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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.)

Purple Phoenix Games (2266 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Aug 6, 2021
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.
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.

Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
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.
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.

Purple Phoenix Games (2266 KP) rated Dungeon Drop in Tabletop Games
Feb 15, 2022
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.

Purple Phoenix Games (2266 KP) rated Abstract Academy in Tabletop Games
Feb 25, 2022
There’s just something about a well-thought out and appealing box cover to really get you into it, am I right? Look at that graphic. The negative space used for the A and Y in AcademY is just sublime! Wait, I recognize those names on the box. Didn’t they also design some other games I enjoy? (1 minute later after consulting BGG) IT’S THE TEAM BEHIND TRUFFLE SHUFFLE, POINT SALAD, AND DOLLARS TO DONUTS?? I love those games! Oh, this is going to be good! AND it’s from Crafty Games? Boom. Gotta be a hit, I just know it. But where is all the food?
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.

Purple Phoenix Games (2266 KP) rated King of the Castle in Tabletop Games
Jul 2, 2020
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!
Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L
King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!
On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).
In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.
Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.
All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L
King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!
On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).
In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.
Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.
All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.

Purple Phoenix Games (2266 KP) rated Dodekka in Tabletop Games
Mar 3, 2021
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!

Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.

Puke Flyswatter (7 KP) rated Star Wars: Episode V – The Empire Strikes Back (1980) in Movies
Sep 12, 2017
Incredible special effects for the time (1 more)
Story writing and characters
The Force is strong with this one
Contains spoilers, click to show
Most fans argue over which of its ongoing episodes, is the best in the Star Wars saga. The Empire Strikes Back took a darker approach than its predecessor in delivering the story of the Rebellion's fight to bring peace and freedom to the galaxy by destroying the Empire who now rule with far more than just iron fist, having snatched its power from the dead hands of the Old Republic. This in my opinion, is what made it not only the best of the saga, but the best science fiction movie of all time and more controversially- one of the best movies ever made; an accolade that has still to be taken by any other movie of the genre to date.
George Lucas, ("the daddy" and brains behind the series of stories of intergalactic war and oppression), had reportedly suffered from exhaustion to the point of near breakdown- even suffering a near heart attack and so decided for the sake of his health and mental well-being not to helm this project which led to Irvin Kershner taking the reins instead.
Kershner's change in approach is apparent throughout the movie and even from the opening scene on Hoth- the barren ice planet- there is a palpably hollow and sombre overall feel which is more than likely deliberate so as to reflect the apparent futility and hopelessness of the protagonists’ struggle. This cleverly generated more empathy toward the characters, meaning the viewer became more invested in the outcome of the story.
The scope and scale of each scene is also cleverly used to give the viewer insight into the characters' state of mind and the choice in lighting and colour (or lack thereof) to deliver more impact and focus on the subject matter in each scene.
As far as story writing and script go, this is also miles ahead of the first and brilliant instalment of the saga. This was apparently due to George Lucas not being happy with the direction of the original draft of the screenplay and being forced to write a further two drafts for the movie following the death of the original screenplay author- the renowned Leigh Brackett who sadly died losing her battle with cancer. Lucas felt it necessary to then bring in Lawrence Kasdan to complete the writing of the screenplay, Kasdan would also go on to pen the screenplays for Raiders Of The Lost Ark, Return Of The Jedi, Star Wars VII The Force Awakens (as co-writer) and is also currently penning the screenplay for the upcoming Han Solo...solo movie. His input and impact on Empire took the saga from the swashbuckling heroic scenes of A New Hope to the almost World War-esque style in which characters are somewhat downtrodden