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Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
  
Once Upon a Time in Hollywood (2019)
Once Upon a Time in Hollywood (2019)
2019 | Crime, Drama, Thriller
Leonardo DiCaprio (1 more)
Brad Pitt
It's 2 hours and 41 minutes and feels long. (2 more)
Story elements don't seem to go together.
Charles Manson stuff feels forced.
With Once Upon a Time…in Hollywood being his ninth feature film as writer and director and a career just shy of the three decade mark, you should probably know what to expect from a Quentin Tarantino film. Amongst all of the usual Tarantino trademarks of memorable performances, long strings of dialogue, a questionable amount of dancing, the inclusion of several shots of barefoot women, interior car sequences, and a relentless tidal wave of vulgarity that drowns the audience in a sea of sharp expletives, Once Upon a Time...in Hollywood lacks the one element that truly makes a Tarantino film worthwhile; coherent storytelling.

Once Upon a Time…in Hollywood should be great based on its cast alone. Leonardo DiCaprio delivers one of his more complex performances as television star turned infrequent movie star Rick Dalton. Dalton made a name for himself in a western TV series called Bounty Law. Rick burned that bridge when he tried to make the jump to movies and failed. Now he only seems to get work as the TV villain. Rick gets an opportunity in Rome to star in Italian spaghetti westerns and reluctantly accepts. Rick is an alcoholic that struggles with a stutter when he speaks. He has low self-esteem and questions every decision he makes. The scene where he flubs his lines followed by his angry outburst in his trailer is extraordinary. He’s also the one person on the planet who seems to hate hippies more than Eric Cartman.

Brad Pitt portrays Rick’s stunt double Cliff Booth. Cliff is a Vietnam War veteran who may or may not have (but probably did) kill his wife without any repercussions. Cliff hardly works as a stunt double anymore and mostly makes his living driving Rick around and doing various odd jobs for him. Cliff is the exact opposite of Rick. Rick lives in the Hollywood Hills in a roomy luxurious house with a pool and an extravagant view. Cliff lives in a trailer by a drive-in theater, eats macaroni and cheese for dinner, and has amazing chemistry with his pitbull Brandy. Cliff seems like a handy and capable guy, but he’s also extremely blunt. His to-the-point demeanor keeps Rick’s wilder antics in check the majority of the time. Cliff doesn’t exactly babysit Rick and allows him to live his own life, but he’s the one to give Rick the “you’re better than that,” kind of pep talk after it’s over.

One of the things mentioned in the film by Kurt Russell (he plays Randy and does the voiceover as the narrator) is that Rick and Cliff share this bond that is practically as deep as a brotherhood yet lacks the commitment of a marriage. Their bond is the backbone of the film and it’s interesting because they both seem like half decent people. Cliff may have killed someone and Rick beats himself up harder than anyone else could, but they’re both hard working individuals who put everything into their work and they have each other’s backs through thick and thin. Their bond is almost wholesome to the minuscule extent Tarantino will allow.

Brad Pitt’s chemistry with Brandy is also quite entertaining. There’s something comical about seeing Cliff rummage through his pantry filled with nothing but cans of dog food only to pull out two specific cans; one rat flavored and one raccoon flavored. He opens the cans with a manual can opener, tips them over in mid-air after removing their lids, and lets gravity guide that slop into whatever is designated as a food bowl that particular evening in a sickening PLOP! And a meaty splash that overflows onto the kitchen floor tiles. Cliff and Brandy seem almost as close as Cliff and Rick. They have this partnership that is easy to detect as soon as they’re on-screen together.

Mike Moh’s Bruce Lee impression isn’t totally flawless, but it is fairly excellent regardless. Moh is Korean and Bruce Lee was Chinese-American, so it’s an intriguing fit that works way better than you expect. The scene Moh has with Pitt as Bruce Lee and Cliff Booth have a physical encounter is an entertaining highlight of the film. The outrageous violence you’ve come to expect in a Tarantino film isn’t present in Once Upon a Time…in Hollywood until the final scene and it is a glorious display of dog biting, face pummeling, and flame throwing mayhem. If Cliff Booth hasn’t already established himself as a certified badass through the first two and a half hours, those last ten minutes certainly allow him to obtain that title with ease.

