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Matthew Krueger (10051 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Jul 31, 2020 (Updated Aug 1, 2020)
The Universal Monsters (3 more)
The Strategy
Replay Value
Think Ten Steps Ahead
The Excellent Universal Monsters Board Game
When I heard about Horrorified, i wanted to buy it right away. A board game that has the universal monsters and it revolves around them, i really wanted to buy it. Cause i love the universal monsters. My favorite being The Invisible Man and Dracula. So lets talk more about it.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
Purple Phoenix Games (2266 KP) rated Mutants in Tabletop Games
Mar 11, 2022
Boy, we have some crazy ideas when it comes to what the world will look like in the future. Flying cars? Probably. Robot house butlers? Maybe. Mutant fighters that can be formed immediately and placed into battle seconds after “birth?” Now, that’s a stretch. But, embrace the stretch here, because Mutants is all about it.
Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.
To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.
The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.
Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.
If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.
At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.
Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!
For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.
This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.
To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.
The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.
Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.
If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.
At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.
Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!
For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.
This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
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Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 1900 in Tabletop Games
Apr 23, 2021
WARNING: Extremely minor spoilers ahead (in the photos)! Don’t say I didn’t warn you (they aren’t big spoilers).
If you have been following us for a while now you have probably noticed we have published another title from the Millennium Series – Chronicles of Crime: 1400. While that title takes place in the year, well, 1400, this new title is set 500 years later in Paris. How do these games compare? What about the link to the original Chronicles of Crime (review to be posted later)? Should one purchase copies of all Chronicles of Crime games?
Chronicles of Crime: 1900 (which I shall refer to as CoC1900 from here) is a cooperative campaign, deduction, storytelling, puzzle solving adventure game, but I prefer to play it, and its relatives, solo. In it, the player(s) take control of the journalist Victor Lavel, a descendent of the main character from CoC1400. Victor has a limited amount of time to complete his investigation and return the scoop to the local newspaper by which he is employed. Players will be tackling the investigations of our noble hero in attempts to solve the case that is presented.
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, place the main card holder board on the table. Anywhere. I called it. Next, keep the card decks in order (or don’t) and place them near the board. Similarly, place the location boards on the table and ready the main newspaper board for play. Launch the Chronicles of Crime app on a device, choose 1900, and select the scenario you wish to play. The app will drive the remainder of the game, so hold onto your butts!
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1900 version, Puzzle Cards that players will need to solve or use in special ways in order to progress with certain leads. These Puzzle Cards do not really give the story away or anything, but are merely tools to be used to help solve the cases.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, and chatting up locals for information. Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return to the paper’s office to report to their coworkers all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. Based on the score achieved players can play again to pick up clues they missed along the way or try another scenario entirely.
Components. As with all CoC games I have played, the components are simply wonderful. Most of what is in the box is cardstock of varying thickness, but the art is what really stands out. This is a gorgeous game and when it is displayed on the table, people become fascinated by its presence. Then when the onlookers see an app driving the gameplay they are hooked. I have heard complaints from other reviewers that the Character cards in the game are lacking in variation, and I would have to agree. Yes, it is set in 1900 Paris, but all the Character cards feature white people, most of whom seem to be upper crust, and with most of the males sporting an awful mustache. So I get that complaint and agree. With inclusivity and diversity being major hot issues currently, you would expect to see more of it in our industry. I would have liked to have come across more diverse characters, and maybe a mini expansion can add many alternate art characters to the game.
All in all I loved this theme of Chronicles of Crime. Being set in Paris and following a young investigative journalist is a nice twist on the protagonists commonly featured in these games. The gameplay is the same as previous versions of CoC, save for the new Puzzle cards. I do enjoy their addition, and look to find more of these in future versions. I love the Chronicles of Crime system so I was bound to love this one as well.
Now, should you buy this version if you already have base Chronicles of Crime? Sure! Why? I like this one because it adds a different mechanic to the game with all-new scenarios, and I enjoy having more of a good thing. I think I personally prefer the theme in 1400 more, but 1900 is a great addition to the family. If you are someone who has and enjoys the base CoC, or any of its iterations, and are looking for more content to devour, then definitely grab a copy of 1900. If you are new to the system, I say go ahead and start with 1900. The Puzzle cards do not add enough complexity to take it out of reach for beginner gamers or those who enjoy lighter games, but certainly add a new and welcome layer to the series. Purple Phoenix Games certainly recommends this one to all our fans. Can’t get enough Chronicles of Crime? Grab 1900. Want to start in the series but London or Medieval times don’t do it for you? Grab 1900. Like tons of portraits of mustachioed white dudes and floofy ladies? Grab 1900. Whatever your motivation, play the game and let me know how you score. I am not advertising my first score here because I am mortified by my performance. (I did get better on subsequent plays.)
