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Jurassic World: Fallen Kingdom (2018)
Jurassic World: Fallen Kingdom (2018)
2018 | Action, Adventure, Sci-Fi
A bold new era
“We’re not on an island anymore” barks Chris Pratt’s Owen Grady towards the finale of Jurassic World: Fallen Kingdom. And he’s not wrong, the fifth film in the Jurassic franchise says goodbye to Isla Nublar in rip-roaring fashion, transforming itself into a a family friendly gothic horror film in its last hour.

Ok, ok, let’s start from the beginning. The Jurassic franchise has often been criticised for relying too heavily on the same story points to make a film. 2015’s Jurassic World, whilst becoming one of the highest-grossing films of all time, was lambasted for being a modern-day reimagining of 1993’s classic, Jurassic Park. And while some of that criticism was justified, it was still pure sugary, popcorn entertainment.

Now, three years later, director J.A. Bayona (The Impossible, A Monster Calls) takes over from Colin Trevorrow to bring us a film that starts out like we expect, but ends on a note that will transform the series beyond recognition. The question is, does it actually work?

Three years after the destruction of the Jurassic World theme park, Owen Grady (Pratt) and Claire Dearing (Bryce Dallas Howard) return to the island of Isla Nublar to save the remaining dinosaurs from a volcano that’s about to erupt. They soon encounter terrifying new breeds of gigantic dinos while uncovering a conspiracy that threatens the entire planet and our own existence.

Fallen Kingdom begins with a pre-title card sequence situated in the lagoon of Isla Nublar that is up there with the best in the series. J.A. Bayona masterfully uses light and shadow to create a really compelling opening that is sure to be one of the summer’s best action scenes. And that is a trait that is brought to the rest of the film. Fallen Kingdom is absolutely beautiful.

The cinematography is exquisite and much better than the staid filming style of Bayona’s predecessor. There are scenes throughout this film that feel like they could be pulled straight from the screen and hung in your living room: it’s gorgeous.

Despite Bayona’s inexperience at creating a juggernaut film like this, his previous films are felt throughout. There’s a deep, earthy colour palatte that is the polar opposite of what we saw in Jurassic World. Where that was clinical and far too blue, Bayona’s colourings feel real, raw and grounded in reality.

The cast is also an incredibly strong part of the film. Pratt and Bryce Dallas Howard both sizzle with on-screen chemistry and there’s a cheeky nod to the backlash Howard faced after wearing high-heels for much of Jurassic World’s runtime. Newcomers Justice Smith and Daniella Pineda are terrific as a jumpy IT wiz and veterinary surgeon respectively. James Cromwell is nicely ret-conned into the story as John Hammond’s business partner, Benjamin, and adds a touch of class to proceedings.

Rafe Spall is excellent as the slimy assistant of Benjami, Eli and Toby Jones hams up the screen as an auctioneer. So far, so good then?

The first half of the film, situated on Isla Nublar as it pops into life is astounding and features some of the best destruction ever put to film. The CGI is leaps and bounds ahead of its predecessor and the dinosaurs feel absolutely real throughout. What I didn’t expect however, is poignancy. There are moments in Fallen Kingdom that have real emotional whack, especially as the rescue operation leaves the island. A lone Brachiosaur standing at the dock is heart-breaking and beautifully done.

J.A. Bayona utilises his horror roots beautifully and there is no denying it is the best-looking film in the series
Unfortunately, Fallen Kingdom’s biggest selling point is also its biggest downfall. In trying to do something new, the film stalls as we head to a gothic-esque mansion for the final hour. The confines of the house slow the pacing right down and despite the constant onslaught of action, it really does lag. The special effects and animatronics remain flawless and the action is thrilling, but the script lets them down.

Speaking of the script, this was Jurassic World’s biggest weakness and the same can be said here. Colin Trevorrow and Derek Connelly should be applauded for bringing this franchise back from the edge of extinction, but my god, they cannot write dialogue to save their lives. The characters often converse in what feels like speech bubbles and this can really bring you out of the moment.

