but I haven’t told you about all the curveballs yet. As stated before, you may choose to make your species a carnivore, which means that you will no longer take plant food from the watering hole. In order to eat, you have to attack another species! You can only attack other species who have smaller body sizes than you (I told you body size would be important. It’s your first means of defense against predators!). But some of those smaller species might have evolved some defensive traits, like a hard shell or the ability to burrow underground or to climb trees and taunt their predators from on high. This is the beauty of the game. How well can you evolve your herbivore creature in order to keep it well-fed and also free from predators? If you’re a carnivore, how well can you adapt to your surroundings and your ever-evolving prey before you can no longer feed on them? (I should also mention that you may find yourself in the truly depressing situation where all of your opponents have out-evolved your carnivores and the only other option left to feed them is to attack one of YOUR other species. The rules clearly state that every species MUST feed if able to, so you may have to sacrifice your other friends. VERY sad face.)

Components: Evolution comes in a standard cardboard box containing lots of high-quality trait cards, plant and meat food tokens and a large watering hole token (on which you put the plant food tokens). It also comes with cardboard food screens so you can conceal how much food your little (or maybe not so little) critters have eaten. You’ll get a stack of thick, double-sided species boards for you to keep track of your body size and population. I love that they’re double-sided because it gives you the flexibility to change their orientation (portrait or landscape) to save on table space. Body size and population are tracked using little brown and green cubes, which fit nicely in little holes on your species board. And to top it all off, the first player token is a a very large dinosaur-shaped meeple. Adorbs. The cards do tell you how to use them, but the rulebook has extra clarification for each card in case you need it. The cards are even color-coded so you’ll know if the trait is used for defense or eating, or maybe only usable by carnivores. Everything is very top-notch quality and the artwork is quite beautiful, creating new creatures and using bright, vivid colors. The artwork alone drew me to the box in the first place.

I really love this game. The theme is very on-brand for me, but I also really like that it’ll take a bit of luck (by hopefully drawing usable cards) and a ton of strategy to try to outwit your opponents. It’ll never be played the same way twice. Evolution is so spot-on, in fact, that it’s actually been used in the evolutionary biology department of the University of Oxford, so come on. It’s fun AND educational. I’ve also downloaded and quickly become obsessed with the mobile version, which is available on Google Play, in the App Store and on Steam. As of this writing, there are two expansions available: Flight and Climate, but there’s also a Climate stand-alone game, and an Evolution: The Beginning game, which is suitable for our younger friends. I own the Flight expansion but have yet to play it and I can’t wait to change that! Give this game a go. You’ll be happy you did. In the words of esteemed Dr. Ian Malcolm, “Life, uh, finds a way.” Purple Phoenix Games gives this one a (r)evolutionary 13 / 18.
  
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.
  
Artemis Fowl (2020)
Artemis Fowl (2020)
2020 | Action, Adventure, Family, Fantasy
Disney: "We're making a film of Artemis Fowl!"
Me: *wildly switches from happiness to devastation about the possibilities*

Artemis Fowl's father, Artemis Fowl Snr., has gone missing, the media is portraying him as a criminal and calling for answers. Shocked and confused by what's happening Artemis Jnr. receives a phone call from his father's kidnapper and must hand over an item to secure his release. But he's no idea what the item is, or where, he's about to learn a great deal about fantastical things in a very short space of time and meet an odd selection of new friends.

So... I'm going to break this down into two parts, the first bit will be just about the film and the second will be me ranting about the film in conjunction with the book... *calm thoughts* Let us begin.

From the very beginning I was thrown, the opening in no way seems like a family film and I was wondering if by avoiding reading about it all beforehand that I'd got the wrong idea about what to expect.

With such a good cast backing up our newcomers I had medium hopes for what was going to hit our screens...

Ferdia Shaw takes on the part of Artemis Fowl Jnr., putting aside the comparison between the two versions until later, the performance isn't bad but it's quite forgettable. The same sadly goes for Lara McDonnell as Holly Short. Neither one has much of a presence on screen and I think that's mostly to do with the fact that Artemis and Holly are both rather bland in the whole story.

There's something oddly appealing about Josh Gad as Mulch but I'm not sure that giving him such a large role as narrator worked. It's never really clear why he's given that role and the scene's where we cut back to him talking are given a strange noir look that doesn't match with the rest of the film. Even so, I'm willing to concede that he's my favourite character as he has just enough humour to carry it.