The unfortunate aspect of Once Upon a Time…in Hollywood is that everything doesn’t really come together in a satisfying way. You’ve got a washed up actor trying to regain the spotlight, a stunt double struggling to find work and make a living despite his troublesome reputation, and the Charles Manson stuff with Roman Polanski (Rafal Zawierucha) and Sharon Tate (Margot Robbie) living next door to Rick and Cliff’s time at the Spahn Movie Ranch with the Manson Family. In 1968, Tate and four others were murdered in the home she shared with Polanski by members of the Manson Family while being eight-and-a-half months pregnant. It’s a horrendous statistic that puts a different perspective on the ending if you didn’t know beforehand. The Manson inclusion mostly feels like an afterthought that isn’t ever taken seriously.

So many recognizable names are a part of the cast and everyone outside of Brad Pitt and Leonardo DiCaprio are basically a waste. Margot Robbie has a few moments that mostly reside in her reacting to films starring Sharon Tate in a movie theater. Tate seems to represent this pure and positive light in the film while Rick and Cliff experience the uglier aspects of the Tarantino-skewed late 1960s. Robbie downright glows during that movie theater sequence with a bubbly and contagious attitude, but doesn’t do much else over the course of the film.

Once Upon a Time…in Hollywood feels longer than its 141-minute duration. It drags so often in between its enjoyable moments and seems to purposely lag during every dialogue heavy sequence that is just talking without any sort of payoff. Tarantino’s attention to the music of whatever era he’s depicting has always been a staple in his films, but it is on the verge of annoyance here. The dancing in the film feels like an excuse to stretch out the story that much longer for no other reason other than to blatantly rub the audience’s nose in the time period.

There are some masterful elements to Once Upon a Time…in Hollywood that shouldn’t be overlooked. Leonardo DiCaprio’s Rick F’ing Dalton sequence is explosively brilliant and Brad Pitt has this abrasive charm as Cliff Booth. It’s difficult to make the argument that Quentin Tarantino has original stories still worth telling at this point in his career though since this suffers from incoherent progression and a reasonable purpose for why we should care about these characters. At one point in the film, Rick tells Cliff with tears streaming down his face and this unhealthy cough full of cancerous phlegm, “It’s official old buddy. I’m a has-been.” Maybe this is how Tarantino feels about himself now that he’s nearing the end of his filmmaking career. That struggle to find meaning and a welcome audience for something he used to care deeply about but may have lost the passion for in recent years. He had a good run, but as it stands Once Upon a Time…in Hollywood is overstuffed yet bland despite its two zesty leads.
  
Prometheus (2012)
Prometheus (2012)
2012 | Action, Horror, Sci-Fi
After nearly 2 years of waiting and rampant speculation, director Ridley Scott’s science-fiction epic Prometheus has finally arrived. The project initially started as a prequel to Alien, and in doing so got the attention of the Alien fan community. After the last two sequels and two disastrous Alien Versus Predator spinoffs, this fan community was eager for the director who started the series to bring the series back to prominence. However, hopes were dashed when it was announced that Prometheus would not be a prequel but instead a standalone film that “shared” DNA with Alien. As production of the film developed under very tight conditions, fans could only speculate as to the nature of the film even when leaked photos and eventually trailers seem to indicate more than a passing connection to the Alien franchise.

The film follows the story of Dr. Elizabeth Shaw (Noomi Rapace), who in the late 21st century makes a startling discovery with her boyfriend Charlie Halloway (Logan Marshall-Green). Their discovery leads to an extremely expensive expedition to an unknown area of space aboard the state-of-the-art research vessel Prometheus. The eclectic but talented crew of experts along for the ride are under the stern watch of Meredith Vickers (Charlize Theron), who has been appointed by the Weyland Corporation to oversee the expedition even though she is highly skeptical about the expected goals that set the crew on the journey.

