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Charlie Cobra Reviews (1840 KP) rated I Am a Hero (2015) in Movies

Jul 7, 2020 (Updated Oct 29, 2020)  
I Am a Hero (2015)
I Am a Hero (2015)
2015 | Action, Horror
8
7.7 (3 Ratings)
Movie Rating
The Hero's Journey In The Zombie Apocalypse Is As Serious As It Is Funny
Contains spoilers, click to show
I have to say that this movie is one of the best zombie movies I've seen lately. From the beginning I like the way that the main character Hideo has these little moments where he zones out and has these little fantasies where he imagines himself as being more outgoing or heroic. Even if its just something small like the first one where he's at work and get's everyone cheering about being proud to work there when in reality he was just muttering to himself quietly. I really like how he's this kind of everyday regular guy who's just kind of down on his luck doubting himself. He's not where he thought he would be career wise which is hindering his relationship with his girlfriend and his co-workers. His girlfriend even kicks him out because of this and throws out some of his stuff. He really has bad luck because as he tries to make up for the fight with his girlfriend Tekko, he goes back to the apartment to find out that she has been infected by the ZQN virus and she attacks him and nearly infects him too. The ZQN's were pretty cool by the way. At first I thought that the whole cross-eyed look to them looked a little too silly but as it became a signature visualization that marked when someone had become a zombie. When his girlfriend turned it was quite horrifying as she contorted all over the place and did everything in her power to try and eat him. She even bit the door so violently she broke off all of her teeth, which was quite lucky for Hideo because when she bit him she didn't break the skin infecting him. The scene when he is running through the city and everything is in chaos was one of the more memorable scenes for me because so much was going on. There were ZQN's and regular people running all over the place in all directions and cars hitting people, but the car scene with the business man, the school girl Hiromi, and the taxi driver was spectacular. In fact one of the coolest things I've seen in a zombie movie is the school girl Hiromi who becomes a abnormal ZQN. She says that she was bit by a baby who was probably infected from breast milk if the mother was a ZQN. She didn't exhibit any symptoms for like 2 days and when she turns she doesn't attack Hideo but instead saves him by killing a ZQN that was trying to kill him. She has one eye that looks like a ZQN and has crazy superhuman strength but for some reason sleeps a lot. Most of the time in these survival zombie movies the story suffers from a lack of plot structure but a news report stating that the virus can't sustain itself at higher elevations make traveling to Mt. Fuji a destination propelling the plot further in a direction that makes sense. I also like how they used foreshadowing in certain scenes like when he finds a shopping basket with a logo of a marketplace, you can tell that place is more than likely the next destination. I also thought it was pretty cool how Hiromi wasn't the only abnormal and there was a weird "grudge" spider walking girl and then the infamous track star zombie with the crushed head. That one ran super fast and jumped really high and was pretty cool. One of the things I kind of didn't like was that Hideo had a gun for a lot of the movie but never even shot it until close to the end but it did go with the characters personality and make the story more interesting. It's just a little hard to believe. Also why weren't there anybody using any samurais swords on the zombies. I mean with the ZQN's being hard to kill because you need to destroy the whole brain, cutting their heads off would have been really efficient and machetes or swords would have been perfect. And just because it's Japan, I don't expect there to be swords everywhere but I'm surprised there wasn't even one. This movie was just so unexpectedly good it's hard for me to nitpick at things with it and I'm sure there's more that bothered me with it but I really enjoyed and liked this movie. I give this movie a 8/10 and my "Must See Seal of Approval"


  
The Turning Point (The ELI Chronicles, #3)
The Turning Point (The ELI Chronicles, #3)
Julia Ash | 2020
8
8.0 (1 Ratings)
Book Rating
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The Turning Point by Julia Ash is the third book in the ELI Chronicles. Thank you to Julia, for sending me a copy of this book in exchange for my honest review. Read my reviews of the first two books in the series: 