Judi Dench as Commander Root was a little bit of a challenge to see. Root is a gruff but caring character, the trouble come in the fact that the change comes quite unnaturally at times.

One of the main failings is that there are times when the script feels poor, the dialogue is a little forced and doesn't fit with the characters, couple that with a variety of scenes that don't fit with the style of everything else and the fact that some pieces could be removed without really affecting anything around it and I'm left less than inspired by the film.

I did like the look of Haven City, the animation of the overhead view looked really promising. As we got into the city though I couldn't help but think it looked a little cheap and the aesthetic wasn't great. Effects, in general, were not good if I'm honest, particularly when you get to the siege on Fowl manor, when the siege is ending it comes with some chaos that is a perfect example of this coupled with another example of how the story glosses over an explanation of what's happening that could have offered some extra development for characters. (Specifically in this instance, Foley, who was woefully underused. He might not have been as majestic as a Brosnan centaur but he deserved better than the film gave him.)

By the end a lot of things get resolved seemingly by fairy magic because it's not clear how any of it happens. Potentially it's something that I wouldn't have noticed as there's a certain amount of this kind of wrapping up that you can forgive, but by this point I was so frustrated by everything that I was spotting everything.

I'm aware I'm waffling more than I intended so let me "briefly" mention things regarding the book...

The film is, in my opinion, only vaguely based on the book. It has kept ideas and pieces of story while removing and adding characters to varying degrees. Notably Artemis' mother is gone and his father is there instead. Removing mum makes Juliet's inclusion surplus to requirements, I can understand wanting to keep her for a young female character for viewers to identify with, but the role she ends up with is bland and in no way lives up to the book's version. The blandness also extends to her brother, Butler, and that's partly because of the major change they made...

Artemis. He is barely recognisable in comparison. He's a jeans-wearing, surfing, tween? He's much more casual than the original and this fluffier version doesn't have the same edge that book Artemis does. In their revamp they have changed his story and I very quickly felt like it could have been a sequel to the books, Artemis Snr. felt more like the Artemis from the books grown up and he was teaching his son about all the things he learnt. Part of the thing I enjoyed about the books is that Artemis was always an anti-hero of sorts, he was very difficult to like at times because of his actions, film Artemis is a little bit jumbled in this respect as they give him a very clear reason for the things he does so when he tries to show that tough side it doesn't have any impact.

There are a lot of differences, but I will leave that analysis for someone who is much more thorough at scouring the books and film than I am. I'll be keeping my eye out for other reviews with the comparisons in, if you spot any then please leave a link in the comments below.

When it came to scoring this I thought about it on two levels.

As a film from such a big company I was quite shocked by the quality of script and effects, there was a baddie that didn't really participate in anything and there were scenes and characters which weren't needed... and to finish it off in such an obvious set up for a sequel... I was done. I had marked it down for a generous score of 2 stars, that's normally my "I didn't like it but I can see why other people might" score, but I can't quite see what would appeal to people in it if I'm honest.

As an adaptation of the book I was too frustrated by the changes they made to Artemis, they essentially changed the fundamentals of the character and that had a knock-on effect to other characters as well. No one came out unscathed, but even though Mulch was heavily adapted I was glad that some of his humour was still there. Scoring on this basis I would have given it 1 star, but again, that felt generous to me.

In the end I will always score something on my enjoyment, in this instance it seems fair to even out the two scores. They've taken a great book and removed most of its personality, the final product was not exciting to watch and I don't think I could bring myself to watch a sequel.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/06/artemis-fowl-movie-review.html
  
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Emma @ The Movies (1786 KP) rated Aladdin (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
Aladdin (2019)
Aladdin (2019)
2019 | Adventure, Family, Fantasy, Musical
Oh. My. This was always going to be a tough one for me, and I've been thinking long and hard about how on earth I was going to review this. I love the original, anyone who even remotely enjoys it would be able to sing you at least one of the songs, and therein lies one of the problems. Would I have had a different opinion about some of the elements had I not seen the original so many times? After a lot of contemplating I think the answer in most cases is no.

Note: I went to see this for a second time so I'm going to edit what I previously wrote up as I go because on second viewing it was better. Once the initial shock and annoyance had passed after seeing it the first time it was much easier to watch for the second time.

