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Purple Phoenix Games (2266 KP) rated Fray: Champions of the Everyverse in Tabletop Games
Jul 1, 2020
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.
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.

Purple Phoenix Games (2266 KP) rated Lost Ruins of Arnak in Tabletop Games
Feb 7, 2021
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.
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.

Purple Phoenix Games (2266 KP) rated Final Challenge in Tabletop Games
Oct 1, 2021
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!
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!

Purple Phoenix Games (2266 KP) rated Jurassic Parts in Tabletop Games
May 31, 2021
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?
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?

5 Minute Movie Guy (379 KP) rated A Million Ways to Die in the West (2014) in Movies
Jun 26, 2019
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.)
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.)

Purple Phoenix Games (2266 KP) rated The Bloody Inn in Tabletop Games
Feb 12, 2022
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!
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!

Purple Phoenix Games (2266 KP) rated Sheriff of Nottingham in Tabletop Games
Nov 16, 2021
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.
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.

KalJ95 (25 KP) rated The Last of Us Part II in Video Games
Jun 23, 2020
You Won't Find A Better Game In Terms Of Presentation. (4 more)
Level Design Is Astounding.
Like The First Game, This Will Create A Conversation For Years To Come
Sound Design Is Incredible.
Takes Risks, And Some Do Pay Off.
A Flawed Sequel. (4 more)
Awful Pacing.
Structure Of Narrative Is Bad.
Some Terrible Dialogue.
Shoehorned Agenda.
The last of The Last of Us.
The video game industry doesn't get enough credit as a source of entertainment, in my humble opinion. Time and time again, the industry has proven that it can produce something magical, memorable, mesmerising to play, and even more so, something engaging to watch as someone not even holding the controller. Naughty Dog’s 2013 masterpiece, The Last of Us, became an overnight classic game because it was cinematic in presentation, and a rollercoaster of emotions in narrative. I sat and played the remastered version on my PlayStation 4 in 2017, and fell in love with the chemistry, love and heartbreak Joel and Ellie took with them, as they crossed a post-apocalyptic America. I was satisfied with the conclusion, and felt the story of these two characters was finished. I didn't need, or ever want a sequel. Then a few months pass, The Last of Us Part II is announced. Obviously, I was ecstatic, but also concerned. Trailers came and went, delays happened over and over, and leaks began to drip onto the internet. I was even more concerned with the leaks, and how this game was taking shape, but I remained open minded, and began playing the game.
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)

Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.