<b>The ELI Chronicles Series</b>
#1 <a href="https://www.goodreads.com/review/show/2387441859">The One and Only</a> - ★★★★
#2 <a href="https://www.goodreads.com/review/show/2803361466">The Tether</a> - ★★★★
#3 <a href="https://www.goodreads.com/review/show/3377612307">The Turning Point</a> - ★★★★

<img src="https://diaryofdifference.com/wp-content/uploads/2020/08/Book-Review-Banner-77.png"/>;

The Turning Point continues where the previous book left off. If you haven’t read the previous books in the series, I would recommend reading my review on the first book - The One and Only, as this review contains spoilers from the other two previous books. Now that you have been warned, I can safely continue. :) 

<b><i>Ruby Spencer has continuously saved the world.</i></b>

First, it was the zombie infection. Then, she was turned into a vampire against her will. In the first book we found out her blood was special, and in the second book - we find out why. Her blood was a result of a donor from another planet, which she ended up saving in the second book. And this time - the planet needs help again. But also this time - Ruby might not be the one that can save it. 

Because the animals have their own language, and Ruby cannot understand it. If she could understand them, she would know that they are tired of being puppets to the humans and the vampires. And wolves are more than happy to lead this rebelion. 

Without an alpha that can fight for their rights and lead their uprising, the animals will destroy everything in front of them. Ruby is the only one who can connect the animals with their rightful king - is she could only find him.

I have to admit, I struggled a bit at the beginning, when at one point we were introduced to all the different creatures and abilities (zombies, vampires, sculpting, werewolves, multiple planets, search for the true king). While the first and second book were more focused on one part of the story, in this book we had all of the different aspects colliding into one. And despite my struggles at the beginning, it all worked out in the end.

<b><i>I really loved this book, and it was a perfect last book to conclude this series.
</i></b>
The ending was beautiful and I enjoyed the final few twists, where you couldn’t trust anyone. I loved the love this family had for each other, and how kind and generous they always are. They care so much for each other, it's really nice to read it. It was such an adventurous ride, and I was eager to know how it ended. I am also glad they gave Zagan another chance to prove he changed, and that he deserves another chance at life.

If you have read my previous reviews - you will know me and Clay don’t really get along. But this book changed my opinion a bit, and I actually ended up liking his character and his story in this book. (surprise, surprise). 

The ELI Chronicles, as a whole, is a series not only about zombie apocalypse, vampires, werewolves, rightful kings and special abilities, but also a story about the true power of one family, and their love for each other. Julia Ash managed to combine these two things into the books so well, and make this journey not only adventurous, but also heartwarming.

<b><i>And I have to say - I am glad that I am part of it by reading this series.</i></b>

I am glad I have experienced this book, and grown together with it. Thinking of where I was on my journey when I started the first book, and where I am now, I can understand and appreciate this story way more and connect better with it. Definitely a must-read for all fans of sci-fi, adventure and thrillers.
  
MI
4
5.3 (3 Ratings)
Book Rating
The first few chapters of MItW started off well enough, the author captured the coastal town atmosphere perfectly, however, after that it got a little, okay at times a lot, cheesy and eye-roll-inducing. Romances don't have to be that sticky-sweet. What was different and interesting is that the narration was mainly told through the male lead instead of the female; there's not too much of that in romances. The only downfall to the story being told this way was Damon waxing poetic about Sarah the Mysterious, Sarah the Magical, Sarah the Magnificent, Sarah, She Who Walks on Water - seriously, what a Mary-Sue. I'm surprised people didn't address her as Saint Sarah. Everyone in town follows her "advice" (basically she tells them what to do in a roundabout way and they listen), seeks her out to magically fix all their problems, act like she's a goddess, combined, this all made it ten times worse. They just follow her like brainless zombies and never get upset at her poking her nose in their business (not that they all don't do the same in everybody else's). Even though all of that was nauseating, she wasn't the worst Mary-Sue I've run across (Why o' why are there so many of them? Is there a writer's manual on how to write a paragon so that everything they touch, everywhere they go, everyone they meet, they're held up as a supreme being? I wish I was perfect too. :P) and she had magic, so that makes it all the more unfair. Although, who is Sarah besides the saint of this small coastal town? I have no clue, she was never made real, I actually envisioned a golden aura around her like she's some sort of angelic being or something, which is at total odds with her tough defender super hero side. Some girls have all the luck. She has magic, she's as kind as can be, she's perfect in every way (except she's not conventionally beautiful or something, the description was kind of unclear), so of course everyone loves her, she's peaceful and she gets to kick a** like she's Buffy? No freaking way. Where can I sign up?

