Search

Search only in certain items:

    Ultimate Wolf Simulator

    Ultimate Wolf Simulator

    Games and Education

    (0 Ratings) Rate It

    App

    Jump into a brand new adventure as a wild Wolf! Survive in a massive world of wilderness that’s...

Book Club (2018)
Book Club (2018)
2018 | Comedy
A book club without a spine.
Let’s be clear before we start; I am NOT in the demographic that this film is aimed at. And judging from the general reactions of the cinema audience I shared this with – 90%+ of who were women aged over 50 – my views are NOT going to necessarily reflect the general view, since there seemed to be quite a few satisfied customers in the audience. But my personal view would be, if you’re going to make a light-hearted comedy aimed at the lucrative silver pound, then at least make it a good one. For this – for me – felt like 50 shades of lame.

The action – if we can stretch the use of English that far – revolves around the four middle-class white ladies (this film challenges neither class nor racial divides) who meet periodically with copious quantities of wine and goat-cheese stuffed tomatoes to discuss a book. Hotel owner Vivian (Jane Fonda, “Klute”, “On Golden Pond”) is making lots of love but is reluctant to commit to it herself; Diane (Diane Keaton, “”Annie Hall”, “Something’s Gotta Give”) is recently widowed and struggling against being pigeon-holed as an ‘old duffer’ by her two daughters; Sharon (Candice Bergen, “Soldier Blue”, “Miss Congeniality”) has devoted her life to her career as a high court judge at the expense of a physical relationship (“What happens to a vagina that hasn’t been used in 18 years?!”); and Carol (Mary Steenburgen (“Back to the Future Part III”) is in a sexless marriage with her recently retired husband Bruce (Craig T Nelson, “Get Hard“, “Poltergeist”).

Vivian introduces the book club to “50 Shades of Grey” and the book influences everyone’s lives in different ways.

What ensues is 100 minutes of double entendres (“You have a lethargic pussy” says a veterinarian… you get the level) as the four separate stories (bump and) grind towards their separate conclusions. There are one or too laugh-out-loud moments but the majority of the screenplay is merely smile-worthy: “Mostly harmless” as Douglas Adams would have said.

What IS good, which is the reason my rating won’t have a “1” in it, is that it does give a reason to see some of our more senior actors and actresses strut their stuff again on the main stage.

In terms of the lead performances, while Steenburgen is good, it is Candice Bergen who impresses most as a fine comic actress. More please! Fonda and Don Johnson (“Miami Vice”) were supposed to be a hot couple, but their acting to me appeared false and their chemistry non-existent: did they have a fight outside the trailer every morning? And Diane Keaton was… well… Diane Keaton: the ditzy old hippy shtick wore a bit thin for me by the end.

We also have appearances from the great Andy Garcia (“The Godfather Part III”, “Oceans 11”), Wallace Shawn (just SOOooo good as the sleazy mob lawyer in “The Good Wife/Fight”) and (best of all) Richard Dreyfuss (“Jaws”, “Close Encounters of the Third Kind”). Dreyfuss has merely a cameo, but I was just longing for more of his character.

Alicia Silverstone (“Clueless”, “Batman & Robin”) even turns up, but her character (together with her sister played by Katie Aselton) is so annoying and vacuous that it’s not easy to warm to her.

A standout – but not in a good way – is the special effects, with some of the dodgiest green screen work I’ve seen in many a year. Think “North by Northwest” quality….. but that’s nearly 60 years old!

So, it’s not a film I would run to see again, but I’m not going to pan it completely, since if you are of the demographic that enjoys such films, you may really enjoy this one. It reminds me somewhat of “It’s Complicated” – and that’s one of my wife’s personal favourites! It also addresses some key topics that will be of relevance to a senior audience, not normally addressed by movies: male impotence resulting from self-doubt; the need to keep a young and ever-inquiring mind; and the good times to be had by getting out and back in the game again after bereavement (yes, you know who you are and you know I’m addressing YOU here!).
  
Last Night in Soho (2021)
Last Night in Soho (2021)
2021 | Drama, Horror, Thriller
Edgar Wright’s Haunting Love Letter to the Swinging Sixties.
A young 21st-century teen walks in her nightclothes down a darkened alley emerging into a bustling 60’s Soho street across from a theatre showing “Thunderball”. She enters the Cafe de Paris with a reflection mimicking her actions but showing a very different girl. So it was that the trailer for Edgar Wright’s “Last Night in Soho” hit earlier this year.