Holloway and Shaw believe that a series of paintings they discovered at several archaeological sites throughout the world indicated that ancient man had been visited and guided by beings from beyond the stars and that said beings may very well be responsible for engineering humanity as well.

After a journey of nearly 2.5 years the crew arrives at the star system depicted in the paintings and soon find themselves exploring a temple-like structure on an otherwise desolate and apparently lifeless moon. Despite the misgivings of the crew, when the true nature of their expedition is revealed upon their arrival, Shaw and Holloway are vindicated when remains of alien life forms and other technology are discovered by the crew.

Their initial exploration cut short due to a violent storm, the crew returns the safety of the ship to wait out the storm, save for two members of the team who remained at the temple after becoming lost. A series of events follow which soon indicate that not only are there hidden agendas at play but that the crew has stumbled upon a discovery that they are ill-prepared for.

Bizarre and horrific revelations and events follow which cause the crew members to question their motivations and the expedition’s purpose as well as examine their place in a much more complex and dangerous universe, where their petty human concerns and conflicts now seem much more insignificant.

It would be very difficult to go into further detail with spoiling key elements to the film. Suffice it to say that there are some real twist and turns along the way as well as some thrills and action that keep things moving along nicely as the film makes its way towards the conclusion. But, yes, Prometheus does have a very clear connection to the Alien films.

Scott had said that he wanted to do something epic in scale and in that he has, for the most part, succeeded. Shot using the latest 3-D technology, the film is amazing to watch. The opening sequence, as well as some footage of the ship in-flight, are truly gorgeous to look at and the amazing attention to detail not only on the alien world but on the ship itself is truly spectacular.

Early in the film, the android David (Michael Fassbender) is seen going through his various routines on the ship as the crew sleeps in suspended animation. His various activities range from monitoring the crew and their dreams, to watching old movies and studying ancient languages and keeping an eye on the ship systems. All that seems fairly routine, but it is his skill with a basketball that was fascinating and establishes the complex and dynamic character that he portrays.

This introduction underscores the diversity of the crew. We are given bits and pieces about all of them to help them stand out from the usual stock characters in this type of film. While we are not given as complete a background set up as I would’ve liked, little touches such as Capt. Janik (Idris Elba), insisting upon celebrating Christmas as well as the crew running side bets, help to underscore that these are people we can easily relate to, just doing their job in extraordinary situations. This was something that Scott mastered in the original Alien, giving you average Joe’s who had to deal with extraterrestrial horror.

I mention this because Prometheus is not an action film, nor is it a horror film. I wonder if perhaps this film had not had the production costs that it does, if it would be better suited for fall release. I say this not as a criticism of the movie, simply to emphasize the fact this is a movie that requires thought, something your typical summer blockbuster doesn’t. Scott does not lay it out on a plate for the audience and say “Here it is, take it.” He presents a story filled with questions, and instead of giving you answers, gives you even more questions as the film goes along.

At first, this was more than a bit frustrating as I wanted answers to questions I’ve had since seeing the original Alien back in 1979. I wanted to know more about some of the plot lines and characters as well as certain situations that were in the film. At one point the captain shares some very important information. I asked myself how this piece of news was arrived at, as certainly a discovery of this magnitude would have been a very interesting scene. However much like the film’s premise, faith is an underlying and key component. Just as the characters discuss and act based on faith, or lack thereof, audience members asked to have faith in the storyline and the sequence of events that lead up to the finale. There will be those who will be unwilling to do so and will be quick to find fault with the film, cast, and plot. But I hope there will be more who accept that they are seeing the first part of a larger journey and understand that there are things that they are meant to know, as well as things hey are not meant to know and in time more may be revealed.

Scott has indicated that he would like to do another film in the series and scuttlebutt indicates the studio would very much like to entertain thoughts of a trilogy. I would certainly like to see this, as would a few of my fellow critics. Following our screening, three of us stood around discussing aspects of the film, trying to figure out what it really meant and how it connected to the Alien series as well as potential future films in the series. If nothing else, this movie will spark interesting conversation.

