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Lee Ronaldo recommended Blind Joe Death by John Fahey in Music (curated)
Kirk Bage (1775 KP) rated The Umbrella Academy in TV
Sep 19, 2020 (Updated Jan 22, 2021)
I came to this gloriously colourful, energetic and super smart comic book adaptation in August (when Netflix advertised season 2), at a time of lockdown where I really needed something cheerful and fun to keep me going. It worked so well I watched both full seasons twice over, back to back, and key episodes 3 times! A rare thing indeed for me and a TV show.
Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.
The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.
For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.
The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.
As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.
I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.
I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.
I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.
There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.
It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.
At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.
If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
Since then the rigours of isolation have set me back with a really long backlog for The Wasteland – currently I have a list of over 40 cultural artifacts I want to talk about and share with you- but, I am very glad to be talking about this one today, as even though it wasn’t that long ago, it evokes such fond happy memories of becoming just a little bit obsessed by something. A phenomenon that only seems to happen when you go into something with low to medium expectations and come out feeling like you have found a diamond in the rough.
The concept of 7 children with mysterious powers being adopted and raised by a shady and strict, umbrella wielding, father has been around a few years in the form of several graphic novels, penned by My Chemical Romance frontman Gerard Way. You can feel the vibe of something slightly emo and arty coming through – just cool enough but also self conscious; melancholy and dark in places but also lots of sardonic fun. But, unlike the books, which often look stark and minimal, the world created by show runner and director Steve Blackman is vivid and full to the brim with things to overwhelm the senses.
For the last few years, and especially of late, the Superhero genre has been so oversaturated that it is almost impossible to come up with anything original, but The Umbrella Academy together with Amazon’s The Boys, definitely manage to do that. It has enough mystique to be intriguingly confusing for the first few episodes, as we piece together the Hargreaves’ past that has led to the current situation, and discover the dynamic tension that exists between the adopted siblings. Oh, and there is a talking chimpanzee butler / guardian called Pogo, that feels like CGI gimmickery for a while, before growing into something truly wonderful.
The first thing you notice about this set of misfits, as they reassemble for their father’s funeral after years of bitterness and estrangement, is that they are all a little bit broken and uncomfortable in their own skins – their powers as individuals are all a bit, well frankly underwhelming, and their personalities are not exactly attractive in every case. Season one is all about re-establishing connections and working through identity crises. In many ways it is a coming of age story, as circumstances lead to them needing to grow up fast and join together to achieve true power. It works both on the surface and as a deeper allegory.
As each main character is introduced you inevitably get drawn into ranking them from most to least favourite, and the trick of it is how much those feelings shift as the story progresses. Everyone loves Klaus, the twitchy junkie who can see dead people, his completely non heroic yet hilariously stoned outlook gives him many of the best lines and most fun scenes. I changed allegiance several times with the others, but Klaus, played by the charismatic Irish actor Robert Sheehan, always remained my favourite, because of his hippie rockstar vibe. Although it’s hard not to have a soft spot for Number 5, the time travelling schoolboy that has been missing for years and re-emerges as a middle aged man still trapped in the boys’ body. Aiden Gillen is superb in conveying that he is older whilst always looking like a teenager, and in many ways he is the true pivot and anchor of the story.
I suppose before the show aired it was Ellen Page that was the “star” draw amongst the young and mostly unknown cast of “heroes”. As Vanya, the only Hargreaves child never to demonstrate a power, and held aside by their controlling father, she is the outsider and most insecure of the bunch. You sense her storyline is going to be crucial to the whole shebang, and so it turns out, but her fame as an actress of note never overshadows the show as a whole – it feels instantly like a group effort, and in that sense a true family, the deeper you get into it.
I could go on explaining each character and the details of the intricate plot forever, but I would never do it justice. The only way to see what the fuss is about is to watch it. Anything else would just sound like mad confusion to the uninitiated. All I can say is that it does an incredible job of unfolding its charms and secrets piece by piece. So much so that by the climax of season two I am still not entirely sure we have all the information necessary to know what is going on in a complete sense; there are several questions and mysteries still to be unearthed, and I like that very much.
I have recommended this show to anyone I know who enjoys something entertaining that has substance yet doesn’t take itself too seriously – so that is everyone then! I think it’s allure is that very thing: it manages to hit a zeitgeist of perfect balance between a smart script and plotline with many cliffhangers, and enough disposable moments of fun, to be exactly what the modern Netflix viewer is looking for. Super easy to watch with one eye or with both, depending on what mood you are in.