Another annoyance was "painfully shy" Hannah, one of Sarah's six sisters. Hannah is apparently a model who travels the world, is on magazines, goes on talk shows, etc., even though she is painfully shy. Hey, I can believe someone famous has trouble like that, my problem comes from her "condition" being described as "painfully shy" all the time. It is mentioned in that exact same way, it's never really shy, very shy, extremely shy, or even just plain old shy, no it has to be "painfully shy." In truth, it was only said three times (that I noticed), but in a story that is only around ninety pages, it really sticks out, especially since it was awkwardly brought into the plot. I have a hard time believing this is only shyness, try social phobia or at the very least, some anxiety disorder. Why hasn't she had psychological care? The only remedies mentioned are magical spells and whatnot. While I'm on the subject of Hannah, of whom I know more about personality-wise than Sarah, I might as well mention the jeering and taunting between Jona, the town sheriff, and herself. These interactions are so over-the-top and obvious; we all know where this is going to lead in a future book. And not one of the sisters or Damon notices what is right in front of them. How can they be so imperceptive? What are they, seven? Although I have to admit I'd hate to be called "Baby" or "Barbie" doll too, but then again, I don't look like a Victoria's Secret model, Hannah does.

As for the plot, it was barely there, more time was spent on introducing the sisters, their legacy, characters that went nowhere, and having Sarah sit on a pedestal. Damon would have been more interesting if this had been made into a full-length book - I like the idea of a scientist being confronted with magic - but there just wasn't enough there for a cohesive story. I usually don't write much about short stories but had a lot to say about this one. Obviously. I'm interested in the sisters' stories, I try not to judge authors solely based on a short story, so I will check them out, especially Hannah's. As someone who's been "painfully shy" (couldn't resist) her whole life, my interest has been piqued to see how the author develops Hannah and her shyness in that installment of the series.

I was thinking of giving this an average rating but after writing my review and thinking back on the story, it's just not that good.
2/5 stars
  
World War Z (2013)
World War Z (2013)
2013 | Action, Horror, Sci-Fi
Brad Pitt has become one of Hollywood’s best loved actors over the years and it isn’t difficult to see why. His chiselled good looks, slick blonde hair and quiet confidence have all ensured he is never short of work. Here, he teams up with director Marc Forster who helmed the disappointing James Bond sequel, Quantum of Solace, in the latest zombie film to hit the screens; World War Z, but is it any good?

Pitt plays Gerry Lane, a former UN investigator who has chosen the quiet life and retired early to spend more time with his wife and children. Whilst taking his wife Karin and two daughters Rachel and Constance out in the car, they become stuck in heavy traffic which marks the start of the mayhem. From then on this 116 minute thrill ride puts the viewer on the edge of their seat more times than an Alton Towers rollercoaster.

After fleeing the hordes of ridiculously fast and ridiculously terrifying undead, Lane and his family board a US aircraft carrier where they are told they will be safe; however, as always, there is a price to pay. Gerry must start work once again to try and find the epicentre of the zombie virus – otherwise, the entire world will be lost. From here, Gerry’s mission is to travel across the globe trying to find what it is that has infected nearly 100% of the planet’s population.

What plays out could be described as a formulaic horror film, but it is so much more than that. Whilst it’s true that there isn’t enough character development, in fact there is only 5 minutes of it right at the beginning, director Marc Forster has cleverly allowed the audience to make up their own minds about the family’s back story and whether we care if they survive or not.