As the days have passed since seeing the film I’ve appreciated it more and more with each passing day. Scott could have taken the easy way out and given a straight up prequel to Alien complete with all manner of monsters and CGI creatures on the loose wrecking havoc upon a crew of unfortunate victims. Instead he opted to take a much larger look at life, the universe, and our place in it and wove a complex and open-ended framework that not only provided fantastic entertainment but also provided an opportunity for intelligent conversation and introspection.

From the incredible visuals to the engaging and enjoyable cast, Prometheus is a refreshing and enjoyable film and an extremely welcome and much-needed addition to the alien franchise.
  
Fray: Champions of the Everyverse
Fray: Champions of the Everyverse
2021 | Dice Game, Fighting, Miniatures, Wargame
Welcome to the Grand Center – an arena of elite combat. As a Watcher, it is your job to bring forth Champions to fight in the ultimate battle royale of the every-verse. It matters not from what time-period your Champion hails, or what fighting styles they possess – if their realm exists, they are viable candidates. Can your Champions collect valuable loot and knock opponents out of the running? Or will they fail to rise above the Fray? The last team standing wins, so put your Champions to the test and claim glory for yourself!

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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L

Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!

A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.

Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.


After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!

Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.

With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.

The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!

Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.
  
Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
  
Final Challenge
Final Challenge
2021 | Card Game, Humor, Party Game
Have you got some stiffs in your gaming group? Do you introduce lots of new gamers to the hobby? Are you looking to get up off the table every once in a while and just play something wacky? Well, I may have the answer for you here. I am a natural performer, so many things do not affect me, and I do not have performance anxiety AT ALL. But what if you have a table with a bunch of people who do not really know each other? What do you pull out then? I might suggest you keep reading.

Final Challenge is a crazy party game for up to six players. In it, players are attempting to earn cards from different categories in order to place themselves in the Final Challenge round where they will attempt to compete for all the marbles.

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 coming October 2021, or through any retailers stocking it after fulfillment. -T


To setup, shuffle all the cards in the game (in this prototype version I was given a smattering of each type of card, including several from planned expansions) and make a large draw pile. Place the timer nearby and give each player a player board and reminder card. Determine the first player and the game may begin!
On a turn, the active player will check their board to see if they have any active challenges. These are challenge cards that have specific timing applied in order to complete. Completed challenges are either placed face-down on their board or discarded. Next, the active player draws the top card from the deck and has three choices: Perform the Challenge, Ask for Volunteers, or Attack Another Player.

The active player will most often prefer to Perform the Challenge by reading the card’s challenge aloud and attempting to satisfy the requirement. Other players at the table are the judges in determining if the attempt is successful or not. If so, the challenge is placed face-down on the player’s board. If unsuccessful, the card is discarded. As this is the only way to progress in the game, it is usually the best bet on a turn.

However, the player may not wish the complete the challenge and can Ask for Volunteers to help perform the challenge. Whomever accepts and completes will win the card and be able to place it in front of themselves for a quick extra boost of completed challenges.

Should the active player not wish to complete the challenge drawn, and to Attack Another Player, they may assign the challenge to another player who already has completed a challenge of the same type previously. This offers some benefit to the assigned player, as they may collect another card of a similar type, and forces them the complete the challenge card instead of the active player. Should the attacked player lose, however, they lose not only the attacking card, but the face-down card they have previously completed!

Once a player has locked (earned completed face-down cards) one challenge card of each type, they have unlocked the Final Challenge. On the back of each challenge card is one word. When placed on the player board the words will spell out a ridiculous prompt that the active player will need to perform in order to win the Final Challenge. In the example photo below, the prompt is: Mischievous Cavegirl Uses Force On Someone’s Ear While Moaning Loudly. Therefore, in order to win this Final Challenge, the active player will need to exemplify this prompt to the satisfaction of the other players/judges. Think about how you would complete this one.


