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5 Minute Movie Guy (379 KP) rated Godzilla (2014) in Movies
Jun 26, 2019
Godzilla's gigantic scale is impressive. (1 more)
Bryan Cranston gives a terrific performance.
Aaron Taylor-Johnson is a horribly lifeless protagonist. (2 more)
The film repeatedly obscures our chances to see Godzilla or cuts away from him completely.
There seems to be very little sense of panic or concern despite Godzilla and MUTO's destruction.
As promising as this new Godzilla movie may appear to be, it falls far short of expectations, and dare I say, it isn’t even much better than the 1998 version.
This year marks the 60th anniversary of the original Godzilla film, when the King of the Monsters first emerged from the Pacific and terrorized Tokyo, Japan. Roughly 10 years after America dropped two atomic bombs on Japan to end World War II, Godzilla was artistically created to be a physical, living representation of the destructive force of those bombs. Even the texture of his skin is modelled after keloid scars, which were found on survivors as a result of the radiation. Godzilla’s arrival and subsequent attacks were spurred by the use of nuclear weapons, and he as a character wholly embodies the consequences of nuclear warfare.
60 years later, Godzilla remains a global icon, having spawned dozens of movie sequels, while introducing several other enormous monsters to battle with. Then 16 years ago, he was reimagined as he first came to America in Roland Emmerich’s lackluster 1998 film Godzilla, leaving many fans severely disappointed with not only the film, but also the new rendition of the famous monster. While Godzilla is visually depicted much more accurately in Gareth Edward’s new 2014 Godzilla than he was in ’98, his entire presence is surprisingly different than usual. This isn’t the angry, vengeful Godzilla of the past. He actually now seems almost entirely indifferent to humans. Unfortunately, as promising as this new Godzilla movie may appear to be, it falls far short of expectations, and dare I say, it isn’t even much better than the 1998 Godzilla.
Godzilla (2014) starts off pretty well, strengthened by the performance of Bryan Cranston, who plays Joe Brody, a nuclear power plant engineer living in Japan. Brody is present when an unknown disaster occurs at the plant, costing many innocent lives. Despite what the trailers suggest, Cranston’s Brody is not the main character of the film. Nor is it fellow all-star actor Ken Watanabe. The main character is actually only seen for about 4 seconds of the film’s original 2 and a half minute trailer. It’s Joe Brody’s son, Ford, played by Aaron Taylor-Johnson, in a performance that is decent but far from engaging. The protagonist Ford Brody is a character that is largely uninteresting, and who just casually wants to get back to his family after the monster invasion. He fails to convey any genuine sense of urgency amidst the chaos, although the same can be said for the entire cast, with the exception of Cranston’s Brody. Cranston’s performance is the only one that has any emotional weight to it, but he can’t carry the film alone. Meanwhile, Ken Watanabe is essentially reduced to being the quiet, ever-present voice of reason that no one wants to listen to. The film has a solid cast of actors, but they’re not given enough to work with in this convoluted mess of a movie.
For a movie that has so much death and destruction, the people in the film never seem all that concerned. You get no sense of global panic and hysteria. You have a 300-foot-tall monster destroying cities, with millions of people dying, and yet nobody seems all that freaked out by it. It’s almost like the situation isn’t treated as a serious threat, and there’s a major lack of suspense altogether. There’s rarely any edge-of-your-seat terror or excitement, and the lack of emotion just makes the action come off as sort of flat and dull. Not only that, the majority of the destruction that’s taking place isn’t even seen, with the movie instead opting to show you the aftermath. Throughout the first two-thirds of the movie, the camera continuously cuts away from the action you’ve been waiting for. Rather than showing you what you want to see in full-glory, the movie frequently will take you to a different location where you’ll briefly see a few seconds of the catastrophe being watched by someone on television. It feels like a cheap trick to build up to some amazing climax, but it’s incredibly frustrating. It’s like when watching a reality TV show and then the show cuts to a commercial break before revealing the winner. Perhaps it would be more forgivable if the end was enjoyable, but even though it does give you a full display of the showdown, it’s bogged down by a tiresome human story and still lacks any real emotional punch. Despite the fact that the movie tries to convey a serious tone, it’s also incredibly cheesy. To the extent that the big finale that this movie has been trying so hard to build up to ends up being almost laughable. Ultimately the movie ends up just being unsatisfying, disappointing, and overly long.