There’s also a laughably poor plot twist that feels like it was written by a five-year-old to add some wow factor to the film’s final third. It fails miserably. Then there’s the film’s ‘villain’, the Indoraptor. This genetically modified beast is a sorely underdeveloped entity throughout the film. Sure, she’s menacing enough, but it feels shoehorned in. Trevorrow has stated that Fallen Kingdom will be the last Jurassic movie to feature hybrid dinosaurs: this is absolutely the right decision.

Trevorrow has said that his Jurassic vision is a new trilogy, but the ending of Fallen Kingdom feels like it simply can’t be fixed in one more film. It’s Planet of the Apes-esque in scale.

When we take a look at the score, it’s a story of two halves. Michael Giacchino is one of the greatest composers working today and his music for Jurassic World was absolutely sublime. Here, however, the music is unrecognisable as Jurassic in its construction. John Williams’ iconic theme is rendered to a few bars here and there and that’s a real shame. It’s a good score most definitely, but it could have been so much better.

Finally, we have to circle back around to the cast and the elephant in the room: Jeff Goldblum. His return as Dr Ian Malcolm in this film adds a nice bookend, beginning and end, but you have seen all but two or three lines of his dialogue in the trailer. A horrifically underused presence, but a nice cameo nonetheless.

Overall, Jurassic World: Fallen Kingdom is a solid addition to the ever-expanding series. J.A. Bayona utilises his horror roots beautifully and there is no denying it is the best-looking film in the series with superb set pieces, well-choreographed action and gorgeous cinematography. However, once again the film is let down by poor scriptwriting from Trevorrow and Connelly and a second half that struggles to keep pace with the stunning first.

Is it better than Jurassic World? Well that’s for you to decide, but comparing them is almost impossible.


https://moviemetropolis.net/2018/06/07/jurassic-world-fallen-kingdom-review-a-bold-new-era/
  
Gem Blenders
Gem Blenders
2020 | Card Game, Collectible Components
Collectible Card Games (CCG) and Living Card Games (LCG) are enjoyed by the members of Purple Phoenix Games. From these genres we primarily play Lord of the Rings LCG, A Game of Thrones (2e) LCG, and DiceMasters (ok we kinda cheated here but it still applies). So we are no strangers to constructing decks or teams and going head-to-head to defeat opponents. When I heard about Gem Blenders being a CCG with an interesting theme, I knew we had to try it.

Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T

To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!

On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.

Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.

Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.

The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.

Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.

However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.

Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.

That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.
  
13 Monsters
13 Monsters
2020 | Dice Game, Fantasy, Fighting, Memory, Party Game
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…

As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T

To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!

Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.

Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.

Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.

There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.

Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!

Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.

Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
  
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Purple Phoenix Games (2266 KP) rated Hues and Cues in Tabletop Games

Jul 7, 2020 (Updated Jul 7, 2020)  
Hues and Cues
Hues and Cues
2020 | Party Game
When chatting with the team at Purple Phoenix Games about Hues and Cues, what ended up happening was listing our favorite Hughs in order (obviously Hugh Jackman being the best Hugh). However, Hues and Cues has nothing to do with any of those Hughs, but rather color hues, or shades. Did this one make us blue like Eeyore? Are the other PPG team members green with envy that I possess this game now? Or has this one sparked a joyous shout to the orange-colored sky?

Hues and Cues is a party game of describing colors using one- and two-word cues (a la the hit game show Password from back in the day). As each player is attempting to guess the correct color, and populate the areas immediately adjacent to it, chances for big-time points are plentiful, but I’ll tell you what – coming up with cues proves to be a bit more challenging than one might assume.

DISCLAIMER: We were provided a retail copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T


To setup a game of Hues and Cues, shuffle the large deck of cue cards to be drawn from, lay out the giant board, set aside the scoring frame for now, and give each player the three cones of their selected color. Place one of these cones on the board to be used as a scoring token, and the game is ready to be played!
A game of Hues and Cues will be played over several rounds where each player will act as the cue giver for at least one round, depending on number of players (unless you play with my wife, in which case games can last many many more rounds than suggested). The cue giver will draw a card from the deck, choose a color hue from it, and think of a one-word cue to offer the group. Once the cue is given, in clockwise fashion, each other player will place one of their cones on a color box on the main board. Once complete, the cue giver will then offer a two-word cue to the group, if they so choose… Again the players will place their other cone in a box (either near their original choice or somewhere completely different). When all players have placed their second cone, the cue giver will place upon the board the scoring frame with the chosen hue’s coordinates directly in the center of the frame.