If you have been following us for a while now you have probably noticed we have published another title from the Millennium Series – Chronicles of Crime: 1400. While that title takes place in the year, well, 1400, this new title is set 500 years later in Paris. How do these games compare? What about the link to the original Chronicles of Crime (review to be posted later)? Should one purchase copies of all Chronicles of Crime games?
Chronicles of Crime: 1900 (which I shall refer to as CoC1900 from here) is a cooperative campaign, deduction, storytelling, puzzle solving adventure game, but I prefer to play it, and its relatives, solo. In it, the player(s) take control of the journalist Victor Lavel, a descendent of the main character from CoC1400. Victor has a limited amount of time to complete his investigation and return the scoop to the local newspaper by which he is employed. Players will be tackling the investigations of our noble hero in attempts to solve the case that is presented.
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, place the main card holder board on the table. Anywhere. I called it. Next, keep the card decks in order (or don’t) and place them near the board. Similarly, place the location boards on the table and ready the main newspaper board for play. Launch the Chronicles of Crime app on a device, choose 1900, and select the scenario you wish to play. The app will drive the remainder of the game, so hold onto your butts!
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1900 version, Puzzle Cards that players will need to solve or use in special ways in order to progress with certain leads. These Puzzle Cards do not really give the story away or anything, but are merely tools to be used to help solve the cases.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, and chatting up locals for information. Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return to the paper’s office to report to their coworkers all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. Based on the score achieved players can play again to pick up clues they missed along the way or try another scenario entirely.
Components. As with all CoC games I have played, the components are simply wonderful. Most of what is in the box is cardstock of varying thickness, but the art is what really stands out. This is a gorgeous game and when it is displayed on the table, people become fascinated by its presence. Then when the onlookers see an app driving the gameplay they are hooked. I have heard complaints from other reviewers that the Character cards in the game are lacking in variation, and I would have to agree. Yes, it is set in 1900 Paris, but all the Character cards feature white people, most of whom seem to be upper crust, and with most of the males sporting an awful mustache. So I get that complaint and agree. With inclusivity and diversity being major hot issues currently, you would expect to see more of it in our industry. I would have liked to have come across more diverse characters, and maybe a mini expansion can add many alternate art characters to the game.
All in all I loved this theme of Chronicles of Crime. Being set in Paris and following a young investigative journalist is a nice twist on the protagonists commonly featured in these games. The gameplay is the same as previous versions of CoC, save for the new Puzzle cards. I do enjoy their addition, and look to find more of these in future versions. I love the Chronicles of Crime system so I was bound to love this one as well.
Now, should you buy this version if you already have base Chronicles of Crime? Sure! Why? I like this one because it adds a different mechanic to the game with all-new scenarios, and I enjoy having more of a good thing. I think I personally prefer the theme in 1400 more, but 1900 is a great addition to the family. If you are someone who has and enjoys the base CoC, or any of its iterations, and are looking for more content to devour, then definitely grab a copy of 1900. If you are new to the system, I say go ahead and start with 1900. The Puzzle cards do not add enough complexity to take it out of reach for beginner gamers or those who enjoy lighter games, but certainly add a new and welcome layer to the series. Purple Phoenix Games certainly recommends this one to all our fans. Can’t get enough Chronicles of Crime? Grab 1900. Want to start in the series but London or Medieval times don’t do it for you? Grab 1900. Like tons of portraits of mustachioed white dudes and floofy ladies? Grab 1900. Whatever your motivation, play the game and let me know how you score. I am not advertising my first score here because I am mortified by my performance. (I did get better on subsequent plays.)
David Gemmell is/was one of my favourite authors.
However, he passed away in 2006 while finishing the final novel in his <i>Troy</i> trilogy (<i>Fall of Kings</i>), which was then finished by his second wife Stella.
<i>The City</i> is her first fully solo outing. Following recent trends, this definitely weighs in on the 'epic' side of the fantasy scales: think 'A Game of Thrones', where one novel is the size of three what I would term 'normal' reads. Indeed, the novel itself is split into various sections: personally I feel that it could have been split into two or maybe three separate books rather than under the one cover.