and clearly showing the negative psychological effects on their personalities that are associated with any and every war. This set it apart from A New Hope which, despite the deaths of countless poor and innocent Jawas, inhabitants of Alderaan and Obi-Wan Kenobi, still managed to keep an optimistic outlook which while being an immensely fun and thrilling watch, did not do much in the way of drawing the viewer in and having a connection with the characters. This did not in any way ruin my enjoyment of the movie, I was a kid after all, but upon watching Empire for the first time, I was introduced to a new concept in cinema for me- one where the heroes do not always win, but who still carry on the fight no matter how emotionally scarred or beaten they may be. As a kid, this was so much more of a compelling and exciting movie as it was near impossible to guess where the story would lead and what the future would hold for the then trilogy.
Another highly positive aspect, is that the viewer did not necessarily need to have watched the previous movie and could jump straight into the story, able to enjoy it as each of the characters and the movie’s histories are cleverly re-introduced and explained without the use of exhausting flashbacks or back stories, effectively allowing it to serve as a standalone movie.
For people- who for some reason unbeknownst to me- that are not fans of the genre, this remains as a compelling, well-written and visually stunning piece of movie-making that still stands the test of time and one that anyone of any age can enjoy.
George Lucas, ("the daddy" and brains behind the series of stories of intergalactic war and oppression), had reportedly suffered from exhaustion to the point of near breakdown- even suffering a near heart attack and so decided for the sake of his health and mental well-being not to helm this project which led to Irvin Kershner taking the reins instead.
Kershner's change in approach is apparent throughout the movie and even from the opening scene on Hoth- the barren ice planet- there is a palpably hollow and sombre overall feel which is more than likely deliberate so as to reflect the apparent futility and hopelessness of the protagonists’ struggle. This cleverly generated more empathy toward the characters, meaning the viewer became more invested in the outcome of the story.
The scope and scale of each scene is also cleverly used to give the viewer insight into the characters' state of mind and the choice in lighting and colour (or lack thereof) to deliver more impact and focus on the subject matter in each scene.
As far as story writing and script go, this is also miles ahead of the first and brilliant instalment of the saga. This was apparently due to George Lucas not being happy with the direction of the original draft of the screenplay and being forced to write a further two drafts for the movie following the death of the original screenplay author- the renowned Leigh Brackett who sadly died losing her battle with cancer. Lucas felt it necessary to then bring in Lawrence Kasdan to complete the writing of the screenplay, Kasdan would also go on to pen the screenplays for Raiders Of The Lost Ark, Return Of The Jedi, Star Wars VII The Force Awakens (as co-writer) and is also currently penning the screenplay for the upcoming Han Solo...solo movie. His input and impact on Empire took the saga from the swashbuckling heroic scenes of A New Hope to the almost World War-esque style in which characters are somewhat downtrodden and clearly showing the negative psychological effects on their personalities that are associated with any and every war. This set it apart from A New Hope which, despite the deaths of countless poor and innocent Jawas, inhabitants of Alderaan and Obi-Wan Kenobi, still managed to keep an optimistic outlook which while being an immensely fun and thrilling watch, did not do much in the way of drawing the viewer in and having a connection with the characters. This did not in any way ruin my enjoyment of the movie, I was a kid after all, but upon watching Empire for the first time, I was introduced to a new concept in cinema for me- one where the heroes do not always win, but who still carry on the fight no matter how emotionally scarred or beaten they may be. As a kid, this was so much more of a compelling and exciting movie as it was near impossible to guess where the story would lead and what the future would hold for the then trilogy.
Another highly positive aspect, is that the viewer did not necessarily need to have watched the previous movie and could jump straight into the story, able to enjoy it as each of the characters and the movie’s histories are cleverly re-introduced and explained without the use of exhausting flashbacks or back stories, effectively allowing it to serve as a standalone movie.
For people- who for some reason unbeknownst to me- that are not fans of the genre, this remains as a compelling, well-written and visually stunning piece of movie-making that still stands the test of time and one that anyone of any age can enjoy.

