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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?
  
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!
  
V(
Vixen (Flappers, #1)
8
8.0 (1 Ratings)
Book Rating
<i>3.75 stars</i>
<b><i>Once upon a time there were three beautiful girls who went to the best schools (and speakeasies), and they were each assigned booze and clothes that are the cat's meow. But the flapper lifestyle took them into different directions and now they work to find out who they are and what makes them truly happy. My name is Vixen.</i></b>

And so you've been introduced to the first installment of The Flappers series Charlie's Angels' style (the best I was able to come up with anyway).

<b>Meet our <s>Angels</s> Vixens:</b>
<u><i>Gloria</i></u> - She's the one who has it all: <i>the</i> name, riches, looks, clothes, a handsome fiancee, everything comes easily to her, and everybody seemingly loves her. But this poor little rich girl isn't so happy after all and so she begins to rebel.
<u><i>Clara</i></u> - Burned by her former flapper lifestyle, she's now trying to start over as "Country Clara" without her sordid past coming to light. So has she turned into a goody-two shoes or is it just part of a grander scheme? Only time will tell.
<u><i>Lorraine</i></u> - Jealous of best friend, Gloria, she's desperate to step out of Glo's shadow to become the center of attention as an individual.

<b>Before getting to my review, there are a few questions that should be addressed:</b>
Is this great literature? <i>No.</i>
Will this book change your life? <i>No.</i>
Will you learn anything from reading this book? <i>No. Well, maybe some twenties' slang.</i>
Is this book accurate to the period? <i>No, there are some liberties, but it's good enough as wallpaper to the players and scenes.</i>
Is this book entertaining beyond belief? <i>A resounding YES!</i>

VIXEN is very easy to read and captured my attention from the first page, and while it may not be the best book ever, I had a lot of fun reading it. While there's nothing glaringly obvious anachronism-wise, I did question some word choices, phrases, and actions, but overall they were easy to overlook and I likened it to watching A Knight's Tale starring Heath Ledger. Written in third-person, each chapter focuses on one the three girls' point-of-view, starting with Gloria and continuing with Clara and then Lorraine, throughout the book until the end.

As for the characters, Clara (named after Ms. Clara Bow?) was definitely my favorite to read about, she's recovering from the aftereffects of her life in New York City (which includes a boy, of course), and is trying her best to leave the past behind and move on with her life. Her story had a lot to offer and she felt like a real person who had made mistakes and was now left dealing with the repercussions. Lorraine was a trainwreck you can't take your eyes off of, and while I can't say I liked her, I felt sorry for her. She tries way too hard to stand out and ends up making herself look pathetic; if she keeps it up she'll turn into a very ugly person whom everyone hates. Forget Gloria, Lorraine is the "real" poor little rich girl of the book. She's in the middle of making all the wrong decisions and we're along for the journey, which made her multidimensional and interesting to read about as well. Gloria was my least favorite, mainly because I don't think the author knew quite how to write her. At one moment Gloria seemed like a good girl rebelling, but then there would be moments where she was a real bitch and those two aspects just didn't gel into a cohesive whole. Now if she was seemingly sweet on the outside and really was a conniving bitch underneath, then I'd be on board or at least would get it. But she wasn't that type of bitch and she wasn't Alexis Carrington-bitchy (or insert less-dated reference here) either. How she was written made her look more like Sybil and didn't render me to sympathize with her at all. It didn't help that I felt she was too close to a Mary-Sue for my liking. I don't like perfect or near-perfect characters, they're boring and so was she. What was her motivation for anything, such as singing? Was that always a dream or did it just now come about? Is her recent behavior only happening because she's unhappy? Sorry, but there's just not enough there to make me care about this character. Gloria needed to be more fleshed out to make her feel like a real human, with real thoughts in her head and real feelings, and not a cliched cardboard cut-out.

The love aspects of the novel were fairly glossed over, mainly Gloria and Jerome's story, and felt more like teenage hormones than actual real love.
<i>"I don't know you but you're hot and I love you."
"Nothing will keep us apart!"
"We'll be together forever!"</i>
Which is too bad because I like the idea of an interracial romance taking place in the 1920's, it could have been fantastic, but instead was tepid and generally unromantic. It didn't help that half the duo was boring old Gloria and the other half never developed beyond the fact that he's a black musician who's forbidden to her due to the color of his skin. I wished for more impact and still hope for that in the next installment of the series. Clara's budding relationship with Marcus was far more realistic because they actually had conversations *gasp* and was well-paced. The relationships between the girls were touch and go, sometimes they felt authentic, then at other times interactions appeared too advanced to where the relationship had last left off; it was like there were scenes edited out in chunks. The same could be said of the developing romance between Gloria and Jerome.