If a player has placed a cone directly on the correct coordinate box, they score 3 points. If a cone resides within the scoring frame (the other 8 boxes surrounding the correct box), they receive 2 points. For every cone just outside the scoring frame surrounding it, the player will receive 1 point. For each cone within the scoring frame the cue giver will score 1 point.


The game ends after each player has had one or two turns to be cue giver, depending on player count and house rules for game end rounds. The player with the most points will be deemed the winner and will have quality bragging rights for the night.
Components. Guys and gals, these components are great. The board is HUGE, but also necessary because there are tons of color hues printed on it. The cards are nice, and the game comes with a giant stack of them. The cones are colored cones. There’s orange and purple and some others colors I think too (I really only care about orange and purple usually). The scoring frame takes a bit to get used to, but is necessary to visualize which cones receive the correct amount of points. The Op comes through again with some choice components here.

So again, I personally know the designer and want to offer that disclaimer. That said, whether I know him or not, this is another great game. I reviewed Gekitai some months ago and was enamored with it as a wonderful abstract, and Hues and Cues gets me again. I love the components, the game play is simple and fast, and I haven’t really played a game too similar. I guess the closest games I can compare it to would be Concept and Codenames. You have to be very exact when giving cues to others (Concept) using one-word and two-word cues (Codenames). It seems super easy to be able to describe a color, but when you look at your chosen hue and can’t even think of a one-word cue and you’re just sitting there while the other players are anxiously awaiting your utterance, you can feel the confidence sweating out of your body.

For one example of actual gameplay, a cue was given, “Western.” My wife and I, alums of Western Illinois University, immediately started finding the correct purple hue because WIU’s colors are purple and gold. However, another player started searching the browns because they thought the cue was guiding the players to Western movies or the Wild West. So there may be conflicts, or different ideas and interpretations of the cues given that can make the whole group giggle incessantly, or times where the game is near the end and you know you need at least 3 points to be in the running and you reallllllly want to hit on the exact hue. So this one can make you feel like you are Bob Ross colormaster, or like you can’t even remember what red even is anymore.

That said, this is NOT a game for our colorblind friends, as it revolved heavily on being able to distinguish color differences, but for everyone else this is a hit. I love that I have to think of things and items and concepts in terms of color to describe instead of any other values, and that is very challenging for me. I love being able to look at the board and have 20 options when the cue given is, “Penny.” I love laughing at some of the amusing cues given or trying to figure out what the hey someone even means with their cues. It’s a wonderful stressful game (for me and the way my mind works) but it has gone over smashingly with everyone to whom I have introduced it. If you are looking for a uniquely-themed party (!) game that isn’t an Apples to Apples or Mafia clone, then you certainly owe it to yourself to check out Hues and Cues. Purple Phoenix Games gives this one a rainbowy 11 / 12. Hugh Jackman would certainly approve, and would probably like to come to your house to play your copy.
  
Aroma
Aroma
2020 | Game System
Hello. My name is Travis and I have a big nose. It has always been big, and I used to tell people that it is so because I could smell so much better than everyone else. For a while this was partly true. However, as I age I find that I am less and less amazing than I thought I was when I was younger. Enter a game that revolves around actually using this schnoz and its wonderful ability and I thought I would have it in the bag! I was wrong. Again.

Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.

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 a game of Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.


Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.

As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.

I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.

If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.
  
The King of ZING
The King of ZING
2021 | Card Game
Board game design these days has taken quite an innovative turn – with the creation of new mechanics, combination of game styles, and unique themes being introduced. It seems that everywhere you look, there is something new! That doesn’t mean we have to give up on the classic mechanics and gameplay styles, though, and thats where The King of Zing comes into play.

The King of Zing is a card game of take-that and hand management in which players are trying to be the first to reach 100 points. Sounds simple enough, right? Well, throw some Specialty cards into the mix that allow opponents to manipulate your turn strategy, and even occasionally place their own tokens on your board, and you’ve got quite a strategic conundrum!