There is also the style of the thing – a veritable candy box of colours and neat visual tricks, mixed in with some of the best musical montage sequences I have ever seen. I understand from several interviews that Steve Blackman specifically wrote certain scenes around the feel of a piece of music he wanted to include. That is a clever way of building a cult following: find songs that both tell a story and appeal to the cool kids, then use them as mini music video segments that punctuate the heavier elements of storytelling. It’s not a new trick, but the song choices here are so good that it has rarely been done this well before.
It all works especially well as we move into season two and an historical context that brings up a lot of pertinent issues for some of the siblings regarding race, sexuality and other freedoms of identity that can be taken for granted in the modern era. I don’t want to spoil too much of that here, but suffice to say as a hook to pin the themes on it is a genius touch that makes season two a huge leap forward on something that was already pretty decent in season one. All the characters become more rounded and relatable, even the so called bad guys – an increasingly eccentric bunch of creations that leave you in no doubt this is a comic book world not to be confused with reality.
At time of writing, a third season has still not being given the greenlight. Considering the massive cliffhanger we are left with at the end of season two, and how big the cult following seems to be by now, it would be an absolute crime not to allow it to continue. The only reason I can see it wouldn’t is that the stories of the source material are now exhausted, and anywhere they go from here will need to be truly original. However, there is so much scope to do almost anything from here that I don’t see it as any kind of issue.
If you haven’t seen it, I urge you whole-heartedly to give it a go. There really is something in there to please everyone, except perhaps the most serious minded of realists. Even then, they’d be hard pressed not to raise a smile or tap a toe at some of the best musical moments of emo hero mayhem.
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.
Gareth von Kallenbach (980 KP) rated Moonfall (2022) in Movies
Feb 3, 2022
The late ’90s and early 2000s was filled with epic, over-the-top disaster movies focusing on all methods of world-ending cataclysmic events. Alien invasions as seen in Independence Day, set on destroying all humans and snatching our planet’s remaining resources, global warming resulting in floods and freezing temperatures, even threats of asteroids crashing into the earth. While many of these movies were ridiculous and epic at times, they all focused on a singular threat facing humankind and a group of ordinary (yet somehow extraordinary) people to save the planet and ourselves. Moonfall attempts to take another stab at the formula that made these movies famous (even infamous) resulting in some mixed and head-scratching results.
Moonfall, directed by Roland Emmerich, stars Halle Berry and Patrick Wilson as a pair of NASA astronauts that are attacked by a strange mechanical swarm while performing a routine satellite repair mission from the space shuttle Endeavor in the mid-1990s. The attack resulted in the death of one of the crew members and severely damaged the shuttle. Brian Harper (Wilson) and Jo Fowler (Berry) successfully return the shuttle to earth only to see Harper take the fall for the death of his crewman and the fall guy for a coverup to prevent the citizens of earth from truly understanding what they encountered.
Fast forward to current day and a “crazy” conspiracy theorist K.C Houseman, believing the moon to be a megastructure built by aliens, discovers that the moon’s orbit is rapidly eroding. He attempts to reach out to NASA and after several unsuccessful attempts releases his findings via social media. The top minds at NASA confirm what has been identified and estimate that they have only three weeks to execute a plan to prevent the moon from crashing into the earth destroying everything and everyone. The race for the survival of the planet is quickly on which will focus on not only the NASA “team”, but each of their family members.
Let me get this out of the way first, I personally loved many of Roland Emmerich’s wildly outlandish films. I thought Independence Day was fantastic, and even though many found The Day After Tomorrow a bit to preachy and ridiculous, I still found it entertaining for what it was. So, I was excited going into Moonfall. I was ready for a fun movie that I felt would be a mindless, fun adventure which was something I had really missed in many of the movies that had come out over the past year or two. Unfortunately, my aspirations (and even the low bar I had set my expectations for) would be quickly dashed.
Moonfall is a movie that struggles throughout to find an identity. I found myself instantly comparing several of Emmerich’s films during its roughly two-hour run time. At times its reminiscent of Independence Day, with its alien destruction of earth storyline, and then quickly jumps to a disaster film about the moon crashing into the earth. It’s as though Emmerich took pages of several of his previous films and cobbled them together into some sort of Frankenstein’s monster. There are so many plots and subplots going on that you never truly know what the main threat is. It touches on everything from the birth of humanity to the overly aggressive military, to the dumbing down of NASA all at the same time. With the exception of our heroes (and of course their entire families, because why not), everyone else is just resigned to the fact that nothing can be done. Riots of course breakout, the military is quick to decide to nuke the moon is somehow going to save the planet, and no level of crazy plan is off the table.