Remaking something that's peak Disney has so many issues, recasting roles, changing social views and cultural sensitivities, are probably the biggest ones.

Let's talk about the (blue) elephant in the room... although I guess that phrase isn't really accurate as we all want to talk about it. Oh Genie, my Genie. I don't think anyone would have been able to fill that lamp the way Robin Williams did, he was larger than life and brought such a sense of fun whenever he did roles like this. The man is a comedic legend. Recasting this was always going to be difficult, and honestly, I don't know if there's anyone I would have been happy with taking over the mantle.

When I found out that Will Smith was on board I wasn't completely put off. On paper he's got everything you'd need for this role. He had one of two choices, stick to the original faithfully or take it your own way. I just don't think Smith actually had a choice though, he was going to have to do a reinterpretation of the role, but how could you ever follow Williams?

The thing I'm most surprised about with Genie is just how bad the CGI is. It's not like this is something Disney are unfamiliar with. Why did some of it even need to be CGId? I obviously don't know the ins and outs of these techniques or options, but if people can make Robbie Coltrane look larger than life in Harry Potter without mucking it up then why aren't they smurfing Will Smith up and doing the same?

Casting across the rest of the film wasn't such an epic task, Mena Massoud as Aladdin and Navid Negahban as the Sultan hit exactly the right spot. I had issues with Jafar, that's nothing to do with Marwan Kenzari's acting which was very good, but it was the fact that in my head Jafar should have been older. (Dream casting: Ben Kingsley.) I'm sure I won't be popular saying this but I didn't really like Naomi Scott as Jasmine, I don't think she brought enough sass to the role, I also felt that some of the new inclusions into the film around Jasmine negatively affected my view of her.

By far and away my favourite from the live action cast was Nasim Pedrad as Dalia, Jasmine's lady in waiting. I don't know why they felt the need to bring this character in, but I'm really glad they did. She's funny and a welcome break in some scenes. She completely outshines Jasmine as almost every point in the film... actually, I retract the word "almost". While I might not be happy about part of her character's story (ask me for the spoilers) she was definitely the best added extra in the film.


Our group of sidekicks, Abu, Iago, Rajah and Carpet all come out with varying degrees of success. Abu wasn't entirely lucky with the CGI and didn't get such a fun part as before. Iago was much more bird-like than previously which meant less actual talking so I have to wonder why they hired Alan Tudyk if they weren't going to use him properly. Rajah while less quizzical than in the original was entertaining and luckily wasn't mutilated by the CGI. Carpet though, I loved Carpet. He was super cute and absolutely adorable with Abu.

I'm not going to go over every change they made to the original, but one tweak particularly bugged me. They change the way that Aladdin gets out of the cave of wonders. The verbal trickery that Aladdin uses in the original is gone and they switch it out for a much more deceitful moment. The idea isn't as clever as its predecessor and also means that later in the film when Aladdin tricks Jafar you don't get that same connection, watching Genie working out what was going on was painful viewing.

I can't really put off talking about the songs anymore.

As trailers and sneak peeks appeared online I became increasingly nervous about the songs. Prince Ali seemed to be less upbeat than before, and while the sequence looked like it had potential all of it together didn't feel as vibrant. I appreciate that they tried to keep all those little Genie added extra in but it felt like they went with a "safe" option.

I enjoy Will Smith's singing, but I'm not a fan of it in this. I don't think the change in style is suited to these songs. I've seen people saying about how he's rapping in it... but I wouldn't have identified it as rapping. If anything it felt like they went "you should get some rapping in there, but we're Disney so tone it down... a lot."

We get a new offering on the soundtrack in the shape of Speechless, Jasmine's empowering song. I like the song, it certainly has the Disney vibe, and Scott sings it beautifully... but it didn't give me those goosebumps that I expect from power songs. I probably would have given the song a pass had it not been for the way it was included in the film. The frozen scenes with Jasmine dramatically moving in and out of the cast and set... ugh... that just didn't work for me.

Massoud had originally given me so much hope for the music when I heard One Jump Ahead at the beginning. It was excellent, and throughout the film I loved his singing.