There are a lot of ways in which Godzilla goes wrong, despite the film’s great potential. One of my issues is with the musical score, which ends up coming off like a bad punchline. Music is supposed to accentuate the action and drama of a film, yet the film feels emotionless and boring. The only time the music really stood out to me was when it was being used to heighten the suspense of the climactic battle, and essentially narrate who was winning. It was done so ineffectively that it was both kind of comical and embarrassing. I also have an issue with all of the special effects, which are being touted as absolutely amazing. They’re not. However, I will say that the use of special effects in the movie is quite ambitious, but it works to the film’s detriment. There’s simply too much of them, and this excessive nature of the film is, I think, its biggest mistake. Godzilla (2014) is ridiculously CGI-heavy, and while their scope is admirable, I really think the quality would have been substantially improved if they didn’t overdo it so much. I think a less-is-more approach would have benefited the film in many ways. It’s excessive to the point of making good things turn bad. Everything is way too over the top, causing the action to lose its impact. It’s evident the filmmakers were trying so hard to make this big-budget movie as epic as possible, but this enormous scale ends up backfiring. The rampage covers two continents, multiple cities, and even traverses the length of the Pacific Ocean. I can appreciate their attempt, but the movie is trying to do too much. In other words, Godzilla (2014) bites off more than it can chew.
I also have some problems with the film’s treatment of the titular character, Godzilla. First of all, for a movie named after him, he sure doesn’t appear much in it. He’s the reason why we want to see the movie, but he’s absent for the majority of the film. Even when he’s around, he’s largely obscured by CGI smoke and storm clouds, up until the final moments of the movie. I’m also not particularly fond of his appearance. He just doesn’t quite look like Godzilla to me. It’s like looking at a T-Rex head on Godzilla’s body. I’m aware that Godzilla’s facial appearance has changed many times over 60 years, but something just doesn’t look quite right here. Additionally, I feel that Godzilla’s face is actually too expressive in this new film. I wonder if this was done to cause viewers to feel more sympathetic to him, because in the film, Godzilla is actually depicted as something of a tragic hero, rather than a colossal beast. This is my biggest concern with the movie’s handling of his character. Godzilla’s destruction in the film is treated like it’s all unintentional, and just a result of his massive size. Even though humans attack him, he’s not angry about it or anything. Never mind the movie’s claim that all of America’s nuclear bomb tests after Hiroshima and Nagasaki were actually secretive but unsuccessful attempts to kill Godzilla. He doesn’t mind. He’s just a poor gentle giant that’s misunderstood. Really, Hollywood? Give me a break!
To say that Godzilla (2014) is almost as bad of a film as Godzilla (1998) is a statement that I don’t take lightly. It’s a bold and controversial thing to say, and it may seem a bit absurd considering that this film goes in the right direction, whereas the previous film was all wrong from the beginning. Yet while the new movie has all the right pieces for greatness, it extends its reach too far and attempts to do too much, while never managing to make any of it very good. In all seriousness, I was more entertained with the ’98 film than I was with this one. I can hardly comprehend how a movie with a giant 300-foot-tall monster destroying cities can be so boring. Godzilla (2014) focuses so much on trying to build up to an epic conclusion that it forgets to worry about making the audience care, or even about keeping them entertained, and it just gets worse as it goes on. It repeatedly tries to raise the stakes, as well as our expectations, while attempting to delay gratification until the end. It’s a risky move, and unsurprisingly, it certainly doesn’t pay off. On the bright side, Godzilla (2014) is probably a pretty sweet movie if you’re a 12-year-old. There’s plenty of action, some cool special effects, and he’s still a pretty awesome monster. However, for me, I was totally pumped up for this movie, but an hour and a half into it, I had endured enough and wanted to walk out. Godzilla (2014) disappointed me on so many levels. It’s a movie without a beating heart. It’s predictable, overly long, has uninspired characters and a weak story, and the action just never hits the right note. A little more emotion and a little less CGI could have a gone a long way in making this movie better. As a fan of Godzilla, I felt frustrated, detached, and perplexed with how they were able to do so much wrong when they had the groundwork for something great. You know, perhaps I’m wrong in claiming it’s comparably bad as Godzilla (1998). After all, the last time I saw that movie was in the theaters when I was 12.