The trailer grabbed me by the gut and firmly cemented it as a “must see” in my movie-watching schedule. Frustratingly, Covid got in my way. But now free of the wretched virus, this had just HAD be my first outing.

Plot Summary:
Eloise (Thomasin McKenzie) is a Cornish teen whose fashion and music tastes are firmly rooted in the ’60s. She is also blessed (or plagued) with having visions of people who’ve passed, including her dead mother.

Travelling to a London fashion school, Eloise is a lost soul in a raucous world. But at night, she is mystically transported back to the swinging 60’s into the body of aspiring singer Sandie (Anya Taylor-Joy). Sandie is under the thrall of ‘manager’ Jack (Matt Smith), and Eloise witnesses events that she needs to tell people about. But who would possibly believe such a tale?

Certification:
US: R. UK: 18.

Talent:
Starring: Thomasin McKenzie, Anya Taylor-Joy, Matt Smith, Terence Stamp, Diana Rigg.

Directed by: Edgar Wright.

Written by: Krysty Wilson-Cairns (based on a story by Edgar Wright).

“Last Night in Soho” Review: Positives:
This is SUCH a tour de force of filmmaking. Honestly, there were moments in here, particularly in the first half of the movie, where I was beaming from ear to ear at the audacity of it all. That ‘time travel’ reveal is even better in ‘the flesh’ than it was in the trailer, enhanced by the vibrant cinematography of Chung-hoon Chung.
Thomasin McKensie again impressed me immensely. She was of course the ‘girl in the attic’ from “Jojo Rabbit” and the best thing in the lacklustre M. Night Shyamalan feature “Old“. Anya Taylor-Joy is as spectacular as you would expect and Matt Smith also delivers, although I wasn’t completely convinced by Smith’s cockney accent. And what a wonderful thing to watch veteran actors Terence Stamp and Diana RIgg strut their stuff on the big screen. (This was Rigg’s final screen performance, and the film is dedicated to her: “For Diana”. RIP Ms Rigg.)
The combination of ‘in camera’ and special effects here are gob-smackingly effective. Some of the ‘mirror’ effects involving Eloise, Sandie and Jack in the club are gleeful. And I’m not sure how they were all done. And a dance sequence where Eloise switches to Sandie and back again is just so clever.
The Production Design is just brilliant. It oozes a combination of 60’s style and sleaze. Surely an Oscar nomination is due here.
As with other Edgar Wright movies (like “Baby Driver“) the choice of music is superb. The score is by Oscar winning composer Steven Price, but you can be sure that Wright was heavily involved in the track selections. These prominently feature a Cilla Black track – heralded by 15 string beats of total perfection – that is in my top 5 songs from the 60’s. And Anya Taylor-Joy’s haunting version of “Downtown” is just superb.
Acting Royalty…. Diana Rigg in her last role, and….

Negatives:
The second half of the film just doesn’t *quite* live up to the promise of the first half (which was running as a clear 5*s).
While the inevitable twist in the tale is clever (and unexpected), I thought it was rather clumsily introduced. (I can’t go into details without introducing spoilers, but an envelope is involved). Something more subliminal would have been my preference; something that you would have had to watch the film again to catch.
A stunning starring role for Thomasin McKenzie. Just wonderful.

Summary Thoughts on “Last Night in Soho”
I loved this one. It lived up to my expectations, and came close to “classic status”. I need to give this careful consideration as to where this sits in my “Top 10 Films of the Year”, but it is undoubtedly up there in the list.

Highly recommended, if you are content to stomach some violent (and quite disturbing) horror imagery.
  
Quests of Valeria
Quests of Valeria
2017 | Card Game, Fantasy
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

A royal King may rule the city of Valeria, but we all know who really is responsible for the prosperity of this kingdom – it’s YOU, the Guild Masters! Your hard work behind the scenes (providing work for Citizens, and overseeing the completion of various Quests) has helped turn Valeria into the thriving epicenter of life and commerce that it is today! Make sure you keep up the good work, because if you don’t, another Guild Master will jump at the opportunity to outperform you and win the favor of the King!