Here's where my opinion changed a bit after my second visit... the songs weren't all as bad as I'd felt after the first viewing. I still didn't enjoy Genie's offering, but Aladdin and Jasmine both felt like an excellent choice. The main thing that didn't change was the fact that I didn't feel the songs fit well into the scenes. Part of the draw of Disney is the toe-tapping singalong vibe you get from the music, and there was a lack of pizzaz in most of the sequences that left my toes untapped.

I could probably go on for a very long time about this film. (I already have.) Ultimately, I don't think it's an improvement on the original, I don't think these modern rehashes really add a lot when you have to adjust for the modern culture. I'm not saying that you shouldn't take the changing times into consideration, I just think you should do it in a way that doesn't just come across as trying to score points with the audience to prove how "with it" you are. I also don't think that coming up with 30 minutes of extra footage is ever a sensible idea. If that's what you want to do then perhaps you need to really mix things up and come up with a whole new concept for the story.

What you should do

You're either a Disney nut or you're not. Personally, I would recommend staying at home and having a binge of old Disney classics, starting with the one true Genie.

Movie thing you wish you could take home

Could I get Genie powers without the itty-bitty living space?
  
The Hunger Games
The Hunger Games
Suzanne Collins | 2014 | Young Adult (YA)
8
8.5 (277 Ratings)
Book Rating
The Hunger Games is a trilogy of YA dystopian novels written by American author Suzanne Collins. The story is set in an unspecified future, in a dystopian, post-apocalyptic nation of Panem located in North America. The country consists of the Wealthy Capital surrounded by the twelve (Originally thirteen) poorer districts, each one in various states of poverty. The story follows Katniss Everdeen as she takes her sisters place in the annual Hunger Games. The games are a televised event created as punishment for a past rebellion. Over the course of the books Katniss and the rest of Panem are plunged into Civil War thanks to Katniss inadvertently fuelling a hidden rebel fraction led by President Alma Coin of (the previously thought to be destroyed) District 13. After going through hell, loosing friends and the sister she tried to protect Katniss is eventually tried for killing Coin at the execution of Ex-President Snow and sent back to District 12. Katniss eventually marries fellow tribute Peeta Mellark (whom she was tied to during the games as the pair of star-crossed lovers) and eventually have two children a boy and a girl. Author Suzanne Collins stated that the inspiration for the story came to her after channel surfing through TV channels, having seen a reality show on one channel then saw footage of the Iraq invasion. The two began to blur in an unsettling way and the idea started to form. The Greek myth of Theseus also served as a basis for the story, with Collins saying that Katniss could be called a future Theseus and The Hunger Games being an interpretation of the old gladiatorial games.

The Hunger Games the titular book was released on September 14th 2008 under the publishing house Scholastic Press. The book had an initial print run of 50,00 copies eventually being bumped up twice to 200,000 copies. By February 2010 the book had sold 800,000 copies and rights to the novel have been sold in 38 territories. In November 2008 The Hunger Games was placed on the New York Times best seller list where it would remain for 100 weeks (just over three months). By the time the books film adaption released in march 2012 the book had been on USA Today's best seller list for 135 weeks (Four months) and sold over 17.5 million copies. The book received several awards and honours such as Publishers Weekley's “Best book of the year 2008”, the New York Times “Notable children's book 2008” and was the 2009 young adult fiction category winner of the Golden Duck award. The book also received the California Young Reader medal in 2011.

Catching Fire, the second book was published on September 1st 2009 under Scholastic. As the sequel to the Hunger Games book it continues the story of Katniss Everdeen and the post-apocalyptic nation of Panem as rebellion begins. The book received mixed reviews but was placed on Time Magazines Top 100 fiction list of 2009. Catching fire had an initial print of 350,00 copies but was (Like its predecessor) had grown to 750,00 by February 2010. The book has sold over 10 million copies.

Mocking-jay the third and final book in the Hunger Games Trilogy and was published August 24th 2010 by Scholastic. The book had a 1.2 million copy print that was bumped up from 750,000 copies and in its first week sold over 450,00 copies. Reviews were favourable with the book and notes that it thoroughly explores the themes of the other books.

I really love the books and regularly read them. Whenever I do read them I tend to read all three of them in the space of a week. To be fair whilst I had heard of them before the first movie release I didn't start reading them until I'd seen the first movie. I did read Catching Fire and Mockingjay before their movie equivalents hit the screens. Whilst The Hunger Games was a brilliant opener and Mockingjay was a brilliant ender, I agree with a few reviewers that Catching fire had a delayed start and it took a bit of time to get into the action of the story at large.