So a few things bothered me in the book, such as the issue I had with every girl who wasn't one of the main trio being cattily described, i.e. eyes are close together, that color makes her look sallow, etc. Can we get over doing that already? That's not encouraging good behavior. A little more positivity would be a refreshing change. Another thing that annoyed me was at one point, the crap hit the fan and *minor spoiler* <spoiler>Gloria's career as a torch singer, which she's naturally perfect at (of course), came out into the open. So who does she immediately blame? Her best friend, Lorraine of course, whom she slaps! And who to this point Gloria had no provocation to even think it'd be her who had spilled the beans. Lorraine had not done anything to deserve Gloria's wrath, or at least nothing she knew about yet, so I don't know if the author had forgotten that fact or what. It did not make any kind of sense because there were other people who knew what Gloria was up to and others who could have easily found out. To me it was sloppy writing. What kind of friend does that make Gloria anyway? Not one I'd like, who always thinks the worst of her best friend without any miniscule proof of guilt. Told ya she was a bitch</spoiler>. There were some minor editing inaccuracies, such as when Gloria's dress goes from gold sequined to red in less than a page (pages 74-5) but nothing too overt to jar me out of the book altogether. Lastly, perhaps there was a bit too much twenties' slang that wasn't always incorporated into the text as smoothly as possible.

Overall, the plots were well-done and moved along at a brisk enough pace that I never got bored. The ending unfolded so that it tied up the multiple plotlines while still keeping plenty of loose ends for the sequel. So, a lot of the book is superficial, in some cases there are caricatures instead of characters, and it is a shallow interpretation of the Roaring Twenties, I don't care, the book is just plain fun and sometimes that's all I need. And while I can't say I loved this book and it totally lived up to its beautiful cover (seriously that dress is gorgeous, though I could do without the pit shot), I was suitably entertained and will read the sequels to find out what happens next, while I keep up the hope that Gloria will turn into a real, live girl.
  
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Emma @ The Movies (1786 KP) rated Avengers: Endgame (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
Avengers: Endgame (2019)
Avengers: Endgame (2019)
2019 | Sci-Fi, Thriller
Contains spoilers, click to show
I'm not really sure where to start with this so settle in for a ride. I've tried to avoid major spoilers but some of the things I've written might give away or hint at events in Endgame so please don't read this until you've seen it at the cinema.

We were left forlorn in the wilds of Wakanda after Thanos' snap in Infinity War. 50% of every living creatures on the planet, on every planet, wiped out of existence. Thanos has set off in his retirement while our heroes are reassembling. What's left of the team is trying to get back to a normal life, saving the world, saving each other. Some are moving on, some are stuck on the past, all are lost.

I wrote more notes for this than I've written for any other movie. It was so much of a problem that I condensed the original and then recondensed them into collected topics. I'm vaguely going to go in chronological order, let's do it!

We open with Hawkeye. The scene was simple and effective to help line up the change in him, but it wasn't the tone I expected for the beginning of the film. You have to start it somehow, and I don't know how I thought they would but tonally it didn't say "Marvel" to me. In the trailers we see his darker side coming through, after seeing the film I can't help but wonder if they needed to do this to him. It felt a little like they were just doing it to use for one scene. Clint is a stand-up guy, he would have been there for them regardless in this situation.

As we recap on what's happening in the wake of the snap we find Nebula and Tony attempting to return from Titan on the Guardian's ship. For me, Nebula was the best bit of the whole film. The scenes with Tony are wonderful and touching, she's able to make a connection that she's never really had before and her transformation through the film is a delight.

Something at this point that I feel I should bring up is the partnership that we witness. Tony and Nebula, Nebula and War Machine, Rocket and Thor. We're given lots of different Marvel Mash-ups with great results. Nebula, in particular, shone through in these. Watch out for her with Rhodey.

Steve, Cap, is very much in control throughout this movie, in leadership as well as of his emotions. He still has his positive outlook on life but even when it wanes he's determined. Visually they've left you no room to wonder on whether he is the first Avenger, he leads into a room and he gets a lot of shots that frame him perfectly. But he has changed... on more than one occasion I found myself going "Language, Steve!" I was unsure about his support group in the trailer and after the full scene it felt like it was just there to set up occurrences towards the end of the film. You'd be forgiven for thinking this was actually a Captain America film, it felt much more like one than Civil War did.