After a successful Final Challenge, the winner collects the red Personality card to add to their winnings. On the backs of red cards are abilities that are now in effect for the rest of the game. The winner is the player who collects two red cards. The rules indicate any stopping point that is agreed upon by the players is acceptable, but they suggest just to two.
Components. Again, this is a prototype copy of this game, and I do not know which, if any, components will be different in the final version. That said, what I received was a box of cards, player boards, reminder cards, and a sand timer. Also included were card dividers, which confused me since the cards are to be shuffled for play. I like the direction the game is going, especially with regards to aesthetics. In a crazy over-saturated niche of party games, Final Challenge is trying to be a little different. The art is quirky, and that is definitely not a bad thing here. All the text is easily legible and the sand timer… works. It is fine as is, but I am sure that a successful Kickstarter will improve all the components in the game.

I am definitely not a party game kind of guy. My wife always makes fun of me when I groan at them, like I am some board game snob. And maybe I guess I really am. I know how I would like to spend my gaming time, and usually it is not with a party game. That said, Final Challenge does offer something a little different by having each card present a challenge that could be storytelling, actions, impersonations, and all kinds of cuckoo… but I like it. Now, I think every game has its place, and for me and my typical game groups, this would be a great one to pull out when I introduce fresh gamers into the hobby, or as something to completely break the ice/tension. As long as all players understand that they may need to get out of their comfort zones to have a good time with it, Final Challenge can be that entry into the hobby for some.

My highest-rated party game to this point is Happy Salmon, and I use it for silliness between heavier games, or to help re-energize my players. It works wonders, and I love it for that. I don’t think Final Challenge will replace Happy Salmon for me for its purpose, but I definitely can see instances when I would need something with just a little more meat on its bones, but still in the ridiculous category. So if you are in need of a weird, quick, zany, little card game (with origins in Serbia – how many Serbian games do you have?) then check out Final Challenge, coming to Kickstarter in October.

For those more raunchy gamers, I have some insight for you as well. I said earlier that Kerber was kind enough to pepper this copy with a few cards from expansions as well, and one of them is the “Rated R Expansion.” I won’t give you exact examples of cards from that set, but just as a levels-check, two cards I pulled from the normal deck has this text on the front, “You have ended up in a talent show. Tell a joke. If no one laughs, you lose.” On the back of this it says, “Their Nipples.” Another example from the core set is, “Someone in this group just got immensely attractive. Point that person out by casually looking at them in a seductive manner until your next draw.” On the back? It says, “While Praying.” Soooooooo, the fronts and backs don’t necessarily have anything to do with each other… but they could. Enjoy the game, everyone!
  
Jurassic Parts
Jurassic Parts
2020 | Animals
Is it just me or are we experiencing a surge in dinosaur-themed board games lately? I certainly am NOT complaining, as I was one of those dinosaur-obsessed kids growing up (shout out to the dino sheet set I rocked as a kid in the 80s). We have had dino theme parks, and digging for dinos, but we haven’t really gotten this particular spin on paleontology. Yeah, you can find individual bones and dig them up, but what if you found a gigantic slab of rock that encased many different species’ bones? How would you split it up? And what happens when you aren’t the only team to make the discovery?

Jurassic Parts is an interesting mix and spins of area control, enclosure, and set collection for two to five players. In it, players are all paleontologists bent on claiming the biggest and best bones from a giant slab of rock containing dozens of dino species. The catch? Each paleontologist is trying to claim the bones for themselves. Sharp wit, good luck, and a bevvy of sharpened chisels spells success and fame for the paleontologist who wins at collecting Jurassic Parts.

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, set aside one of the Pile of Bones (a wild card, of which there are several in the game) and shuffle the rest of the tiles. Split them into two stacks, flip one stack face-down, and build a slab around the Pile of Bones set aside earlier. This creates the slab of rock the players will be splitting. Each player receives their choice of paleontologist character sheet, chisels in their chosen color, and any pre-start resources per the rulebook. The slab is now ready for splitting!
On a turn, the active player will have several options. Firstly, however, the player must sharpen three chisels by moving them from the Dull Chisels are on the right of their sheet to the Sharp Chisels area on the left. Now the player may place their chisels anywhere on the slab, as long as it is on the gap between two tiles. The purpose of this is to create a wonky line of chisels that will break off sections of the slab from the larger chunk. Players will need to beware of rock piles on either side of their preferred placement, as each rock icon on either side of the placement will require an extra chisel to be dulled and discarded. If a chisel placement would cause a line to be completed, a hunk of the slab is separated from the master slab. Players consult with the line of chisels (as shown below) to determine which player has contributed more to the split than the others. This will rank out all contributing players. The player with the most chisels contributed will be able to claim their choice of HALF of the tiles split off, rounded UP (so a player would receive five tiles from a nine-tile split). The next player in contribution order will then have their choice of HALF of the remaining tiles, rounded UP (so the second player would receive two tiles from the previous example, as there would be four left). Subsequent players would then receive HALF of what is left until all tiles have been claimed, or there remains just one tile. This final tile is then given to the Field Leader for his collection.