(This review was originally posted at 5mmg.com on 5.17.14.)
60 years later, Godzilla remains a global icon, having spawned dozens of movie sequels, while introducing several other enormous monsters to battle with. Then 16 years ago, he was reimagined as he first came to America in Roland Emmerich’s lackluster 1998 film Godzilla, leaving many fans severely disappointed with not only the film, but also the new rendition of the famous monster. While Godzilla is visually depicted much more accurately in Gareth Edward’s new 2014 Godzilla than he was in ’98, his entire presence is surprisingly different than usual. This isn’t the angry, vengeful Godzilla of the past. He actually now seems almost entirely indifferent to humans. Unfortunately, as promising as this new Godzilla movie may appear to be, it falls far short of expectations, and dare I say, it isn’t even much better than the 1998 Godzilla.
Godzilla (2014) starts off pretty well, strengthened by the performance of Bryan Cranston, who plays Joe Brody, a nuclear power plant engineer living in Japan. Brody is present when an unknown disaster occurs at the plant, costing many innocent lives. Despite what the trailers suggest, Cranston’s Brody is not the main character of the film. Nor is it fellow all-star actor Ken Watanabe. The main character is actually only seen for about 4 seconds of the film’s original 2 and a half minute trailer. It’s Joe Brody’s son, Ford, played by Aaron Taylor-Johnson, in a performance that is decent but far from engaging. The protagonist Ford Brody is a character that is largely uninteresting, and who just casually wants to get back to his family after the monster invasion. He fails to convey any genuine sense of urgency amidst the chaos, although the same can be said for the entire cast, with the exception of Cranston’s Brody. Cranston’s performance is the only one that has any emotional weight to it, but he can’t carry the film alone. Meanwhile, Ken Watanabe is essentially reduced to being the quiet, ever-present voice of reason that no one wants to listen to. The film has a solid cast of actors, but they’re not given enough to work with in this convoluted mess of a movie.
For a movie that has so much death and destruction, the people in the film never seem all that concerned. You get no sense of global panic and hysteria. You have a 300-foot-tall monster destroying cities, with millions of people dying, and yet nobody seems all that freaked out by it. It’s almost like the situation isn’t treated as a serious threat, and there’s a major lack of suspense altogether. There’s rarely any edge-of-your-seat terror or excitement, and the lack of emotion just makes the action come off as sort of flat and dull. Not only that, the majority of the destruction that’s taking place isn’t even seen, with the movie instead opting to show you the aftermath. Throughout the first two-thirds of the movie, the camera continuously cuts away from the action you’ve been waiting for. Rather than showing you what you want to see in full-glory, the movie frequently will take you to a different location where you’ll briefly see a few seconds of the catastrophe being watched by someone on television. It feels like a cheap trick to build up to some amazing climax, but it’s incredibly frustrating. It’s like when watching a reality TV show and then the show cuts to a commercial break before revealing the winner. Perhaps it would be more forgivable if the end was enjoyable, but even though it does give you a full display of the showdown, it’s bogged down by a tiresome human story and still lacks any real emotional punch. Despite the fact that the movie tries to convey a serious tone, it’s also incredibly cheesy. To the extent that the big finale that this movie has been trying so hard to build up to ends up being almost laughable. Ultimately the movie ends up just being unsatisfying, disappointing, and overly long.