Before coming to Endgame one of the things I had been thinking about was how Scott was going to return from the quantum realm. What happens kind of feels like they had no idea how they were going to do it, and it was frustrating and leaves you with questions about what happened in the five years since the snap. There's also a potential horror movie spin-off teased in Scott's walk through San Francisco, he encounters a kid on a bike... classic horror movie moment in that scene.

Nat gets to flex her leadership muscles in the post-snap world trying to keep a new band of Avengers together. Still based in the Avengers complex she's coordinating with members around the world and out in space. We finally see some genuine raw emotion from her as they search for Hawkeye as he's off on his... well what is it? Redirected revenge? She's always had a trusted position with Fury and it seems like his dusting has pushed her to step up.

Carol is back after her recent debut... I still don't think we can call her Captain Marvel when no one else does. I still don't like her, I can't help it. She's cocky and she doesn't seem to have any desire to actually work with the team. If there's anything that I got from this film it's that Black Widow should have had her own film already rather than introducing Carol at the last minute. She's not really a massive feature of the film and her inclusion feels almost like they needed to a solution to a problem and she was the quickest way to fix it.

Now we get to the point where I had some major upset. In my opinion, Marvel have done wrong by Bruce/Hulk and Thor. I saw a spoiler on Twitter for Bruce that I hoped was fan-inspired, but when we get to him in the film I sat in annoyed silence as those around me murmured with excitement. As far as Thor goes, I can see why they made the choices they did with him but it felt like they just turned him into a joke, and that didn't sit right with me at all. Just one small step back from what they did and they would have nailed it, but it felt like they just went for the cheap laugh at his expense.

So it's time to talk about time travel, I think we all knew that we could expect to see it in some way or another in Endgame. Tony and Bruce obvious have a big hand in this one, and it was nice to see them acknowledging the "normal" person discussion of time travel with film references. Outside of that though they threw a lot of complicated script at it, it felt like a very random step away from how they usually deal with technical things in the universe.

From the one hour point of the movie(ish) everything starts to pick up, up until then I wasn't loving the film, and that was upsetting to me. What follows from the quantum suit walk is a lot of fun. There are a lot of nostalgic moments that brought humour and a fun layer to the older films and we get what is probably the most satisfying moment of the entire MCU.

Visually this is one of the better films in the sequence. Shots weren't overly cluttered and so busy that you couldn't see what was happening, and there were a lot more poignant visuals. There are however a few that make me think they had to be reshot because you get very specific angles that give you the back of someone's head and the audio sounds slightly off to the rest of the scene.

Two things left to specifically mention...

The women of Marvel. For so many films we had very few female heroes, certainly none that got their fair share of coverage until The Wasp, Captain Marvel and an excellent female ensemble in Black Panther. I'm all for more female characters but I think Endgame went too far. There is one scene near the end that felt more like they were worried they hadn't had enough women on screen and they really packed them in, it felt awkward rather than awesome.

Stan Lee's cameo. It wasn't the usual fun we're used to. Fleeting and forgettable. Stan deserved better, this just didn't feel right. I even briefly wondered if it was actually him.

For me, Endgame wasn't the finale that we deserved. It wasn't better than Infinity War but I don't think that it could have been because of how much it had to bring to the table. I went and saw it twice because I like to see the 3D and 2D when they come out, it was actually one of the better 3D films I've seen on a regular screen.

I probably would have given this 3 stars, while I had fun watching it I came out both times feeling kind of "meh" about it. Nebula, America's ass and the epic moment in the finale, as well as a few other amusing moments, bumped it up slightly. I sadly found that first hour rather challenging and couldn't get on board with some of the character choices that were made.

What you should do

Let's face it, you're going to watch it if you've invested time in watching all the Marvel movies and I'm sure you'll enjoy it. I'm aware I'm in a minority with my feelings about this, but not everyone can feel the same way about everything. What a world it would be if we could.

Movie thing you wish you could take home

I'd still like an infinity stone... but I don't know which one.
  
Descent: Journeys in the Dark (Second Edition)
Descent: Journeys in the Dark (Second Edition)
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.

With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.


So many cards...
Descent: An Overview In The Dark

Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.

The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.

Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.