World War Z is not a film for the faint hearted, and whilst blood and guts are quite sparse for a movie with a 15 certificate, there are some truly terrifying moments, many of which will have your heart pumping through your chest.

There are scenes here that really get the adrenaline flowing, one of which involving a stowaway zombie onboard a commercial jet will leave you biting your lip, grabbing your seat and looking through your fingers in shock, horror and intense excitement. It’s safe to say I came away with very bitten fingernails.

Special effects are on par with some of the better blockbusters of the last couple of years. They aren’t as in your face as those in Transformers, nor as lacklustre as the CGI in I am Legend, they are right in the middle and because the effect is used incredibly subtly, you don’t notice when extras stop playing the zombies and the animators take over.

However, it is in the acting that this film really succeeds. Pitt is fantastic as Gerry Lane, his quiet sense of confidence never turns into arrogance as he fights for survival and this will hold the character in high esteem with audiences. He doesn’t pretend to be an action hero, heck, he even makes the kind of mistakes that any human would do if they were under pressure, and thankfully he does all of this beautifully; his characterisation is absolute perfection. The rest of his family are also excellent, Abigail Hargrove and Sterling Jerins who play Rachel and Constance respectively are very good indeed; you truly believe they are missing their father and cannot wait to see him return. The rest of the cast do very well with the limited roles they have, but let’s not forget that this is a Brad Pitt one-man show and he is more than up to the job.

Unfortunately, the cinematography really lets the film down. There is far too much handy-cam in the first 30 minutes, something which I hate. Directors often use it to sustain a sense of alarm and terror, but Marc Forster has used it to such an extent here that it made me feel physically sick. Moreover, whilst the story is solid, it is nothing more than that, and often the plot takes a back seat to the impressive action pieces meaning that the film seems to go through the motions of 10 minutes plot, 10 action, and so on.

Overall, World War Z is a very impressive film. The sheer scale of the virus means that Marc Forster has utilised some beautiful scenery from across the globe. Whilst it may be slightly too long for a zombie film at just under 2 hours, and have a distinct lack of character development; the impressive story, brilliant acting and very good special effects help lift it above the norm. This is a ride better than any rollercoaster, and is 100% worth the increasingly expensive price of a cinema admission ticket.

https://moviemetropolis.net/2013/06/22/world-war-z-review-2013/
  
The Girl in the Spider&#039;s Web (2018)
The Girl in the Spider's Web (2018)
2018 | Crime, Drama, Thriller
There has definitely been a shift in the characters that women are portraying in the movies. No longer happy to be relegated to the damsel in distress who is looking for their Prince Charming to rescue them, they become bad-ass avengers who aren’t afraid to kick-butt and take names. There is no better example of this than Lisbeth Salander, everyone’s favorite goth super-hacker and vigilante. In The Girl in the Spider’s Web, based on the best-selling novel of the same name, we see Lisbeth at her finest and it is an action packed, butt kicking good time.

 

Lisbeth (Claire Foy) leads a life as a vigilante who targets men that abuse woman ensuring they pay for their evil deeds. She’s not afraid to play hardball and threaten their very existence to ensure that justice is served. In the middle of punishing all the right people, Lisbeth receives a hacking opportunity that she can’t refuse, involving an application where simply logging in allows you to take over the world’s nuclear weapons. This super application was originally created and sold to the NSA in Washington and Lisbeth is tasked with stealing it back and returning it to the original creator so that it can be properly destroyed. Lisbeth successfully steals the application but that then makes her the target of not only the NSA whom she had stolen it from originally, but also another secretive group who has their own nefarious plans.

 

The film quickly goes from Lisbeth and her “simple” vigilante ways to becoming a global thriller that spans multiple countries and agencies. Not only does the plot change quickly but Lisbeth’s character also morph’s from being a Black Canary type vigilante to becoming a female version of Mission Impossible’s Ethan Hunt. Even though playing a female Ethan Hunt is different from Lisbeth’s usual trope her skills fit nicely into her new role. Her ability to hack into any computer system comes in handy quite a few times and lets us have a tie to the Lisbeth we know and love, but we also get to see her flex her wits and general bad-assery a bit deeper during her “impossible mission”. The film was definitely not what I expected but I was still pleasantly surprised.