<i>The City</i> of the title (which is never actually named) is ancient and bloated, locked in an endless war with its enemies. Built over centuries, it reminded me somewhat of a passage in one of Pratchett's Discworld books (I forget which, and referring to Ankh-Morpork), something along the lines of:
'the main thing Ankh-Morpork is built on is Ankh-Morpork'.
That could be a pretty fair description of The City as well!
I also found some sections to be slow-moving, and while I never lost interest in the story, it also never really grabbed me, seeming to lack that certain something to turns a good story into a great story.
Would I read more by Stella Gemmell? At the moment, I'm undecided.
However, he passed away in 2006 while finishing the final novel in his <i>Troy</i> trilogy (<i>Fall of Kings</i>), which was then finished by his second wife Stella.
<i>The City</i> is her first fully solo outing. Following recent trends, this definitely weighs in on the 'epic' side of the fantasy scales: think 'A Game of Thrones', where one novel is the size of three what I would term 'normal' reads. Indeed, the novel itself is split into various sections: personally I feel that it could have been split into two or maybe three separate books rather than under the one cover.
<i>The City</i> of the title (which is never actually named) is ancient and bloated, locked in an endless war with its enemies. Built over centuries, it reminded me somewhat of a passage in one of Pratchett's Discworld books (I forget which, and referring to Ankh-Morpork), something along the lines of:
'the main thing Ankh-Morpork is built on is Ankh-Morpork'.
That could be a pretty fair description of The City as well!
I also found some sections to be slow-moving, and while I never lost interest in the story, it also never really grabbed me, seeming to lack that certain something to turns a good story into a great story.
Would I read more by Stella Gemmell? At the moment, I'm undecided.
Mothergamer (1546 KP) rated the PlayStation 4 version of Dauntless in Video Games
Jun 21, 2019
My husband Ron plays a lot of Dauntless. I did try Dauntless out on PC and I did like it, but with the arthritis in my hands it was difficult to handle the controls and it is not easy to map out a controller for Dauntless so it's not very controller friendly for PC. When the announcement was made that Dauntless would be cross platform play I was thrilled. This meant I could try out the game fully on our PS4 and play the game with Ron while he played the game on PC. I seriously counted down the days until the cross platform play launch. Launch day came and honestly there were a lot of issues. People couldn't log in, there was an infinite loading screen upon login, there were lag spikes, and sometimes people got kicked from the game altogether. I decided I would wait a week before I tried to play the game. I guess everyone was excited for cross platform play and the servers got crushed under the weight which is understandable considering Dauntless got four million people all ready to get out there and enjoy the game.
When I did get to start the game, I was excited. Dauntless is free to play and is set in a fantasy world where a cataclysmic event has ripped the world apart and released giant monsters known as behemoths. You get to play as a slayer that takes down these behemoths. The first thing you get to do is create your character. There are a variety of choices with the faces, hair, and makeup for the character creation. I had fun choosing all the things to make my slayer look the way I wanted.
Once the character is created you are logged into the game with an introduction explaining the world of Dauntless and this comes with a tutorial on how to fight the behemoths, how to use flares to signal where the behemoth is to your team, and how to stagger them. The controls for PS4 are great and the tutorial flowed seamlessly for me. When the tutorial is over you are back in the town of Ramsgate where you can pick up quests and craft items you need for hunts such as armor, weapons, and tonics. There are also a couple of adorable dogs in the game that you can actually stop and pat. I pat the dogs every time I'm in the game because I love dogs even in video games.
Dauntless can be played as a solo player or multiplayer. For me, it's more fun with friends and while sometimes it's a bit of a wait to find a hunt match it's not terribly long and once you have your team you're ready to go. Before you start, you have a chance to check your weapons and armor to make sure that they will give you the advantage you need against behemoths. Depending on what their elemental is, you will want weapons that can combat that. For example with a frost behemoth weapons with fire elements on them are your best friend and having armor that protects against ice attacks are quite helpful. As your team is getting ready, the game will show you an element guide for the type of behemoth you're fighting and will show you your weapon and armor power. When the numbers are in green it means your gear is adequate for the hunt.
The behemoth fights are pretty straightforward as you work with your team to battle them. Each behemoth not only has its own unique elements, they also have various attacks they will use. Being able to recognize their movements when they are starting their special attack is vital so that you can dodge and go in for a counter attack. Breaking off parts of the monster is important as well because you will need those parts for crafting armor and weapons. The fights are a lot of fun and when you vanquish a behemoth it feels pretty rewarding. You do get ranked on how you did in the fight and so does your team. Don't be too discouraged if your rank isn't so good when you are first starting out. As you level and improve your armor and weapons that rank will go up. Patience is key.