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

To setup for a game of The King of Zing, first place the board in the center of the table. Shuffle the deck of cards, dealing 5 to each player, and give players the 25 tokens in their chosen color. (Note: This prototype did not include tokens, so I improvised and borrowed some from another game. The final tokens will not look like the ones pictured below!). Place the remaining cards on the Deck space of the board, creating a draw deck, and flip over the top card to the Discard space. Choose a starting player, and the game is ready to begin!


Throughout the game, you will be drawing or playing cards. At the start of your turn, you will either draw the top card of the Draw deck, or take the top card of the Discard pile into your hand. If the card you drew matches your chosen color, you may immediately play it to your Grave (personal discard pile) and place one of your tokens onto your player board on the corresponding number, thus ending your turn. Otherwise, once you draw a card, you can do the following: select a card from your hand to go in the communal Discard pile, play a Specialty card, place a card from your hand face-up or face-down onto any player’s open Hold space, or play the face-down card from your own Hold space. **Important note** If there is ever a face-up card in your Hold at the start of your turn, you must play it and your turn ends. (This could be a strategic way to encumber opponents!). Play continues in this fashion until a player has collected 4 tokens in a row on their player board. Points are then scored (based on the number of tokens you played), and then the game resets – a series of games is played until one player reaches 100 points and is declared the ultimate winner!
The first thing I want to touch on is the rulebook for The King of Zing. As far as rulebooks go, it is not my favorite. There are some areas of ambiguity that left me confused, and it definitely took several read-throughs and a couple of false-starts at playing to figure out exactly how the gameplay flows. Being a prototype copy of the game, I imagine that editing/rewriting of the rulebook is something that will happen before final production.

Next, the overall gameplay. The different elements are reminiscent of other classic games – getting 4 tokens in a row a la Connect 4, the use of Specialty cards (Reverse, Skip, etc.) a la UNO. In their respective games, these mechanics work well, but how do they work together in The King of Zing? For the most part, I would say they work relatively well together. The mechanics compliment each other and feel logical in play. Probably the most unique aspect of Zing for me is the Hold space for each player. The ability to play cards to Hold spaces, either your own or of an opponent, gives you the opportunity to either plan a strategy/turn in advance, or potentially hinder an opponent. Playing a card face-up to a Hold guarantees that it will be played on the next turn, so not only are you planning ahead, but also broadcasting your move to your opponents. Conversely, a card played face-down could be resolved in any future turn, and can be a battle of risk/reward when played by opponents. A card played to my Hold face-down could just be a useless card for me, causing me to waste a turn to resolve it. BUT, what if an opponent gives you a card you actually need face-down – you don’t know that it is useful, but are you willing to risk a wasted turn to find out? The Hold space adds a new twist to the game that elevates the gameplay.


Components. Zing consists of a board and a big stack of cards. The board is nice and sturdy, the play areas clearly marked. The cards are colorful and thick, and the art is mostly minimal. The Specialty cards have a short description of their use printed on the card, but a more in-depth explanation can be found in the rulebook. As I stated above, this copy did not have any player tokens, so I cannot comment on how those will look in final production. All in all, a decent production quality.
All in all, The King of Zing feels like a take on an old classic. The gameplay incorporates several tried-and-true mechanics, and the flow of the game is pretty straightforward. The rulebook even suggests some gameplay variations, so The King of Zing can be played with gamers as young as 4 years old. Ultimately, the rulebook needs an overhaul, but the skeleton of the game seems to hold up. If you’re looking for something that brings back some nostalgia for older games, try The King of Zing.
  
Dodekka
Dodekka
2014 | Card Game
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?

Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.

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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?

When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.

However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.


Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.

All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!

What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.

I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
  
Mijnlieff
Mijnlieff
2010 | Abstract Strategy
This has happened to me a few times recently and I am starting to rethink my entire approach to board games. You see, I set a game in front of me, look at it, open it, read the rules, and then set it up to play. But on these few occasions recently I read the rules and think to myself, “This will be ok I guess.” But then I play it. I play it and then fall head over heels in love with it. Such has happened again, folks. This time with a game I didn’t know existed, didn’t know I would be receiving, and still don’t know how to pronounce. This is Mijnlieff (mine-leaf maybe?).