Solo? How So? Redjak has the answer.

With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.

I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.

These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.


RAMV

The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.

After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.

You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.

It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.


RAOV

This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.

RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.

You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)

and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.

Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.

That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.

An Open Dungeon

As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.


For The Digital Generation

Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.

I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.

The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.

In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Oct 30, 2018 (Updated Nov 20, 2018)  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.

So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.

I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.

To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.

Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.

Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.

The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.

This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.

As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.

I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.

In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.

I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.

The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.

In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
  
Show all 4 comments.
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Andy K (10821 KP) Oct 30, 2018

I think the open world stuff will be better. So far kind of limiting. I'll write a review when I'm further along.

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Daniel Boyd (1066 KP) Oct 31, 2018

Looking forward to reading it.

Star Wars: Episode IX - The Rise of Skywalker (2019)
Star Wars: Episode IX - The Rise of Skywalker (2019)
2019 | Action, Adventure, Fantasy
Another film ruined by Endgame's splendour
Contains spoilers, click to show
The Rise of Skywalker

Some endings are welcomed whilst others are heart-breaking and sudden, then there is this movie that closes a curtain that’s older than my very bones. In the time from 1977 there has been highs, lows and Jar Jar Binks a plenty and lots and lots of toys, lunchboxes and soap sets in all shapes of droids. The film itself opens and quickly reintroduces all the main characters and sets up the plot lines for each person and they embark on a path that is destined for them all to meet later. Kylo Ren is on a solo Gooniesesque mission to retrieve something darker than One Eyed Willies rich stuff with the aid of a Toblerone shaped virtual map. Helmetless and emotionless he encounters the Emperor you in fact is not dead but just chilling out with many engineers, Sith corpses and a big evil throne that he may use to do dark side Sudoku. Kylo Ren must kill Rey and then he and Palpatine might both crack a smile and take turns on the evil throne as all powerful rulers.
Is it a bird? Is it plane? Well its half bird in name alone it’s the Millennium Falcon doing what it does best and being chased and escaping for the numerous time but this time they are light speed jumping even though they are told not to, naughty naughty. Po and Finn get some gossip and head to the planet the Rebels are all hiding on to share their news. Enter the heroine its Rey in a new outfit and floating up high but failing to entice the Jedi spirits to appear but why would they this early on in a film. The hero’s all use the gossip from the Empire spy and Rey, Finn, Poe, Chewbacca, BB-8, and C-3PO depart in the Millennium Falcon. Space trip!!!
They head for a Space desert that is like Mardi Gras with sand, it’s so lucky that these sandy terrains are common in space like they are common on Earth as Star Wars loves these arid landscapes. They get into a scrape as they always seem to do but with Stormtroopers being inept and despite being airborne, they now fail on both land and air to do anything other than being a source for explosions. C3-PO finally gets the chance to be of actual use but in his golden and splendid way he is unable to translate a Sith message orally and it remains unheard and unseen in his memory banks. Kylo Ren mentally Skype calls Rey and she forgets to turn off her location settings and he turns up. In the ensuing melee Rey turns up the bad ass levels and destroys an Empire ship containing the Wookie we all fell in love with Chewbacca. In a big fiery furball of fire he is gone, Rey is beside herself with regret and they all escape on board Not the Millennium Falcon. Another planet another mission to add to the collection sees the group hoping to find a brain surgeon to extract the Sith message from C3-PO. On planet Jim Henson we see a large collection of weird and wonderful puppets and cosplay experts. The downside of the brain surgery is it will format C3-PO to the factory settings so he can learn to be annoying to everyone all over again. A little shaved Mogwai turns out to be the master surgeon and he completes the job easily enough and they retrieve the message, but the worst fears are realised as C3-PO remembers no one.
From the furry flames Chewbacca, we find out is not dead but merely being pampered in the Empires many hair and nail bars. Sensing this fashion disaster waiting to happen Rey organises a rescue mission and they break into the Star Destroyer with relative ease until Poe, Finn are caught and assigned to death. Rey is on her own mission and breaks into Kylo Ren’s bachelor pad and has a look around and gets the Sith dagger and another Skype call from Kylo Ren is taken where he tells her some missing parts of her childhood and about her true lineage as a pesky Palpatine. The age-old Star Wars family is not who you think it is trope is wheeled out once more. Learning from her previous failures of her location services she refuses to tell Kylo but when the melted helmet of the original absent father Darth Vader falls at Kylo’s feet he knows she is in his room. Enraged in case he left any interspace porn lying around his room he quickly makes a run for his awesome ship.