Depending on the type of build you want for your weapons and armor, there are specific behemoths you will need to hunt in order to get the materials needed. The great thing about Dauntless is that it allows you to try out all the weapons and experiment with them to get a feel for each one and decide which weapons suit your play style. For me, I absolutely love chain blades because they allow me to move and dodge quickly while dishing out damage. Armor crafting is important too and there are a ton of choices in armor builds. You will need to talk to the smithing NPCs in order to craft the things you need and if you have the proper amount of materials, you can upgrade them. This is where the grind comes in. You should strive to constantly upgrade your weapons and armor so you can have an easier time in behemoth hunts.
Don't like the colors of the armor? No problem. You can change the color at any time if you have the color palette unlocked. You get a set of colors for free and others you can unlock doing quests or fighting heroic behemoths. If you check the rewards for the quests and heroic hunts you will see the dye color listed. The other way of course is to buy the colors with platinum and that does cost money. If you're strapped for cash, the free way while a bit of a grind is a great way to go and worth it if you would like to change the colors of your items.
There are daily rewards in Dauntless that you get from doing things such as patrols and login rewards. You get one reward per login from the NPC Gregario Flynt and the rewards range from cores you can unlock that give you cells to add to your weapons and armor or crafting materials. If you want to change your character design a bit, you can do that in Ramsgate. Approach a mirror that is near Gregario and it will take you to the character design screen and you can change and adjust your character for a whole new look.
It is a good idea to try everything out so you get a good feel for the game. You also get rewards when you level up your mastery of weapons so it is advised to try them all out so you can work on it and get some sweet rewards for it. Make sure to take breaks so you don't get burned out on the grind because there is a lot of grinding in Dauntless. However, it is such a fun grind and there is so much to see and do in it and the cross platform play adds to the fun because now no matter what platform you play on you can enjoy the game with everyone. I am off to hunt some more behemoths. See you at the next adventure!
When I did get to start the game, I was excited. Dauntless is free to play and is set in a fantasy world where a cataclysmic event has ripped the world apart and released giant monsters known as behemoths. You get to play as a slayer that takes down these behemoths. The first thing you get to do is create your character. There are a variety of choices with the faces, hair, and makeup for the character creation. I had fun choosing all the things to make my slayer look the way I wanted.
Once the character is created you are logged into the game with an introduction explaining the world of Dauntless and this comes with a tutorial on how to fight the behemoths, how to use flares to signal where the behemoth is to your team, and how to stagger them. The controls for PS4 are great and the tutorial flowed seamlessly for me. When the tutorial is over you are back in the town of Ramsgate where you can pick up quests and craft items you need for hunts such as armor, weapons, and tonics. There are also a couple of adorable dogs in the game that you can actually stop and pat. I pat the dogs every time I'm in the game because I love dogs even in video games.
Dauntless can be played as a solo player or multiplayer. For me, it's more fun with friends and while sometimes it's a bit of a wait to find a hunt match it's not terribly long and once you have your team you're ready to go. Before you start, you have a chance to check your weapons and armor to make sure that they will give you the advantage you need against behemoths. Depending on what their elemental is, you will want weapons that can combat that. For example with a frost behemoth weapons with fire elements on them are your best friend and having armor that protects against ice attacks are quite helpful. As your team is getting ready, the game will show you an element guide for the type of behemoth you're fighting and will show you your weapon and armor power. When the numbers are in green it means your gear is adequate for the hunt.
The behemoth fights are pretty straightforward as you work with your team to battle them. Each behemoth not only has its own unique elements, they also have various attacks they will use. Being able to recognize their movements when they are starting their special attack is vital so that you can dodge and go in for a counter attack. Breaking off parts of the monster is important as well because you will need those parts for crafting armor and weapons. The fights are a lot of fun and when you vanquish a behemoth it feels pretty rewarding. You do get ranked on how you did in the fight and so does your team. Don't be too discouraged if your rank isn't so good when you are first starting out. As you level and improve your armor and weapons that rank will go up. Patience is key.