Quests of Valeria, a game of card drafting and hand management, pits players against each other as they try to hire Citizens to complete Quests and earn Victory Points. Each Quest requires certain Citizen roles and Resources to be completed, so strategy is key! Work efficiently, or another Guild Master could swipe a Citizen or Quest right out from under you! On your turn, you will take 2 actions from these listed: Draw, Hire, Reserve, or Quest. Citizen and Quest cards sometimes have special powers that, when played, allow you to take bonus actions on your turn. The game continues until a player has completed their 5th quest, and then all players count up their Victory Points. The player with the highest score is the winner! In solo play, the game ends when either the Citizen or Quest card deck is completely depleted – the solo player then counts up their Victory Points and tries to beat their personal best score!

As a solo game, Quests of Valeria is played almost exactly the same way, with one main gameplay difference. That difference has to do with the setup and handling of the available Citizen and Quest cards. In group play, Citizens and Quest cards remain in the game until their are either hired, completed, or actively discarded. In solo play, at the end of each turn, the Citizen and Quest cards at the furthest left side of the Tavern Line (play area, see photo below for reference) are discarded permanently from the game. All other cards shift one or more spaces as far left as possible in the Tavern Line and any remaining empty slots are refilled from their respective draw decks. This puts a time limit on how long cards remain in the game without being hired/completed. It really forces you to strategize which Citizens to hire and when since they only appear for a finite amount of time. The same goes for Quests – each turn pushes Quests closer to elimination from the game, so you must act quickly and efficiently to complete as many as you can before they are discarded.

I really like the idea of the shifting Tavern Line in solo play. The game would be so easy without it – there would be no rush to do anything and no real strategy involved since I could just bide my time until I have the appropriate Citizens to complete each Quest. With the shifting line, I do have to come up with an ever-changing strategy. I can’t just focus on one Quest – I have to be looking ahead to see what I need for the next quest and how long I have to complete that one too.

My only dislike of this game is that sometimes it can be slow-going getting your Guild up and running. Sometimes the Citizens and Resources I need just aren’t showing up in the Tavern Line (thanks to my awful card shuffling, I’m sure) and I just get to watch those Quests make their way through the line towards the discard pile. And then usually with my luck, I discard precious cards from my hand to Hire a Citizen that I was waiting for only to have all of those Quests slowly replaced by Quests for the Citizens that I was passing on! Since I can only have a maximum of 8 Citizens in my Guild at any given time, I can’t just recruit everybody until I get a Quest that needs those people. It’s a balancing act for sure, and it’s one that I haven’t quite mastered. I’m sure that once I figure out a better strategy for handling this type of situation, I’ll enjoy the game more. But for now, these stand-stills have me stumped.

Overall, I enjoy Quests of Valeria as a solo game. It requires a decent amount of strategy, and the more I play it, the more I like it. There’s no single strategy for success, and I like to try out different ones with each game – do I try to finish as many easy Quests as possible (fewer VPs each, but more Quests overall), or do I save up my Citizens and go only for the big Quests (lots of VPs, but also lots of required Citizens/Resources)? There’s not a right answer, and I enjoy being able to adapt my strategy to the cards currently in play. For such a simple game (Hire Citizens, complete Quests), Quest of Valeria keeps me engaged the entire time. It’s easy to learn, fast to play, and strategic enough that it keeps you hooked. Give it a try as a solo game – it might surprise you!

https://purplephoenixgames.wordpress.com/2019/03/28/solo-chronicles-quests-of-valeria/
  
Vamp on the Batwalk
Vamp on the Batwalk
2021 | Card Game
I think I could be a vampire. Not that I THINK I’m a vampire, but I think I could live(?) with being a vamp. Not the sparkly kind. Just the normal kind. Or maybe the “What We Do in the Shadows” kind. Yeah. At least initially I don’t think I would care much about being the most fashionable vampire in the group, but I could see why some of the elder vampires would need SOMETHING over which to compete and obsess. Maybe I could be one of the judges.

Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?

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 invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.

Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.

However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.


Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.

Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.

At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.

If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.
  
Castle Dice
Castle Dice
2013 | Dice Game, Medieval
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?


Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!

Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.


Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.

I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.

Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
  
Chronicles of Crime: 1900
Chronicles of Crime: 1900
2021 | Adventure, Deduction, Murder & Mystery, Puzzle
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.)
  
Horrified: Universal Monsters Strategy Board Game
Horrified: Universal Monsters Strategy Board Game
2019 | Horror, Murder & Mystery
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.


Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!

Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.


Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.

The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.

Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.

The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.