In addition to this splitting and claiming on a turn, the active player may also make transactions with the Field Leader at any point during their turn. Actions that can be taken while transacting with the Field Leader are selling one tile to him in exchange for an Amber piece, spending Amber to: ignore rocks on the subsequent two chisel placements, sharpen two additional chisels this turn, take any of the leftover fossil tiles from the Field Leader, or take any fossil tile from the slab (as long as it doesn’t create a split). The first action from the Field Leader will cost the player one Amber. Should they wish to enact another action, its cost is two Amber. Subsequent actions on the same turn cost three Amber each.

As you will notice, fossil tiles from the slab will show plant fossils, Pile of Bones (wild), or actual bones belonging to specific dinosaurs. These specific bones will show an alphabetic letter pair icon to denote to which dinosaur it belongs. If, at the end of the game, players are able to assemble the correct type of fossil tiles belonging to specific dinosaurs, they will score many more points than if the dino skeleton were incomplete. For example, at the end of the game, each fossil tile is worth 1VP if from an incomplete skeleton. However, should a player have completed a Velociraptor skeleton, they will receive 4VP for those two tiles. A completed Triceratops scores 7VP, a T-Rex scores 10VP, a Brachiosaurus scores 15VP, and a tiny Pterodactyl scores 1VP for a complete skeleton because it spans only one tile. The Pile of Bones tiles in the game can be used in place of any other fossil tile to complete a skeleton, and Plant tiles score increasingly more points for a larger collection of them.


Play continues in this fashion of sharpening and placing chisels, breaking off sections of the slab and claiming fossil tiles, and utilizing actions at the Field Leader until all slab tiles have been assigned. The player with the most points from complete and incomplete skeletons and plants will be crowned the winner and the greatest paleontologist in the land… until the next playthrough.
Components. You know how you come to expect certain things from publishers, and can just imagine the quality of the game you are about to receive before seeing it? Such is the case with 25th Century Games. I KNOW that I will be receiving a quality product every time, and this certainly is no exception. The fossil tiles are great and sturdy. The chisels are neatly-designed and multifaceted (which I appreciate, as it would be easy to include tubular chisels and have them rolling around the table everywhere). The amber bits are the typical gemstones you find in Century: Golem Edition, but are the absolute PERFECT color and usage for this game. And did you see that first player marker? It’s a mosquito inside a polished amber stone. I mean, COME ON! How perfect is that? I’m excited just TALKING about the components. I haven’t even touched on art yet, and this is longer than most of my components paragraphs. The art is fabulous. It fits the game and the theme so perfectly – I could not have chosen a better fit myself. Has 25th Century Games set the bar too high for themselves, or will they continue to offer high quality games from here on out? I cannot wait to find out!

So sure, it looks great, but what about the gameplay? Do the art and components merely shield a mediocre game? No. Not at all. Being able to place chisels anywhere you like on the board offers players a freedom that is refreshing, but weighing that against the pressure to contribute to an existing or emerging line of chisels so that you are included in the split is just wonderful. Contemplating turns to sell off fossil tiles in order to earn enough amber to gain more chisels, or bypass rocks, or simply take the perfect tile for your collection offers just enough tacticization (why isn’t that a word…) to warm up the brain without indulging the AP in some players.