Depending on the type of build you want for your weapons and armor, there are specific behemoths you will need to hunt in order to get the materials needed. The great thing about Dauntless is that it allows you to try out all the weapons and experiment with them to get a feel for each one and decide which weapons suit your play style. For me, I absolutely love chain blades because they allow me to move and dodge quickly while dishing out damage. Armor crafting is important too and there are a ton of choices in armor builds. You will need to talk to the smithing NPCs in order to craft the things you need and if you have the proper amount of materials, you can upgrade them. This is where the grind comes in. You should strive to constantly upgrade your weapons and armor so you can have an easier time in behemoth hunts.
Don't like the colors of the armor? No problem. You can change the color at any time if you have the color palette unlocked. You get a set of colors for free and others you can unlock doing quests or fighting heroic behemoths. If you check the rewards for the quests and heroic hunts you will see the dye color listed. The other way of course is to buy the colors with platinum and that does cost money. If you're strapped for cash, the free way while a bit of a grind is a great way to go and worth it if you would like to change the colors of your items.
There are daily rewards in Dauntless that you get from doing things such as patrols and login rewards. You get one reward per login from the NPC Gregario Flynt and the rewards range from cores you can unlock that give you cells to add to your weapons and armor or crafting materials. If you want to change your character design a bit, you can do that in Ramsgate. Approach a mirror that is near Gregario and it will take you to the character design screen and you can change and adjust your character for a whole new look.
It is a good idea to try everything out so you get a good feel for the game. You also get rewards when you level up your mastery of weapons so it is advised to try them all out so you can work on it and get some sweet rewards for it. Make sure to take breaks so you don't get burned out on the grind because there is a lot of grinding in Dauntless. However, it is such a fun grind and there is so much to see and do in it and the cross platform play adds to the fun because now no matter what platform you play on you can enjoy the game with everyone. I am off to hunt some more behemoths. See you at the next adventure!
Slots - Billionaire Casino: Slot Machines Games
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Bob Mann (459 KP) rated Solo: A Star Wars Story (2018) in Movies
Sep 29, 2021
Solo? So-so.
When the whole Disney “broaden out the Star Wars universe” thing was first mooted I was NOT enthusiastic about the prospect. Then, in Christmas 2016 “Rogue One” burst onto our screens as a breath of fresh air, and I thought “OK, I can be wrong!”. But even jolted by that pleasant surprise, I always thought that the second proposed diversion off the main hyperspace highway into “Radiator Springs” – a Han Solo back-story flick – might fall short. It just didn’t float my boat.
Add into that proposition the decision to give the film initially to “The Lego Movie” directors Phil Lord and Christopher Miller (why Disney? why?); them trying to forge it as a ‘comedy’; them falling horribly short and being fired by Disney; Disney bringing Ron Howard (“Inferno“, “Rush“) in to try to salvage the project; and Howard reportedly re-shooting 75% of the film and you have the makings of a turkey of galactic proportions.
With all that being said, I was surprised I enjoyed it as much as I did. But that’s off a very low base of expectation.
As you might guess, we go back to see Han… just Han… as a delinquent youth trying to keep his head above water under the thrall of the Fagin-like Lady Proxima (who – no pun intended – keeps her head under the water for most of the time). He is desperate to pull off a con that’s lucrative enough that it will get him and his girlfriend Qi’ra (Emilia Clarke, “Me Before You“; “Terminator: Genisys“; “Game of Thrones”) off-planet and into a free life. Things don’t go to plan though and Han – now Han Solo – finds himself a trooper of the Galactic Empire. He links up with fellow rogues Beckett (Woody Harrelson, “War for the Planet of the Apes“; “Three Billboards in Ebbing, Missouri“), Val (Thandie Newton, “Westworld”, “2012”), Rio (voiced by Jon Favreau, “Spider-Man: Homecoming“; “Iron Man Three“) and their assertive and rebellious droid L3-37 (voiced by Phoebe Waller-Bridge) in a get-rich-or-die mission for vicious gang-boss Dryden Vos (Paul Bettany, “Avengers: Infinity War“).
The film has its moments for sure:
There are some nice background touches: an army recruitment video plays to the sound of John William’s empire march (played I am assured by my more musical wife in a major key to sound more uplifting and positive!);
Han’s first meeting with that famous walking carpet (played by Joonas Suotamo) is memorable, as is the introduction to that “card player, gambler and scoundrel” Lando Calrissian (Donald Glover, “The Martian“, “Spider-Man: Homecoming“): all flamboyance, self-regard and well-dressed ego;
solo2
Never count your money while you’re sitting at the table. Lando Calrissian played by Donald Glover putting his ship (you probably haven’t heard of it) on the line. (Source: Lucasfilm).
the character of L3-37 is an excellent addition to the saga, forcefully demanding equality for droids: I would have liked to have seen much more of her;
there is a nice twist on the Greedo/Han “who shot first” debate;
production design and special effects are up to standard for a Star Wars film, and I enjoyed John Powell’s score, incorporating a new ‘young Han’ theme from John Williams himself;
and Erin Kellyman (in here movie debut) is just breathtaking and strikingly brilliant as the be-freckled renegade Enfys Nest.