Mandy and G.D. Burkhead (26 KP) rated The Grey Bastards in Books
May 20, 2018
Shelf Life – The Grey Bastards Exemplifies Grimdark Fantasy at Its Damn Finest
Contains spoilers, click to show
The Grey Bastards is a fun, foul-mouthed read. If you’re turned off by bad language, steamy sex, or a good plot with plenty of action and twists, then this book isn’t for you. The Grey Bastards falls into the fantasy sub-genre known as grimdark. Where high fantasy has your Tolkien beautiful and noble elves, dwarves, humans, and wizards with epic battles between good and evil, grimdark takes all of that and covers it in shit, pus, and blood. Notice how in high fantasy nobody ever takes a piss or fucks? In grimdark, everyone does.
But don’t be fooled into thinking this book will be any less intelligent, epic, or heartfelt for it. The Grey Bastards is all of that and more. The novel follows Jackal, a half-breed orc living in the Lot Lands, the barren desert wasteland of Hispartha. He is a Grey Bastard, one of many half-orc hoofs, each protecting its own small town in the Lots. Members of a hoof are elite warriors that ride out on their Barbarians—giant warthogs—and slaughter invading bands of orcs.
Hispartha is a vibrant world, with a mix of fantastical species (orcs, half-orcs, elves, humans, halflings, and centaurs) with unique cultures and religions. Hispartha itself takes influences from Reconquista Spain, which is especially noticeable in the nomenclature, geography, and architecture.
The primarily atheistic half-orcs recently won their freedom from slavery at the hands of humans. Humans treat the half-orcs like second-class citizens, but tolerate them because of their strength, using them as a shield from the orcs. The elves are beautiful, reclusive, and probably the most cliché; there is one important elf character, but for the most part, we don’t get a good look into their culture in the first book. The centaurs worship Romanesque deities and go on crazed, Bacchanalian killing sprees during the blood moon.
Besides the half-orcs, the halflings are perhaps the most interesting. I still have a hard time visualizing them, trying to figure out if they are thin, pixie-like creatures or more stocky like dwarves. Their small stature and black skin makes me think of pygmies. They worship a god they expect will reincarnate someday, (view spoiler)
One thing that has always annoyed me about fantasy is that many authors feel that the characters of their world, being pre-industrial and thus “medieval,” must all be white, straight, Christian (or proto-Christian), cisgender males. If a woman appears at all is to act as the damsel, prize, or, if she’s lucky, a mystical enchantress to guide the heroes or provide a maguffin. It has come to the point in which this has become a tired and accepted baseline for fantasy. I don’t necessarily think that these fantasy authors are intentionally trying to be uninclusive, so much as they just seem to forget that other groups of people can exist in fantasy thanks to its fathers, Tolkien and Lewis.
But enough with my rant, the purpose of which is to highlight why I am often drawn to grimdark fantasy: at the very least I know that women, people of color, lgbt people, and other religions will be present, even if they are often victimized. This is because grimdark fantasy honestly depicts the horrors of rape, war, murder, slavery, and racism (or rather, speciesism in most cases) and has heroes and villains that are morally grey.
However, many authors describe these atrocities and then leave it at that, assuming that simply depicting them is enough to make a book mature and meaningful. They often fail to make any sort of statement on evil, and thus can seem to be, at best, blindly accepting it and, at worst, glorifying it (this often happens in the cases of magnificent bastard characters, who are absolute monsters but are so charming you almost respect or like them).
Jonathan French, however, does not fall short of the mark as many authors do, and for two main reasons: humor and humanity.
Let’s start with the humor. This book is hilarious. I mean in the I literally laughed out loud while reading it way. Sure, the jokes are often crass, but I have a dirty mind, so inappropriate humor is my favorite kind. The dialogue is especially top-notch, and the interactions between Jackal and his friends Fetching and Oats feel genuine, full of in-jokes, insults, and sexually-charged humor, all of which are exactly how I interact with my own close friends. And every major character in this book is so damn witty that I’m honestly jealous of them. If I could be quick enough to make even one of their zingers at the right time in a conversation, I would feel proud of myself for the rest of the day.
Humor is necessary to prevent any grimdark fantasy from becoming too over-the-top or depressing. And honestly, humor is needed most when the world is a dark and frightening place. But too much humor could accidentally downplay the point of grimdark: the brutally honest depiction of the atrocities that people are capable of.
And this is where it is important to have an element of humanity. By this I mean that the “good guys” must make some action or statement on those atrocities. Too often I read or watch hardened badass characters with no emotion who can watch a person get tortured and killed without flinching (maybe even do it themselves) and who never stop to question the nature of their society (even as part of their character growth), and I have difficulty finding them at all relatable or even the least bit interesting.
Now, often for this type of character, he or she is dead inside as a coping mechanism and part of their character arc is learning to allow themselves to feel their repressed emotions: heartbreak, anger, fear, etc. This can be done very well (see The Hunger Games for a great example—dystopian scifi and grimdark fantasy have very similar undertones). But most times it just ends up falling flat.
But Jackal already starts out with more personality than most grimdark protagonists. He is a humorous and light-hearted person. Sure, he lives in a desert wasteland, his race is entirely created by rape, he’s treated as a second-class citizen, and his life and the lives of those around him are in constant danger of rape and/or murder by invading orcs or blood-crazed centaurs. But despite all of that, he still has a sense of humor, people he loves, a community, ambitions, moral code, and all of the other things that these protagonists are often lacking.