This is not at all a heavy game, and it certainly doesn’t need to be. It is just a fun time with friends and family that utilizes interesting twists of mechanics that I enjoy. It feels reminiscent of several games (hints of Through the Desert and a twist on I Split You Choose), but it entirely its own design. Purple Phoenix Games gives this one very rewarding 10 / 12. I generally enjoy most dinosaur-themed games, I understand, but this one sits among the best I have played. If you are looking for something that feels both familiar and fresh, with incredible art and components, you need to grab a copy of Jurassic Parts. There are just so many interesting choices to be made and strategies to attempt. I think I will setup a game right now. Want to come play?
  
A Million Ways to Die in the West (2014)
A Million Ways to Die in the West (2014)
2014 | Comedy, Western
Neil Patrick Harris is delightfully devious. (1 more)
MacFarlane shows he has potential in his on-screen acting debut.
The humor is at times very vulgar and immature. (2 more)
The film is slow-paced and overly long.
"A Dozen Ways to Die in the West" would have been a more appropriate title.
A Million Ways to Die in the West is good for a few laughs but it feels like it goes on unreasonably long. Still, if you're a fan of MacFarlane's other works, you'll most likely enjoy his parody of the Old West.
Following the success of his directorial debut, Ted, Seth MacFarlane steps in front of the movie camera for the first time in his new film, A Million Ways to Die in the West. MacFarlane is best known as the creator of the popular animated television series, Family Guy, and he was also the host of the Oscars just two years ago. Now he’s taking the starring role in a film he wrote and directed himself. Here MacFarlane plays a cowardly sheep farmer named Albert who is miserably living in the dangerous Old West. Or rather, the not-so-dangerous Old West. Despite what the title suggests, there’s not a whole lot of dying going on in A Million Ways to Die in the West. You won’t find a whole lot of substance either, but there are a fair amount of laughs if you’re able to tolerate the crude toilet humor and dirty jokes. All in all, MacFarlane does a decent job in this comedy, but his jokes stick too close to his own conventions, and much like life on the frontier, the film can be kind of a drag.

If you’ve ever seen Family Guy, you should feel right at home with the humor in this film. It’s crass, edgy, violent, and full of pop culture references. Although, given that this is an R-rated movie, MacFarlane’s able to push the limits further than usual, and he makes sure to do that by including a lot of raunchy humor and toilet-gags. Oh, and in case you were wondering, yes, male genitals are still the hottest thing in comedy right now. As you’ve no doubt deduced, this is certainly not a film you’d want to take your kids to see. Nor is it for the easily-offended. Though in the film’s defense, it’s not entirely tasteless, and its use of vulgarity isn’t overly frequent. There’s plenty of great slapstick physical comedy and some pretty hilarious dialogue. I laughed more than I thought I would, and was never so disgusted that I wanted to walk out. It’s an entertaining film, it just happens to run a little long and lose momentum down the stretch. Plus the main premise of the film is never all that compelling to begin with.

In A Million Ways to Die in the West, MacFarlane’s character Albert is a man entirely self-aware of the time and place he’s living in, as well as the many dangers that come with it. He sheepishly lives his life, terrified by the threat of death that lurks around every corner. When his beloved girlfriend leaves him for a man with a mighty mustache, Albert has to cowboy up to prove his machismo and try to win her back. Luckily for him, he meets a gun-toting woman named Anna who’s happy to help him face his fears and show him the ropes of being a cowboy. Unfortunately however, this new friendship ends up putting Albert right into the crosshairs of Clinch Leatherwood, the deadliest outlaw around.