But overall it’s all a bit disjointed and jumbled, probably as befits its growing pains. We are introduced to Solo within five seconds of the film’s opening….. BAM! No exquisite ‘reveal’ as we saw with River Phoenix in “Indiana Jones and the Last Crusade”. I found this disconcerting and it took me ten minutes to get into the film as a result.
When it gets going it rather tries too hard to join up more Star Wars dots than it needs to. “Rogue One” did that exceedingly well, but that was because it needed to as ‘Episode 3.5’. Here there are visual and verbal references everywhere as the screenwriters (Lawrence and Jonathan Kasdan) desperately try to knit their story into the canon. As an example, the action moves to the mines of Kessel at one point. Kessel? Kessel? Wasn’t that a throwaway C3PO line from the “A New Hope” about being “smashed to who knows what” in said mines?. So obviously, in the WHOLE GALAXY that’s where the story leads us, with the local lingo for the hyperspace fuel McGuffin at the heart of the plot being “spice”! It’s all a bit too trite for my liking.
And while a key protagonist appearing near the end of the film (no spoilers) is both a startling surprise and great fun, don’t get me started on the timeline implications…. (see the spoiler section below the trailer for more).
Alden Ehrenreich, who was just brilliant in “Hail Caesar” (“Was that it t’WERRRE so simple“) for me barely makes it past bland in the lead role. One of the defining characteristics of Harrison Ford’s Solo was his swagger and bravado and unfortunately Ehrenreich barely rates a three out of ten on the scale. I also found the chemistry with Emelia Clarke to be lukewarm. Clarke still seems to be struggling to make a significant breakthrough to the big screen…. “Me Before You” still seems to be her high water mark so far. Here she has a key and complex role, but comes over as just plain unconvincing and “meh”.
Ron Howard has clearly done a good job in buffing up a poisoned chalice so it can at least share space on the Star Wars shelf without being laughed out of the Cantina. Perhaps with a more coordinated and thought-through run-up to a Solo sequel (more Enfys Nest please!) this offshoot might have legs.
Add into that proposition the decision to give the film initially to “The Lego Movie” directors Phil Lord and Christopher Miller (why Disney? why?); them trying to forge it as a ‘comedy’; them falling horribly short and being fired by Disney; Disney bringing Ron Howard (“Inferno“, “Rush“) in to try to salvage the project; and Howard reportedly re-shooting 75% of the film and you have the makings of a turkey of galactic proportions.
With all that being said, I was surprised I enjoyed it as much as I did. But that’s off a very low base of expectation.
As you might guess, we go back to see Han… just Han… as a delinquent youth trying to keep his head above water under the thrall of the Fagin-like Lady Proxima (who – no pun intended – keeps her head under the water for most of the time). He is desperate to pull off a con that’s lucrative enough that it will get him and his girlfriend Qi’ra (Emilia Clarke, “Me Before You“; “Terminator: Genisys“; “Game of Thrones”) off-planet and into a free life. Things don’t go to plan though and Han – now Han Solo – finds himself a trooper of the Galactic Empire. He links up with fellow rogues Beckett (Woody Harrelson, “War for the Planet of the Apes“; “Three Billboards in Ebbing, Missouri“), Val (Thandie Newton, “Westworld”, “2012”), Rio (voiced by Jon Favreau, “Spider-Man: Homecoming“; “Iron Man Three“) and their assertive and rebellious droid L3-37 (voiced by Phoebe Waller-Bridge) in a get-rich-or-die mission for vicious gang-boss Dryden Vos (Paul Bettany, “Avengers: Infinity War“).