 

The Swedish setting where the movie takes place was gorgeous and varies from desolate abandoned buildings to chases in the middle of sprawling cities. It utilizes the snow-covered landscape and decrepit buildings to create a sense of isolation, even when the streets themselves are packed with cars. Along with the isolation from the setting we also see the use of both old and new technology, which gives a low-tech feel to what is an otherwise a high stakes mission. Both the setting and the technology allows us to see that Lisbeth is a force to be reckoned with no matter what type of adversity she faces.

 

Which brings me to the one of the best parts of the movie and that is Claire Foy’s absolutely amazing portrayal of Lisbeth. We already knew she did a great job playing a royal in The Crown and as the wife of astronaut Neil Armstrong in First Man but relinquishing her usual elegant and classy portrayals to spectacularly play one of the biggest, baddest female characters around shows the true depth of her talent. She is definitely the star of the show and now I am an even bigger fan of hers than I already was. I was also impressed with the other main characters, including investigative journalist Mikael Blomkvist (Sverrir Gudnason), who plays less of role than in the original The Girl with the Dragon Tattoo but does a great job nonetheless, and the young boy, August Balder (Christopher Convery) that holds the key to the entire mission excellently played by Christopher Convery. The trio make an unusual team, but how the characters (and actors) play on each other’s strengths and weaknesses to complement each other brings heart to a movie that could have easily been 100% an action adventure.

 

The one aspect I feel could (and should) have been fleshed out more, was Lisbeth’s character as a battered woman’s vigilante. The movie started off with a very strong vigilante scene, but the vigilante theme is quickly forgotten until the very end of the film where we find out it was the sole catalyst of the main adversary. This oversight sadly turned what could have been a woman’s justice vigilante movie into a more run-of-the-mill super spy movie. That’s not necessarily bad, it is still action packed and full of twists and turns, but it’s definitely a missed opportunity to show more of who Lisbeth is.

 

The Girl in the Spider’s Web is filled with action, gadgets, and car chases though beautiful scenery and it is an excellent movie to see if you are looking for something different than green grinches and Nazi zombies. It’s not the movie I went in expecting to see, but I’m not complaining as it is still a solid film. Even though it diverts away from the more artistic The Girl with the Dragon Tattoo it is a very good action-packed thriller that would stack up nicely next to the Mission Impossible movies it is reminiscent of. It’s definitely a movie I recommend to action movie fans everywhere.
  