Phillip McSween (751 KP) rated The One (2001) in Movies
Apr 7, 2018
Just Bad
What if the universe was not just one universe but a multitude of parallel universes? In each universe, you exist living a different life in the universe next door. Oh, and everytime one of you dies the other yous get stronger in every way, shape, and form. What if someone with no relation to astronomy or science figured out this secret and decided to travel to every single parallel universe killing his other replicas until he basically became a god? I'm kind of getting mad just typing it out, actually. But yeah, that's The One alright. Hot mess doesn't even begin to describe it.
Acting: 1
There were honestly times where I didn't know if I was watching an action film or an afterschool special. The lowest score I've ever given Acting before this was an 8 if that gives you any indication on my thoughts of the performances, or lack thereof, that came from The One. The lines were so badly telegraphed you could see them coming from a mile away. Overreactions in abundance. It was painful to watch so I know it had to be painful to film. Actors/actresses, you have one job...Terrible film or not, at least make me believe you.
Beginning: 6
From an action standpoint, not the worst start I've seen. However, I couldn't shake the fact that there was going to be a need for a lot of explaining in the future. I also couldn't shake the fact that that explanation was probably going to be extremely disappointing. While I enjoyed the fact that it came out of the gates swinging, there was a cohesiveness that was missing. Sadly, that carried through for the rest of the film.
Characters: 5
Both the acting and the scripted characters were wildly inconsistent. I was never really intrigued by any of the characters nor carried any desire to want to know anything more about them. Watching the characters move aimlessly through the story was like watching cardboard hold up a wall. Where did the 5 come from? That's simple: Jet Li is a badass. Give me multiple Jet Li's with superhuman abilities and you definitely have my attention.
At one point in the film, Jet Li faces the other Jet Li and goes, "After this, there will only be one." Who the hell wrote that in? Are you kidding me? We know there will only be one, that's the entire point of the movie. Killing me...
Cinematography/Visuals: 5
Conflict: 6
Decent action sequences here. Big "HOWEVER" coming up...wait for it....However, the main problem I couldn't shake was the same problem I had with the film Lucy: If you have god-like abilities, it's never really a fair fight. If it's never really a fair fight, things get boring really fast.
I felt like the girl whose boyfriend bit off more than he could chew in a fight and is now getting manhandled while she's screaming, "Stop hitting him!" It just gets old after awhile. Imagine if Superman's greatest opponent in a film was the National Guard? Definitely skipping that film.
Genre: 6
Not the best martial arts action film I've seen. Also not the worst, far from it in fact. Credit is deserved for at least trying to do something different. The execution may have fallen short, but there are still a handful of moments that I can say I enjoyed.
Memorability: 5
Pace: 10
Plot: 4
If it doesn't look good on paper, it's definitely not going to translate well to the big screen. Not remotely believable. So many holes I don't even know where to start. Again, how does this one man learn that there are other "hims" out there he can kill and get stronger? Not buying it. I'm giving it a 4 because the foundation was there. The follow-through, unfortunately, was not.
Even if the story had been fine, it would have been done in with the endless corny moments that appear out of nowhere. There's this one gas station scene...you know what, not even going to get into it. Let's just say it's bad. Real bad.
Resolution: 2
Overall: 50
Yikes. You know what's really sad? This film actually has flashes of brilliance. I can see the areas where it could have been tweaked to create a solid film. Sadly, that will never happen. Steer clear of this grenade.
Acting: 1
There were honestly times where I didn't know if I was watching an action film or an afterschool special. The lowest score I've ever given Acting before this was an 8 if that gives you any indication on my thoughts of the performances, or lack thereof, that came from The One. The lines were so badly telegraphed you could see them coming from a mile away. Overreactions in abundance. It was painful to watch so I know it had to be painful to film. Actors/actresses, you have one job...Terrible film or not, at least make me believe you.
Beginning: 6
From an action standpoint, not the worst start I've seen. However, I couldn't shake the fact that there was going to be a need for a lot of explaining in the future. I also couldn't shake the fact that that explanation was probably going to be extremely disappointing. While I enjoyed the fact that it came out of the gates swinging, there was a cohesiveness that was missing. Sadly, that carried through for the rest of the film.
Characters: 5
Both the acting and the scripted characters were wildly inconsistent. I was never really intrigued by any of the characters nor carried any desire to want to know anything more about them. Watching the characters move aimlessly through the story was like watching cardboard hold up a wall. Where did the 5 come from? That's simple: Jet Li is a badass. Give me multiple Jet Li's with superhuman abilities and you definitely have my attention.
At one point in the film, Jet Li faces the other Jet Li and goes, "After this, there will only be one." Who the hell wrote that in? Are you kidding me? We know there will only be one, that's the entire point of the movie. Killing me...
Cinematography/Visuals: 5
Conflict: 6
Decent action sequences here. Big "HOWEVER" coming up...wait for it....However, the main problem I couldn't shake was the same problem I had with the film Lucy: If you have god-like abilities, it's never really a fair fight. If it's never really a fair fight, things get boring really fast.
I felt like the girl whose boyfriend bit off more than he could chew in a fight and is now getting manhandled while she's screaming, "Stop hitting him!" It just gets old after awhile. Imagine if Superman's greatest opponent in a film was the National Guard? Definitely skipping that film.
Genre: 6
Not the best martial arts action film I've seen. Also not the worst, far from it in fact. Credit is deserved for at least trying to do something different. The execution may have fallen short, but there are still a handful of moments that I can say I enjoyed.
Memorability: 5
Pace: 10
Plot: 4
If it doesn't look good on paper, it's definitely not going to translate well to the big screen. Not remotely believable. So many holes I don't even know where to start. Again, how does this one man learn that there are other "hims" out there he can kill and get stronger? Not buying it. I'm giving it a 4 because the foundation was there. The follow-through, unfortunately, was not.
Even if the story had been fine, it would have been done in with the endless corny moments that appear out of nowhere. There's this one gas station scene...you know what, not even going to get into it. Let's just say it's bad. Real bad.
Resolution: 2
Overall: 50
Yikes. You know what's really sad? This film actually has flashes of brilliance. I can see the areas where it could have been tweaked to create a solid film. Sadly, that will never happen. Steer clear of this grenade.