While MacFarlane does a respectable job in his first foray into acting, his character feels rather uninspired. I couldn’t help but see him as a hodgepodge of various Family Guy characters, having the clumsiness of Peter Griffin, the self-consciousness of Chris Griffin, and the intelligence and charm of Brian. Given that he created that show, perhaps that should be expected, but it just felt like Albert was lacking a unique and consistent identity. He’s a character who can be charming and funny, but he also comes off seeming like a jerk. All in all, the film has a good cast of actors, with Neil Patrick Harris being the stand-out of the bunch. He plays the pompous, mustached snob, Foy, who steals the heart of Albert’s girlfriend, Louise. Giovanni Ribisi and Sarah Silverman are likable as the flawed, clueless couple who serve as Albert’s close friends, Edward and Ruth. Although their characters stay pretty comfortably within the realm of what you would expect from their respective actors, with Edward being the naïve nice guy, while Silverman’s Ruth is the seemingly-sweet-and-innocent, foul-mouthed hussy. Charlize Theron does a fine job as Albert’s mentor, Anna. She has a strong presence in the film and is fun to watch, but despite her best efforts, the emotional element she brings to the story ends up feeling forced and unconvincing. Though that’s no fault of her own. It’s just hard to imagine her, or anyone, falling head over heels so easily and suddenly for a guy like Albert. Then, of course, there’s Liam Neeson, who is effective in his performance as the intimidating villain, Clinch, but would have benefitted from more screen-time.

A Million Ways to Die in the West proficiently parodies the western film genre, capturing the right atmosphere for the setting and time period. Visually it’s a pleasant film to look at, with good camera-work, well-created sets, and lots of beautiful scenery. This makes it all the more disappointing then that the filmmakers decided to place a visual filter over the entirety of the film to give it a more old-fashioned look. As a result, there is a constant flickering throughout the whole movie, and while not quite seizure-inducing, it certainly is distracting. At times you kind of get used to it and forget about it, but it really stands out in scenes with heavy lighting and most of the movie takes place in broad daylight. On the audio side of things, the music is appropriately fitting, but little of it is particularly noteworthy. There is a great song about mustaches, accompanied with a well-orchestrated dance number led by Neil Patrick Harris in what is undoubtedly one of the highlights of the film. Additionally the film’s theme song is appropriately fun. The visual effects in the movie, although limited, are done quite well and nicely add to the film’s comedic effect. Although I’m sure I speak for everyone when I say the movie could have done just fine without all of the animated urinating sheep.

I think the film’s greatest flaw is the fact that it’s doing too much as it tries to incorporate all of the main stereotypes of the western genre. It has duels, bar brawls, jailbreaks, horse chases, and even capture by Indians thrown in for good measure. In trying to cover all of the bases, the movie ends up running too long and becomes a little boring and tired. Rather than building up to a climax, the film diverges with some unnecessary scenes, and then concludes with a lackluster ending. It would have been cool to see Clinch and his group of bandits lay siege to the main town, which could have given the filmmakers an opportunity to create a wide variety of deaths, and allow Albert to exercise his newly developed skills before setting up to an ultimate final showdown. Maybe that would be adding to the long list of clichés, but at least it would have given this slow-paced film some much needed adrenaline and would have made it more true to its misleading title. There are also several cameo appearances in the film, and while a couple of them are great conceptually, I don’t think any of them are quite as satisfying as they should be. They end up feeling out of place, like last-second additions that have no purpose other than to acknowledge other films. I can appreciate the attempt but the cameos aren’t particularly funny and they just seems to emphasize how much better those other films are.

Seth MacFarlane’s A Million Ways to Die in the West is good for a few laughs, but just like his character Albert’s long-winded ramblings, it feels like it goes on unreasonably long. It’s still an entertaining film regardless, and if you’re a fan of MacFarlane’s other work, you’ll most likely enjoy his parody of the Old West. The movie has a talented cast, some truly great scenes such as a bar brawl and a memorable dance, as well as plenty of good old-fashioned slapstick, and witty dialogue. If you can handle the occasional gross-out gag, you’ll probably have a good time. Just don’t expect to actually see the many ways people can die In the Old West. The movie doesn’t show many deaths at all, and all the best ones you likely already saw in the trailer.

(This review was originally posted at 5mmg.com on 6.3.14.)
  
The Bloody Inn
The Bloody Inn
2015 | Adult, Economic, Horror
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…

The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).


To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.

After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.

A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.

If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.

Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.


Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!

I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.

Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.

I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
  
Sheriff of Nottingham
Sheriff of Nottingham
2016 | Bluff, Card Game, Medieval
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!

Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L

Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!

To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.

The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!


Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!

I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.

Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.

Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.

So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.