Don’t get me wrong, he can be an asshole, and he’s often acts rashly before he thinks. But the scene that really stuck with me the most was [when Jackal and the wizard Crafty come across an unconscious elf sex-slave. I was expecting him to say something along the lines of “There’s nothing we can do for her, we have to save ourselves” or “This isn’t any of our business” or “It would be best to just put her out of her mercy.” These are the typical lines that a grimdark protagonist might utter while their companion—accused of being a bleeding heart—frees the slave. But this was not the case. Jackal and Crafty both immediately set out to free the girl and steal her away from her owner, despite the danger to themselves. And when he comes across an entire castle-full of these women, Jackal again sets about freeing them without a moment’s hesitation. (hide spoiler)]
And it’s no surprise that Jackal has a serious problem with rape. As I’ve mentioned before, half-orcs are entirely the product of roving bands of orcs raping human, elven, or even half-orc women. [When Jackal learns that Starling, the elf slave he rescued, is pregnant with a half-orc baby, he is not only furious with the orcs that gang-raped her, but also disturbed by the fact that elven society shuns any of their women who have been raped, and that these victims often end up taking their own lives rather than give birth to an impure half-elf. (hide spoiler)]
Furthermore, Jackal, unlike many people in Hispartha, does not buy into misogyny or sexism. His best friend Fetching is the first female half-orc to have joined a group of riders. Not only does Jackal respect Fetching, he understands the emotional turmoil that she is dealing with being the first female rider and how she overcompensates as a result to earn the respect of the other men.
While there is quite a bit of speciesism (pretty much none of the species get along with one another), the inhabitants of Hispartha come in every skin color and nobody gives a damn. Furthermore, sexuality is primarily treated as each person’s individual preference and nobody else’s business. While characters may make jokes about acting “backy” (gay), these are made in good humor between friends, and nobody gets particularly offended by them. Fetching is herself openly bisexual (though she seems to suppress her heterosexual desires more than her homosexual ones out of that same need to be “one of the boys”), and Oats and Jackal are one of my favorite bromantic pairings.
Grimdark fantasy can often be depressing to read. But Jonathan French does an excellent job of infusing hope into his narrative. The story actually has a happier ending than I was expecting. [I was especially pleased when Jackal chooses Fetching to be the new leader of the hoof (she is voted in unanimously by the other riders). I find it incredibly annoying in books and movies when revolutionaries/usurpers decide to appoint themselves leaders, as the former does not qualify you for the latter. Part of Jackal’s arc is realizing that he is not meant to lead the hoof like he’d once desired. (hide spoiler)]
For the sequel, The True Bastards, I’m hoping to see [if a cure can be found for the thrice-blood child now infected with plague, how Fetching is doing leading the hoof, and what the mysterious Starling is up to (I don’t buy for a second that she’s killed herself). And of course, I fully expect that Jackal is going to have to fulfill his empty promise to the halfling’s resurrected god, Belico.
But don’t be fooled into thinking this book will be any less intelligent, epic, or heartfelt for it. The Grey Bastards is all of that and more. The novel follows Jackal, a half-breed orc living in the Lot Lands, the barren desert wasteland of Hispartha. He is a Grey Bastard, one of many half-orc hoofs, each protecting its own small town in the Lots. Members of a hoof are elite warriors that ride out on their Barbarians—giant warthogs—and slaughter invading bands of orcs.
Hispartha is a vibrant world, with a mix of fantastical species (orcs, half-orcs, elves, humans, halflings, and centaurs) with unique cultures and religions. Hispartha itself takes influences from Reconquista Spain, which is especially noticeable in the nomenclature, geography, and architecture.
The primarily atheistic half-orcs recently won their freedom from slavery at the hands of humans. Humans treat the half-orcs like second-class citizens, but tolerate them because of their strength, using them as a shield from the orcs. The elves are beautiful, reclusive, and probably the most cliché; there is one important elf character, but for the most part, we don’t get a good look into their culture in the first book. The centaurs worship Romanesque deities and go on crazed, Bacchanalian killing sprees during the blood moon.
Besides the half-orcs, the halflings are perhaps the most interesting. I still have a hard time visualizing them, trying to figure out if they are thin, pixie-like creatures or more stocky like dwarves. Their small stature and black skin makes me think of pygmies. They worship a god they expect will reincarnate someday, (view spoiler)
One thing that has always annoyed me about fantasy is that many authors feel that the characters of their world, being pre-industrial and thus “medieval,” must all be white, straight, Christian (or proto-Christian), cisgender males. If a woman appears at all is to act as the damsel, prize, or, if she’s lucky, a mystical enchantress to guide the heroes or provide a maguffin. It has come to the point in which this has become a tired and accepted baseline for fantasy. I don’t necessarily think that these fantasy authors are intentionally trying to be uninclusive, so much as they just seem to forget that other groups of people can exist in fantasy thanks to its fathers, Tolkien and Lewis.
But enough with my rant, the purpose of which is to highlight why I am often drawn to grimdark fantasy: at the very least I know that women, people of color, lgbt people, and other religions will be present, even if they are often victimized. This is because grimdark fantasy honestly depicts the horrors of rape, war, murder, slavery, and racism (or rather, speciesism in most cases) and has heroes and villains that are morally grey.