Hellboy (2019)
Hellboy (2019)
2019 | Action, Adventure, Fantasy
Make up (0 more)
Acting (0 more)
It all looked soooo promising
Contains spoilers, click to show
Let me say this upfront; David Harbour looks f---ing boss as Hellboy. The makeup is far superior to that of Ron Perlman, not that there was anything wrong with Ron Perlman’s, but with this new incarnation it’s all in the eyes. Deep red, sunken, pained. Sadly, that is all I can say about this movie that is one hundred percent genuinely positive. There are positives however, but they come with a big ‘however’.
I was initially a little concerned that we were getting a re-boot and not a direct sequel to Hellboy II: The Golden Army (2008), especially as it still seemed so recent and was so well made. I know it was over a decade ago but quality is timeless, yeah? Then David Harbour was cast and Neil Marshall announced as director. Great, thought I, an actor I like and a director who’s put out some solid genre material. I saw the first picture of Harbour as Hellboy and I was genuinely excited. I saw the trailer and again, excited. Then I watched the film.
Eurgh, where to start?
Firstly, Ian McShane’s initial voice over is clunky and ill fitting, then they throw in some b@llocks about King Arthur and Excalibur. I had my first wobble here, as some of the effects seemed less than special.
Cue opening titles.
The film starts with a Mexican wrestling match that is purely exposition to let us know Hellboy is a hard drinking and hard fighting anti-hero working for an organisation that deals with the paranormal. The make up for his vampiric opponent is also great (can’t fault the makeup department), but the scene seemed superfluous. We get the nubbin of the story forming now; some horrible witchy wench from way back when was cut into bits and flung around jolly old England to prevent her from spreading a right ‘orrible plague. Turns out a potty-mouthed Liverpudlian pig-monster is collecting said bits in the hope of putting her back together in exchange for his normal appearance. Scouse pig-monster is quite entertaining.
Hellboy goes to England at the request of an upper-class paranormal society to help them kill giants; this goes t1ts up. Again, this seems like unnecessary exposition to introduce Alice, a medium who he rescued as a baby, who now rescues him in a transit van. We also get introduced to M11’s Agent Daimio. There something wrong with him, he keeps injecting himself with a serum to stop something happening. I knew at this point we’d get to see what it was eventually, probably at a juncture where something is needed to rescue someone important. However, at this point I had a feeling it would be bad, I just didn’t know how bad.
There some more fighting, some good effects, some mediocre effects and some terrible effects. There’s some good one-liners, there’s some dull and/or terrible dialogue and then we get the film’s conclusion.
There’s something I’ve been putting off mentioning as I didn’t want the entire review to be about it, and it could have been; the witchy wench at the heart of all this paranormal consternation, Nimue, is played by Milla Jovovich and she is terrible. From when she first opens her mouth to her predictable demise, she is terrible. Terrible. TERRIBLE.
I love some of the Resident Evil films but all she’s required to do is some slow-motion scissor kicks and shoot zombies and zombie-dogs in the face. She is tolerated, rather than enjoyed. Here she is emoting, or at least I think that’s what she was going for, and as a depiction of an evil entity bent of the destruction of all mankind, she is, for want of a better word, cack.
David Harbour and the Hellboy franchise deserve better than this. To be blunt, the franchise has better than this and Mike Mignola should be a bit more f---ing precious with his creation.
Hellboy (2004) was genuinely exciting; it was an origin story that bought that story full circle for its thrilling and apocalyptical conclusion. It has a wonderful nemesis, great support and breath-taking visuals. The re-tread of the origin story in Hellboy (2019) is, again, one more unnecessary diversion from a sketchy plot, which, for all its meagre bones takes a f-ck load of time to tell.
Hellboy II: The Golden Army (2008) was equally impressive. It also introduced a fully formed community of creatures and customs hiding alongside mankind. It did so with nonchalant aplomb. Nothing seemed irrelevant or forced. For two films with almost identical running times, Hellboy (2019) tells less of a story with way more waffle.
So, I did mention there were some positives. David Harbour is great. He’s dour, sarcastic, defiant and funny, he just has no engaging story in which to be all those things. Ian McShane is good as the father figure but he is overshadowed by memories of the late, unbelievably great John Hurt. The story of a witch trying to destroy mankind is solid fantasy movie gold and the unleashing of her plague late in the final act is suitably hellish; bizarre demons emerging from city streets and tearing humans limb from limb, it’s bloody wonderful and wonderfully bloody. They all could have come straight out of a Clive Barker fever dream. However, it’s too little too late, by this point in the story we’ve had too many cutaways, too much shoddy CGI, and Agent Daimio stinking up many a scene with his ‘will he won’t he’ turn into something rubbish… he does.
The worst part of all this is I don’t know if they can come back from this. The film may have sunk the franchise at least for the next few years.
I do however, look forward to a re-boot in a decade or so, if we haven’t all been assimilated by aliens, overrun by AI robots or decimated by a supernatural plague bought on by some witchy wench with an axe to grind.

THREE WORD SUMMATION: Big Red Turd.
  
Munchkin
Munchkin
2001 | Card Game, Fantasy, Fighting, Humor
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.

In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!

DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T

Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.

Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.

Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.

Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.

Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.

We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
  
DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
Pirate&#039;s Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?