I’m happy to forgive an outrageous plot if the actors are able to pull it off with some semblance of believability. I know none of the actions have any real-world chance of success, and I can forgive plot holes for the sake of entertainment. Unfortunately, the acting is where Moonfall really lets the audience down. Each character is portrayed in a completely over-the-top fashion, it reminded me of watching a movie that is intentionally attempting to spoof another movie. The emotions are not believable, and the lines being delivered are literally derived from popular lines of other movies. Bonus points if you can identify which movie they are from as the film progresses. The saddest part is, this movie is trying to take itself seriously, it’s not intentionally being campy, for the sake of being campy. I think the character portrayals could have been forgiven if that was the case, but it’s clearly not. It’s actually a distraction when the story of a film is already struggling to deliver.
The movie effects go from truly spectacular, to overly CGI-infused. Ironically the space shots, which you think would be the hardest to pull off are some of its best, yet the vehicle driving scenes through the snow-covered townscape are some of the worst. It’s almost as though they spent so much of their budget on the space scenes that they had no money for the earth shots, which would be fine if they didn’t literally look so bad. It’s jarring going from one area to another and makes for a very inconsistent experience the entire time.
I believe one of the biggest tragedies of the film however is the absolutely blatant product placement. Yes, I understand that product placement has sadly been a staple in the film industry since the dawn of time. Yes, I understand that when someone is using a MacBook on-screen or riding a Peloton, it’s there for a reason. Moonfall however takes this to a Hallmark movie level. If you watch a Hallmark movie sponsored by Folgers for example, there will be clear shots of the Folgers coffee on the counter, with the cast explaining how much they love Folgers’s coffee, Moonfall utilizes this very trope. Kaspersky Anti-Virus is plastered on everything, even the Space Shuttle is protected with Kaspersky Anti-virus (which some might argue has other implications, but I won’t go there), and while avoiding looters driving through the snow-packed roads, do we really need the character to explain the need for the off-road settings on their Lexus? Talking about it is one thing, but do we really need to see the dial up-close and personal? It quickly takes you from the scene to a Lexus Christmas commercial and back again.
Sadly, Moonfall is a very disappointing film. If it were released in 1998 maybe it would be a super hit and I’d feel differently about it, but the industry has moved on since then. I had gone in knowing the film wouldn’t be realistic, but I was hoping it would at least be a nice escape from what is going on in the world today. As I have stated before, I’m a huge fan of Emmerich’s films, and while Moonfall may not be his absolute worst, it is one that will quickly be forgotten. I don’t even know if it’s one I’d revisit if it premiered on HBO or Showtime. As excited as I was, I just wouldn’t be able to recommend it.
Moonfall, directed by Roland Emmerich, stars Halle Berry and Patrick Wilson as a pair of NASA astronauts that are attacked by a strange mechanical swarm while performing a routine satellite repair mission from the space shuttle Endeavor in the mid-1990s. The attack resulted in the death of one of the crew members and severely damaged the shuttle. Brian Harper (Wilson) and Jo Fowler (Berry) successfully return the shuttle to earth only to see Harper take the fall for the death of his crewman and the fall guy for a coverup to prevent the citizens of earth from truly understanding what they encountered.
Fast forward to current day and a “crazy” conspiracy theorist K.C Houseman, believing the moon to be a megastructure built by aliens, discovers that the moon’s orbit is rapidly eroding. He attempts to reach out to NASA and after several unsuccessful attempts releases his findings via social media. The top minds at NASA confirm what has been identified and estimate that they have only three weeks to execute a plan to prevent the moon from crashing into the earth destroying everything and everyone. The race for the survival of the planet is quickly on which will focus on not only the NASA “team”, but each of their family members.
Let me get this out of the way first, I personally loved many of Roland Emmerich’s wildly outlandish films. I thought Independence Day was fantastic, and even though many found The Day After Tomorrow a bit to preachy and ridiculous, I still found it entertaining for what it was. So, I was excited going into Moonfall. I was ready for a fun movie that I felt would be a mindless, fun adventure which was something I had really missed in many of the movies that had come out over the past year or two. Unfortunately, my aspirations (and even the low bar I had set my expectations for) would be quickly dashed.