With certain execution facing Poe, Finn and the now unlucky Chewie and the blasters set to wipe them out General Hux turns Rouge One and saves the heroes at the last second. With his turncoat and spy status ensured he shows his true childish colours and he wants Kylo Ren to lose because he has longer and hair on the darker side of black (maybe). Before allowing them to escape he asked for a blaster wound to give his story of them overpowering the guards some weight, surely a fool proof plan with your boss being able to mind read. He takes a blaster to the knee before hobbling to explain himself before being shot as the traitorous Rebel scum he is. If only he had lived long enough, he may have seen his wish come true. They well-travelled hero’s travel to space Astoria for another Goonies part of the quest where they see the remnants of the second Death Star and use the dagger doubloon to perfectly line up where the way finder is located. A big source of luck as the waves that engulf the planet and are crashing all around the wreck of the Deathstar have avoided any damage over the years. It’s deemed impossible to traverse the giant waves until morning but when Rey sees her opportunity she sails over the waves with relative ease while the rest of the heroes are chatting to a local about zero hour Strom trooper contracts and a lack of a good sickness benefit policy. As Rey makes it to the wreckage, she is met with Kylo Ren and they have a lightsaber battle after he smashes the way finder and asks her to join him in getting rid of Papa Palpatine and being the Sith power couple. Kylo seems to be building up the anger in Rey and trying to temp her to give in to her rage. Some great action shots and some force leaps make this a memorable fight scene until Leia ‘force times’ Kylo distracting him enough for Rey to become the victor. This is the last stand for Leia as she gives up the ghost and therefore becomes one of those ghost Jedi figures. With a sudden change of heart and with the wound barely open Rey uses her force healing abilities to fill Kylo’s hole right up before stealing his ship and leaving him stranded on Goonieland. With all this free time Kylo throws away his lightsaber and becomes Ben Solo once more and squeezes in a catch up with his old dad Han in dreamworld or memoryland.
Rey is now on a mission to destroy the Sith and the Emperor on the hidden planet now she has the map but only after setting Kylo’s sweet spaceship on fire and then realising her error. This impulsive nature may be leading to the dark side!! She heads to Exegol the Sith planet just as Palpatine is setting his sights on getting on with ending the Rebellion once and for all. If a job is worth doing its worth doing it yourself and orders the destruction of planet by a weapon that’s on each Star Destroyer. When Rey catches up with the Emperor, he is happy to see her and he invites her to strike him down, probably to become more powerful than we can imagine. Rey leaves a trail of cosmic breadcrumbs and she is followed by the resistance and they have a plan to take on the Final Order by destroying a central communication tower, so again a rather simple way to stop some heavy duty weaponry; the old classics are the best!!! It becomes a bit Star Wars of the Rings with space horses appearing and galloping to the rescue, not since the ill-fated days of the Phantom Menace has wildlife shocked me in such a manner. Back to the will she, won’t she, Rey and the Emperor are still wanting different things and Palpatine has invited the ghosts of Sith past to witness his greatest triumph. Rey has a choice of lightsaber’s due to Leia giving her an extra, maybe there was a reason for this!! Oh, wait Ben Solo has arrived lightsaberless what a stroke of luck!! Palpatine has had enough and he decides to drain both the Jedi’s of their life force and levels ups and gets back to rage mode and gets his lightning on. He dispatches Ben and then takes out the full resistance fleet with an impressive lightning show. Rey in her weakened state finally perfects the connection with the Jedi spirits that she failed at early in the film. Armed with the x-factor of crossed lightsabers she pushes the Emperor back and turns his own electricity and his face is melted off Raiders of the Lost Ark style. Ben then comes back into the mix and repays the force healing from earlier and gives Rey the gift of life followed by a kiss. This is a kiss of death literally and he fades away into nothingness. In scenes not seen since the Avengers help arrives when all hope is gone, and the fight is won by the good guys again.

I felt that this film was too fast paced and had too many storylines that were quickly explored and this was at a detriment to what could have been. Maybe on repeat viewing there will be the chance to slow down and explore the potential of the film. Some scenes were for the older generation and some were for the newbies to the galaxy far, far away and this again was at a cost to the whole experience. This all being said the watch was enjoyable and had its genuine emotional moments and humour was used to break the tension at times with C3-PO having a few choice lines for once.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.