Suzanne Collins was born in Hartford Connecticut on the 10th of August 1962 as the youngest fourth child to Jane Bradley Collins and Lt. Col. Michael Jon Collins a decorated U. S. Air Force officer. As a daughter of a military man she was constantly moving with her family and spent her childhood in the eastern united states. Collins went to the Alabama school of fine arts in Birmingham 1980 as a theatre arts Major. Collins went on to complete a Bachelor of arts from Indiana University in 1985 and telecommunications and in 1989 Collins earned her M. F. A. in dramatic writing from NYU Tisch school of arts. Collins began her career in 1991 as a writer for children's television shows and won a nomination in animation for co-writing the critically acclaimed Christmas special Santa, Baby!. Collins after meeting James Proimos whilst working on a children's show felt the urge to write children's books and spent the early 2000's writing five books of the Underland Chronicles; Gregor the Overlander, Gregor and the Prophecy of Bane, Gregor and the curse of the Warmbloods, Gregor and the Marks of Secret and Gregor and the Code of Claw. The influence for those books came from Alice in Wonderland. During the late 2000's she ends up writing the Hunger Games trilogy which went onto a famous movie trilogy. As the result of the hunger games trilogy popularity Collins was named one of Times Magazine's most Influential people of 2010. On June 17th 2019 Collins announced she was writing a prequel to the Hunger Games and is scheduled to be released on 19th May 2020, the book is to focus on the failed rebellion 64 years before the Hunger Games trilogy.

I highly respect the Author Suzanne Collins for both her work as a writer of Children's media and for her creativity in creating both the Hunger Games and the Underland Chronicles. Her creativity has been awarded with her books popularity and being announced amongst Time Magazine's 2010's most influential people and Amazons best selling Kindle author in 2012.

In March 2009 Lions Gate Entertainment entered into a co-production agreement with Nina Jacobson's Production company Color Force for the Hunger Games. Novel writer Suzanne Collins adapted the book in collaboration with screenwriter Billy Ray and Director Gary Ross. Actors Jennifer Lawrence, Josh Hutchinson and Liam Hemsworth were hired for the roles of Katniss, Peeta and Gale respectively. Lawrence was four years older than Katniss was in the books but Collins said she would rather the actress be older than the character since it demanded a certain maturity and power. Collins also liked Lawrence stating she was the “only one who truly captured the character I wrote in the book”. The Hunger Games Movie was released on march 23rd 2012. The Hunger Games: Catching Fire was released on November 22nd 2013 with Francis Lawrence being hired as Director and actors Phillip Seymour Hoffman, Jena Malone and Sam Claflin being hired as Plutarch Heavensbee, Johanna Mason and Finneck Odair respectively. The Hunger Games: Mockingjay was split into 2 and Part 1 was released on November 21st 2014 and part 2 on November 20th 2015 Francis Lawrence remained Director for the final movies with Actor Julianne Moore joining the cast as President Alma Coin.

I loved the movies point blank and whilst it has its flaws like most movies often do I think its redeeming quality has been it faithfulness in sticking to the books as closely as possible and the actors representation of Suzanne Collins characters such as Jennifer Lawrence as Katniss, Donald Sunderland and President Snow, Stanley Tucci as Ceaser Flickerman, Woody Harrelson as Haymich Abernathy and Elizabeth Banks as Effie Trinkett. Whilst all the actors were very good and were chosen well for their characters. These actors in particular I feel did exceptionally well in bringing their characters to life especially Elizabeth Banks, Stanley Tucci and Woody Harrelson but then I am a very big fan of theirs so I may be a little biased.
  
Skulls of Sedlec
Skulls of Sedlec
2020 | Card Game, Medieval
When it comes to board gaming, bigger does not always necessarily mean better. And that is something that Button Shy Games has really embraced. With all of their wallet games comprising of only 18 cards, they always manage to pack a lot of game into one small space. I think they’ve got the right idea – engaging gameplay, multitude of themes and mechanics, and easy storage and transport! So how does their newest game hold up to their other successful wallet games? Keep reading to find out!

Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.

Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L

Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!

During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.

As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.

Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!

As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.

Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.

Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.

Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!