Moonfall is a movie that struggles throughout to find an identity. I found myself instantly comparing several of Emmerich’s films during its roughly two-hour run time. At times its reminiscent of Independence Day, with its alien destruction of earth storyline, and then quickly jumps to a disaster film about the moon crashing into the earth. It’s as though Emmerich took pages of several of his previous films and cobbled them together into some sort of Frankenstein’s monster. There are so many plots and subplots going on that you never truly know what the main threat is. It touches on everything from the birth of humanity to the overly aggressive military, to the dumbing down of NASA all at the same time. With the exception of our heroes (and of course their entire families, because why not), everyone else is just resigned to the fact that nothing can be done. Riots of course breakout, the military is quick to decide to nuke the moon is somehow going to save the planet, and no level of crazy plan is off the table.
I’m happy to forgive an outrageous plot if the actors are able to pull it off with some semblance of believability. I know none of the actions have any real-world chance of success, and I can forgive plot holes for the sake of entertainment. Unfortunately, the acting is where Moonfall really lets the audience down. Each character is portrayed in a completely over-the-top fashion, it reminded me of watching a movie that is intentionally attempting to spoof another movie. The emotions are not believable, and the lines being delivered are literally derived from popular lines of other movies. Bonus points if you can identify which movie they are from as the film progresses. The saddest part is, this movie is trying to take itself seriously, it’s not intentionally being campy, for the sake of being campy. I think the character portrayals could have been forgiven if that was the case, but it’s clearly not. It’s actually a distraction when the story of a film is already struggling to deliver.
The movie effects go from truly spectacular, to overly CGI-infused. Ironically the space shots, which you think would be the hardest to pull off are some of its best, yet the vehicle driving scenes through the snow-covered townscape are some of the worst. It’s almost as though they spent so much of their budget on the space scenes that they had no money for the earth shots, which would be fine if they didn’t literally look so bad. It’s jarring going from one area to another and makes for a very inconsistent experience the entire time.
I believe one of the biggest tragedies of the film however is the absolutely blatant product placement. Yes, I understand that product placement has sadly been a staple in the film industry since the dawn of time. Yes, I understand that when someone is using a MacBook on-screen or riding a Peloton, it’s there for a reason. Moonfall however takes this to a Hallmark movie level. If you watch a Hallmark movie sponsored by Folgers for example, there will be clear shots of the Folgers coffee on the counter, with the cast explaining how much they love Folgers’s coffee, Moonfall utilizes this very trope. Kaspersky Anti-Virus is plastered on everything, even the Space Shuttle is protected with Kaspersky Anti-virus (which some might argue has other implications, but I won’t go there), and while avoiding looters driving through the snow-packed roads, do we really need the character to explain the need for the off-road settings on their Lexus? Talking about it is one thing, but do we really need to see the dial up-close and personal? It quickly takes you from the scene to a Lexus Christmas commercial and back again.
Sadly, Moonfall is a very disappointing film. If it were released in 1998 maybe it would be a super hit and I’d feel differently about it, but the industry has moved on since then. I had gone in knowing the film wouldn’t be realistic, but I was hoping it would at least be a nice escape from what is going on in the world today. As I have stated before, I’m a huge fan of Emmerich’s films, and while Moonfall may not be his absolute worst, it is one that will quickly be forgotten. I don’t even know if it’s one I’d revisit if it premiered on HBO or Showtime. As excited as I was, I just wouldn’t be able to recommend it.
Purple Phoenix Games (2266 KP) rated Robin Hood: Hero of the People in Tabletop Games
Jun 13, 2019
“Yer a hero, Travis!” … said no Hagrid to me ever in my life. However, I do enjoy playing heroes in my board games. As Robin Hood you live by few rules: rob from the rich, give to the poor, and save your fellow Merry Men. That dastardly Sheriff of Nottingham is out to foil and jail you and your crew. Can you use your skills to rob enough from the rich, recruit your fellows, and keep your bounty on your head low enough to win the game? Such is your plight in this one-player game from first-time designer, Rodney Owen.
Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T
As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.
Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!
The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.
You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!
Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.
The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!
If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!
So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…
There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.
I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T
As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.
Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!
The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.
You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!
Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.
The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!
If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!
So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…
There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.
I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
Purple Phoenix Games (2266 KP) rated Lonely Undead in Tabletop Games
May 24, 2021
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!
Purple Phoenix Games (2266 KP) rated Cubitos in Tabletop Games
Mar 17, 2022
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.
Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!
To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T
A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.
The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.
Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.
The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.
I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.
There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.
Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!
To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T
A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.
The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.
Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.
The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.
I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.
There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.