The film has its moments for sure:
There are some nice background touches: an army recruitment video plays to the sound of John William’s empire march (played I am assured by my more musical wife in a major key to sound more uplifting and positive!);
Han’s first meeting with that famous walking carpet (played by Joonas Suotamo) is memorable, as is the introduction to that “card player, gambler and scoundrel” Lando Calrissian (Donald Glover, “The Martian“, “Spider-Man: Homecoming“): all flamboyance, self-regard and well-dressed ego;
solo2
Never count your money while you’re sitting at the table. Lando Calrissian played by Donald Glover putting his ship (you probably haven’t heard of it) on the line. (Source: Lucasfilm).
the character of L3-37 is an excellent addition to the saga, forcefully demanding equality for droids: I would have liked to have seen much more of her;
there is a nice twist on the Greedo/Han “who shot first” debate;
production design and special effects are up to standard for a Star Wars film, and I enjoyed John Powell’s score, incorporating a new ‘young Han’ theme from John Williams himself;
and Erin Kellyman (in here movie debut) is just breathtaking and strikingly brilliant as the be-freckled renegade Enfys Nest.
But overall it’s all a bit disjointed and jumbled, probably as befits its growing pains. We are introduced to Solo within five seconds of the film’s opening….. BAM! No exquisite ‘reveal’ as we saw with River Phoenix in “Indiana Jones and the Last Crusade”. I found this disconcerting and it took me ten minutes to get into the film as a result.
When it gets going it rather tries too hard to join up more Star Wars dots than it needs to. “Rogue One” did that exceedingly well, but that was because it needed to as ‘Episode 3.5’. Here there are visual and verbal references everywhere as the screenwriters (Lawrence and Jonathan Kasdan) desperately try to knit their story into the canon. As an example, the action moves to the mines of Kessel at one point. Kessel? Kessel? Wasn’t that a throwaway C3PO line from the “A New Hope” about being “smashed to who knows what” in said mines?. So obviously, in the WHOLE GALAXY that’s where the story leads us, with the local lingo for the hyperspace fuel McGuffin at the heart of the plot being “spice”! It’s all a bit too trite for my liking.
And while a key protagonist appearing near the end of the film (no spoilers) is both a startling surprise and great fun, don’t get me started on the timeline implications…. (see the spoiler section below the trailer for more).
Alden Ehrenreich, who was just brilliant in “Hail Caesar” (“Was that it t’WERRRE so simple“) for me barely makes it past bland in the lead role. One of the defining characteristics of Harrison Ford’s Solo was his swagger and bravado and unfortunately Ehrenreich barely rates a three out of ten on the scale. I also found the chemistry with Emelia Clarke to be lukewarm. Clarke still seems to be struggling to make a significant breakthrough to the big screen…. “Me Before You” still seems to be her high water mark so far. Here she has a key and complex role, but comes over as just plain unconvincing and “meh”.
Ron Howard has clearly done a good job in buffing up a poisoned chalice so it can at least share space on the Star Wars shelf without being laughed out of the Cantina. Perhaps with a more coordinated and thought-through run-up to a Solo sequel (more Enfys Nest please!) this offshoot might have legs.
Purple Phoenix Games (2266 KP) rated Chronicles of Crime in Tabletop Games
Jul 1, 2021
Find the murderer, the weapon, and the location. That’s Clue/Cluedo right? Yes. Find the priceless artifact that was stolen from the museum while other complications arise is Chronicles of Crime, and specifically the Curse of the Pharaohs case. Do you have what it takes to solve this crime, and more importantly, do you have a cell phone or tablet??
Chronicles of Crime is an app-driven storytelling, deduction, adventure board game that can be played solo or cooperatively. Players will be assuming the mantles of London detectives attempting to solve difficult cases at Scotland Yard. As it is a cooperative game players will win or lose together, but the game itself will be helping players along the way.
To setup, place the Evidence Board on the table and surround it with these components: Location Boards in a stack, but Scotland Yard attached to the bottom of the Evidence Board, Character and Special Items cards in face-down stacks, Evidence Category cards face-up, and the four Forensic Contact cards nearby as well. Open the app, choose the scenario to play, and let the app guide you through the introduction to the game.
As there are no real “turns” Chronicles of Crime allows freedom for players to essentially roam around London’s sectors looking for clues to whatever crime has taken place, interrogating suspects, asking the Forensics Contacts team for support when encountering people or items, and finally attempting the solve the case. I cannot really go into much more detail in word or photo, as I wish to avoid all spoilers, but the app will guide players and assist in gentle nudges along the way. The app will be heavily used as players will need to scan the QR codes on several components in order to interact with them, and scannable components may not always be assigned the same roles in other scenarios. Once players have explored as much as they deem necessary, they may claim the group is ready to connect the dots and win the game. Players win or lose by visiting Scotland Yard to solve the case successfully or otherwise.