There are a lot of ways in which Godzilla goes wrong, despite the film’s great potential. One of my issues is with the musical score, which ends up coming off like a bad punchline. Music is supposed to accentuate the action and drama of a film, yet the film feels emotionless and boring. The only time the music really stood out to me was when it was being used to heighten the suspense of the climactic battle, and essentially narrate who was winning. It was done so ineffectively that it was both kind of comical and embarrassing. I also have an issue with all of the special effects, which are being touted as absolutely amazing. They’re not. However, I will say that the use of special effects in the movie is quite ambitious, but it works to the film’s detriment. There’s simply too much of them, and this excessive nature of the film is, I think, its biggest mistake. Godzilla (2014) is ridiculously CGI-heavy, and while their scope is admirable, I really think the quality would have been substantially improved if they didn’t overdo it so much. I think a less-is-more approach would have benefited the film in many ways. It’s excessive to the point of making good things turn bad. Everything is way too over the top, causing the action to lose its impact. It’s evident the filmmakers were trying so hard to make this big-budget movie as epic as possible, but this enormous scale ends up backfiring. The rampage covers two continents, multiple cities, and even traverses the length of the Pacific Ocean. I can appreciate their attempt, but the movie is trying to do too much. In other words, Godzilla (2014) bites off more than it can chew.
I also have some problems with the film’s treatment of the titular character, Godzilla. First of all, for a movie named after him, he sure doesn’t appear much in it. He’s the reason why we want to see the movie, but he’s absent for the majority of the film. Even when he’s around, he’s largely obscured by CGI smoke and storm clouds, up until the final moments of the movie. I’m also not particularly fond of his appearance. He just doesn’t quite look like Godzilla to me. It’s like looking at a T-Rex head on Godzilla’s body. I’m aware that Godzilla’s facial appearance has changed many times over 60 years, but something just doesn’t look quite right here. Additionally, I feel that Godzilla’s face is actually too expressive in this new film. I wonder if this was done to cause viewers to feel more sympathetic to him, because in the film, Godzilla is actually depicted as something of a tragic hero, rather than a colossal beast. This is my biggest concern with the movie’s handling of his character. Godzilla’s destruction in the film is treated like it’s all unintentional, and just a result of his massive size. Even though humans attack him, he’s not angry about it or anything. Never mind the movie’s claim that all of America’s nuclear bomb tests after Hiroshima and Nagasaki were actually secretive but unsuccessful attempts to kill Godzilla. He doesn’t mind. He’s just a poor gentle giant that’s misunderstood. Really, Hollywood? Give me a break!
To say that Godzilla (2014) is almost as bad of a film as Godzilla (1998) is a statement that I don’t take lightly. It’s a bold and controversial thing to say, and it may seem a bit absurd considering that this film goes in the right direction, whereas the previous film was all wrong from the beginning. Yet while the new movie has all the right pieces for greatness, it extends its reach too far and attempts to do too much, while never managing to make any of it very good. In all seriousness, I was more entertained with the ’98 film than I was with this one. I can hardly comprehend how a movie with a giant 300-foot-tall monster destroying cities can be so boring. Godzilla (2014) focuses so much on trying to build up to an epic conclusion that it forgets to worry about making the audience care, or even about keeping them entertained, and it just gets worse as it goes on. It repeatedly tries to raise the stakes, as well as our expectations, while attempting to delay gratification until the end. It’s a risky move, and unsurprisingly, it certainly doesn’t pay off. On the bright side, Godzilla (2014) is probably a pretty sweet movie if you’re a 12-year-old. There’s plenty of action, some cool special effects, and he’s still a pretty awesome monster. However, for me, I was totally pumped up for this movie, but an hour and a half into it, I had endured enough and wanted to walk out. Godzilla (2014) disappointed me on so many levels. It’s a movie without a beating heart. It’s predictable, overly long, has uninspired characters and a weak story, and the action just never hits the right note. A little more emotion and a little less CGI could have a gone a long way in making this movie better. As a fan of Godzilla, I felt frustrated, detached, and perplexed with how they were able to do so much wrong when they had the groundwork for something great. You know, perhaps I’m wrong in claiming it’s comparably bad as Godzilla (1998). After all, the last time I saw that movie was in the theaters when I was 12.
(This review was originally posted at 5mmg.com on 5.17.14.)
Purple Phoenix Games (2266 KP) rated TEN in Tabletop Games
Nov 28, 2021
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.
Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L
TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.
On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).
So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.
If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.
When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!
To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L
TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.
On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).
So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.
If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.
When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!
To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.