However, many authors describe these atrocities and then leave it at that, assuming that simply depicting them is enough to make a book mature and meaningful. They often fail to make any sort of statement on evil, and thus can seem to be, at best, blindly accepting it and, at worst, glorifying it (this often happens in the cases of magnificent bastard characters, who are absolute monsters but are so charming you almost respect or like them).
Jonathan French, however, does not fall short of the mark as many authors do, and for two main reasons: humor and humanity.
Let’s start with the humor. This book is hilarious. I mean in the I literally laughed out loud while reading it way. Sure, the jokes are often crass, but I have a dirty mind, so inappropriate humor is my favorite kind. The dialogue is especially top-notch, and the interactions between Jackal and his friends Fetching and Oats feel genuine, full of in-jokes, insults, and sexually-charged humor, all of which are exactly how I interact with my own close friends. And every major character in this book is so damn witty that I’m honestly jealous of them. If I could be quick enough to make even one of their zingers at the right time in a conversation, I would feel proud of myself for the rest of the day.
Humor is necessary to prevent any grimdark fantasy from becoming too over-the-top or depressing. And honestly, humor is needed most when the world is a dark and frightening place. But too much humor could accidentally downplay the point of grimdark: the brutally honest depiction of the atrocities that people are capable of.
And this is where it is important to have an element of humanity. By this I mean that the “good guys” must make some action or statement on those atrocities. Too often I read or watch hardened badass characters with no emotion who can watch a person get tortured and killed without flinching (maybe even do it themselves) and who never stop to question the nature of their society (even as part of their character growth), and I have difficulty finding them at all relatable or even the least bit interesting.
Now, often for this type of character, he or she is dead inside as a coping mechanism and part of their character arc is learning to allow themselves to feel their repressed emotions: heartbreak, anger, fear, etc. This can be done very well (see The Hunger Games for a great example—dystopian scifi and grimdark fantasy have very similar undertones). But most times it just ends up falling flat.
But Jackal already starts out with more personality than most grimdark protagonists. He is a humorous and light-hearted person. Sure, he lives in a desert wasteland, his race is entirely created by rape, he’s treated as a second-class citizen, and his life and the lives of those around him are in constant danger of rape and/or murder by invading orcs or blood-crazed centaurs. But despite all of that, he still has a sense of humor, people he loves, a community, ambitions, moral code, and all of the other things that these protagonists are often lacking.
Don’t get me wrong, he can be an asshole, and he’s often acts rashly before he thinks. But the scene that really stuck with me the most was [when Jackal and the wizard Crafty come across an unconscious elf sex-slave. I was expecting him to say something along the lines of “There’s nothing we can do for her, we have to save ourselves” or “This isn’t any of our business” or “It would be best to just put her out of her mercy.” These are the typical lines that a grimdark protagonist might utter while their companion—accused of being a bleeding heart—frees the slave. But this was not the case. Jackal and Crafty both immediately set out to free the girl and steal her away from her owner, despite the danger to themselves. And when he comes across an entire castle-full of these women, Jackal again sets about freeing them without a moment’s hesitation. (hide spoiler)]
And it’s no surprise that Jackal has a serious problem with rape. As I’ve mentioned before, half-orcs are entirely the product of roving bands of orcs raping human, elven, or even half-orc women. [When Jackal learns that Starling, the elf slave he rescued, is pregnant with a half-orc baby, he is not only furious with the orcs that gang-raped her, but also disturbed by the fact that elven society shuns any of their women who have been raped, and that these victims often end up taking their own lives rather than give birth to an impure half-elf. (hide spoiler)]
Furthermore, Jackal, unlike many people in Hispartha, does not buy into misogyny or sexism. His best friend Fetching is the first female half-orc to have joined a group of riders. Not only does Jackal respect Fetching, he understands the emotional turmoil that she is dealing with being the first female rider and how she overcompensates as a result to earn the respect of the other men.
While there is quite a bit of speciesism (pretty much none of the species get along with one another), the inhabitants of Hispartha come in every skin color and nobody gives a damn. Furthermore, sexuality is primarily treated as each person’s individual preference and nobody else’s business. While characters may make jokes about acting “backy” (gay), these are made in good humor between friends, and nobody gets particularly offended by them. Fetching is herself openly bisexual (though she seems to suppress her heterosexual desires more than her homosexual ones out of that same need to be “one of the boys”), and Oats and Jackal are one of my favorite bromantic pairings.
Grimdark fantasy can often be depressing to read. But Jonathan French does an excellent job of infusing hope into his narrative. The story actually has a happier ending than I was expecting. [I was especially pleased when Jackal chooses Fetching to be the new leader of the hoof (she is voted in unanimously by the other riders). I find it incredibly annoying in books and movies when revolutionaries/usurpers decide to appoint themselves leaders, as the former does not qualify you for the latter. Part of Jackal’s arc is realizing that he is not meant to lead the hoof like he’d once desired. (hide spoiler)]
For the sequel, The True Bastards, I’m hoping to see [if a cure can be found for the thrice-blood child now infected with plague, how Fetching is doing leading the hoof, and what the mysterious Starling is up to (I don’t buy for a second that she’s killed herself). And of course, I fully expect that Jackal is going to have to fulfill his empty promise to the halfling’s resurrected god, Belico.