Components. All of the physical components included in the box are incredible. The cards feature great artwork, the components are wonderful quality, and everything has unique QR codes to scan in the app. The box insert is cleverly-designed and certainly ready to accept expansion materials. The greatest component, however, is the Chronicles of Crime companion app. This app is simply amazing. It is absolutely necessary for play, but once downloaded it requires no Internet access (unless you decide to download additional materials or scenarios). The app is so well-designed and engaging, and the music is minimal but certainly mood-setting. I can clearly see why using an app is essential here, and allows the team to add more and more content without having to alter the physical components at all. A stroke of genius, in my mind!
All in all I was, and still am, blown away by Chronicles of Crime. The marriage of board game and digital app is something I was leery of at first because I much prefer board games, but this simply works. And works quite well. I love being able to travel to a location, check it out, interrogate any persons of interest there, and try to assemble the story in my mind. I want to play all of the scenarios with different groups of people to see if that will change anything, but currently during COVID it’s a no-go.
Chronicles of Crime may never break into my Top 10 Games of All Time, but I will not be moving it out of my collection ever. Well, unless Lucky Duck Games decides to remove the app or something weird like that. I don’t have many board/digital hybrid games in my collection, and if I never add another I will still be happy with this one (ahem, keep your eyes peeled for the Chronicles of Crime: 1400 preview I will be doing soon – or will have done depending on when you read this review). Purple Phoenix Games gives Chronicles of Crime an enthusiastically shifty-eyed 11 / 12. I think you might get bonus VPs at the end of the game for putting on a British accent when you play. I’ll have to scour the rules for that one…
Chronicles of Crime is an app-driven storytelling, deduction, adventure board game that can be played solo or cooperatively. Players will be assuming the mantles of London detectives attempting to solve difficult cases at Scotland Yard. As it is a cooperative game players will win or lose together, but the game itself will be helping players along the way.
To setup, place the Evidence Board on the table and surround it with these components: Location Boards in a stack, but Scotland Yard attached to the bottom of the Evidence Board, Character and Special Items cards in face-down stacks, Evidence Category cards face-up, and the four Forensic Contact cards nearby as well. Open the app, choose the scenario to play, and let the app guide you through the introduction to the game.
As there are no real “turns” Chronicles of Crime allows freedom for players to essentially roam around London’s sectors looking for clues to whatever crime has taken place, interrogating suspects, asking the Forensics Contacts team for support when encountering people or items, and finally attempting the solve the case. I cannot really go into much more detail in word or photo, as I wish to avoid all spoilers, but the app will guide players and assist in gentle nudges along the way. The app will be heavily used as players will need to scan the QR codes on several components in order to interact with them, and scannable components may not always be assigned the same roles in other scenarios. Once players have explored as much as they deem necessary, they may claim the group is ready to connect the dots and win the game. Players win or lose by visiting Scotland Yard to solve the case successfully or otherwise.
Components. All of the physical components included in the box are incredible. The cards feature great artwork, the components are wonderful quality, and everything has unique QR codes to scan in the app. The box insert is cleverly-designed and certainly ready to accept expansion materials. The greatest component, however, is the Chronicles of Crime companion app. This app is simply amazing. It is absolutely necessary for play, but once downloaded it requires no Internet access (unless you decide to download additional materials or scenarios). The app is so well-designed and engaging, and the music is minimal but certainly mood-setting. I can clearly see why using an app is essential here, and allows the team to add more and more content without having to alter the physical components at all. A stroke of genius, in my mind!
All in all I was, and still am, blown away by Chronicles of Crime. The marriage of board game and digital app is something I was leery of at first because I much prefer board games, but this simply works. And works quite well. I love being able to travel to a location, check it out, interrogate any persons of interest there, and try to assemble the story in my mind. I want to play all of the scenarios with different groups of people to see if that will change anything, but currently during COVID it’s a no-go.
Chronicles of Crime may never break into my Top 10 Games of All Time, but I will not be moving it out of my collection ever. Well, unless Lucky Duck Games decides to remove the app or something weird like that. I don’t have many board/digital hybrid games in my collection, and if I never add another I will still be happy with this one (ahem, keep your eyes peeled for the Chronicles of Crime: 1400 preview I will be doing soon – or will have done depending on when you read this review). Purple Phoenix Games gives Chronicles of Crime an enthusiastically shifty-eyed 11 / 12. I think you might get bonus VPs at the end of the game for putting on a British accent when you play. I’ll have to scour the rules for that one…