Typically I explain the theme here and what players’ end goals are. Mijnlieff is a two player abstract strategy game that has no real theme, though the art style uses lots of leaf iconography and the color scheme is very Autumnal. The winner of Mijnlieff is they who score the most points at the end of the game by constructing the most (or longest) sets of 3 tiles in a row.

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 each player will choose a color of tiles (or I guess just one player chooses and the other is stuck with the unchosen), and the back of the game bag is placed on the center of the table to act as the game board. Decide the starting player and the game may begin!
On a player’s turn they must place one of their tiles on one of the leaf symbols printed on the bag (the leaf symbols mean nothing other than to show where to place tiles). Easy. The first player will place their very first tile on one of the outermost leaf symbols to begin the game. The second player will then place their tile on the board depending on which tile was just placed by their opponent. You see, in Mijnlieff players cannot just place tiles willy-nilly, no! The tile immediately placed dictates where the next tile may be placed.

For example, if an opponent had just placed the N/S/E/W cross tile (Straight), then the next tile may only be placed on one of those leaves pointed at by the cross. Similarly with the diagonal cross (Diagonal) for diagonal leaves. The leaf tile with a solid circle around it (Puller) instructs the next player to place their tile on any leaf space that touches the original tile, even diagonally. Conversely, the leaf tile with a broken circle (Pusher) means the opposite: the next tile may be placed in any space that is NOT able to touch the original tile.


Players have access to two tiles of each flavor and they are attempting to rid their hand of tiles and create the most lines of three or four tiles for one or two points respectively. Once one player rids themselves of all their tiles the next player may lay just one last tile in an attempt to score more points. Whichever player earns the most points is the winner and, undoubtedly, will wish to play again immediately afterward.
Components. The version I was sent is the most recent XVgames Bagstracts edition in the fancy brown bag. The bag is great, and not only carries the components but doubles as the game board. I mean, I have not really seen that anywhere else. What a great and versatile component. The tiles are all very nicely painted wooden tiles with very clear iconography, which is much appreciated. The rulebook is fantastic and explains the game splendidly. Also included is a set of modular 2×2 mats that can be assembled in ANY fashion to create personalized game boards. I think this is a wonderfully-produced game with excellent components. The art is minimal but effective, and it has orange as a main color, so I applaud that choice as well.

The gameplay is what I would like to rave about here. My wife and I enjoy abstract strategy games together, but I have never seen her be absolutely magnetized to a game as much as she is to Mijnlieff. Right away, the first day I asked her to play it with me we ended up playing it eight or nine times that day. And you know what? We both really were jonesing to play some more. The game is relatively quick, with games lasting around 10 minutes each, but the neural exercises happening whilst playing is such so fantastic.

None of the tiles’ actions are difficult to understand, but each time a tile is placed my mind is racing with possibilities for my next turn. I do not suffer from Analysis Paralysis (AP), and my wife usually takes her times, but I do sit and think a bit more playing Mijnlieff. Sometimes you just need to play a tile to block the other player. You see, if you lay a tile and your opponent is unable to lay a tile legally according to your tile’s actions, then you get to place another tile ANYWHERE on the board. This could lead to a cascade of several tiles being laid on a turn, and THAT is what makes this simply an amazing design.

I now have four titles by designer Andy Hopwood that I will be reviewing, and if any of them are as thoughtful, beautiful, and well-designed I may have found another designer to add to my list of favorites. Purple Phoenix Games (plus my wife) give this one an incredibly respectful 11 / 12. I think what could make this game better is blinged out components. Everything in this bag is great, but Mijnlieff screams for high quality components and just sparkle everywhere. If you need a thinky abstract for two players from a smaller publisher and designer, I plead with you to grab a copy of Mijnlieff. I find it to be a superior design, quick-playing, and just hits all the right spots for my wife and me. And once you receive your copy we can record ourselves pronouncing the title and sending our recordings to the designer for him to choose the closest butchering.
  
Space Explorers
Space Explorers
2017 | Card Game, Economic, Space
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?

Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.

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, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.

To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.

To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.

As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.


Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.

The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.

While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.

It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
  
Cindr
Cindr
2020 | Dice Game, Fantasy, Humor
Finally! A game to simulate dating dragons. I have been waiting for this theme all my life and it’s now a reality!! Well, okay, I have never really considered dating a dragon. But I know I would be signing up for a service app like Cindr to find my true dragon mate FO SHO if it were real. So how does a card game dragon sim play?

Cindr has players taking on the persona of a lonely fantasy creature looking for dragon love on a dating app. Players will be building their character by making choices and then swiping left or right to attempt going on dates with dragons that may be a great match. Roll the dice well and things may go to the Next Step, or even the Next Level. Roll poorly and your dear dragon date may send you home aflame.

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. Furthermore I will be covering the game using the Solo rules (which are no different than the multiplayer rules). For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, each player (or just yourself if playing the solo rules as I am) will choose a Character Profile card, filling in the blanks and circling choices to build their new fantasy persona. Each player will take one Try Again card that is useful during game play. Shuffle each Cindr App Dragon Profile and Whelp App Location card deck and place near each other. The dice will be placed near all the cards as well and the game is ready to begin!
On a turn a player will do each of these steps in order: Choose a Dragon to Date, Assemble the Dice Pool, Draw a Location Card, Check Dragon Powers & Location Bonuses, The Date / Roll Dice, Burned by a Dragon, and End of Turn. In the solo game players will be playing long enough to complete five dragon dates.

Choosing a Dragon to Date consists of reading the profile on the top of the deck and deciding whether to date or not. If not, swipe the profile into The Dating Pool below the deck. Players may swipe twice for free, and pay for additional swipes. After a dragon has been chosen, players will Assemble the Dice Pool by flipping the profile card and comparing with the stats they had made for their character at the beginning of the game. For each match players will receive a green die. For each value one space away a blue die, and for two spaces away a red die. Each die color has a different value of faces, but all have hearts and fires. Next the player(s) will Draw a Location Card from the top of the deck, read the front, then flip to the back. The back of the card will list any die up/downgrades and bonuses that may activate at different times during the date. Checking Dragon Powers & Location Bonuses will happen next and are self-explanatory.

Now that a dragon date has been procured and a location chosen, The Date may occur! When on the date, players will roll the four dice up to three times. The first time they are rolled is considered the Meet Up. The Next Step and The Next Level are the second and third rolls respectively. To be considered a full date, players will need to at least roll a second time. It is during The Date that players will be collecting hearts and trying to avoid fires. Three fires and the hearts are lost and the turn over. Players may stop rolling any time they wish and bank the hearts they have won to that point. The hearts then transfer to Love Points that are tracked at the bottom of the Character Profile card.


Should a player roll three flames and have no way to mitigate them, they lose all earned hearts for that round and their turn is over. They were, after all, Burned by a Dragon. The End of Turn is a cleanup phase to setup for the next player (or next round if playing solo). Play continues in this fashion until a player reaches 21+ Love Points in a multiplayer game or after the solo player has gone on five complete dates. Total the points to see who is the winner, or compare against the Love Meter card to see where you stack up.
Components. I’m just going to come out and say it now: I love everything about the components in this game. The dice are excellent and feature GOOD colors (not just boring primary colors). The app cards look like a phone’s screen and that’s brilliant. The Location cards are using a review service named Whelp, and also a stroke of brilliance. The art is amazing, save for the somewhat boring Second Chance cards, and one of the fonts is the same as my favorite game of all time – Valeria: Card Kingdoms, so I am fan for sure.

It’s no use hiding the fact that I am giddy playing this game. Even solo! Yes, I missed out on being able to date dragons from other players’ Dating Pools, but I have access to all the dragons anyway! Being able to adjust your choices during the game as a result of dragon powers or location powers is a neat twist that I wasn’t expecting. Those powers and bonuses are great and can really change the game, and contribute to an already large replayability score from me. It’s just a superb game that I love more and more every time I play it.

Cindr will probably never make my Top 10 Games of All Time, but it will most certainly remain in my Top 100 for years. Again, I wish I had not missed out on the Kickstarter for this one as I am gluttonous for KS stretch goal extras, but I am quite happy with where this game is at retail level. If you are looking for a great game with a hilarious and wonderful theme, plays quickly, and is excellent as a solo game too, then check out Cindr. You will never look at dragon dating sites the same way again. I promise.