Beyond Shareholder Wealth Maximisation: Towards a More Suitable Corporate Objective for Chinese Companies
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Corporate objective, namely, for whose interests should a company be run, is the most important...
Bob Mann (459 KP) rated Get Out (2017) in Movies
Sep 29, 2021
“Get Out” was written and directed by Jordan Peele and was his directorial debut. And a hot item on his resume it is too.
Daniel Kaluuya (“Sicario”) plays African-American Chris Washington who, nervously, takes a trip ‘upstate’ to meet the parents of his cute white girlfriend Rose (Allison Williams). The parents, Dean (Bradley Whitford, best known as Josh Lyman from “The West Wing”) and Missy (Catherine Keener, “ Captain Phillips”), are extremely welcoming.
But the weekend coincides with an “annual gathering” of family and friends, and events quickly take a left turn into “The Twilight Zone”, with anti-smoking hypnosis and a bizarre game of Bingo where the win is so substantial that playing becomes a ‘no brainer’. Can Chris ‘Get Out’, with his mind still intact, before it’s too late?
This is a really clever script by Peele. The film baits you into thinking this is some redneck-inter-racial-revenge flick, but actually the colour of the skin is almost irrelevant. (Or is it? This angle is left deliciously vague). Some of the filming is spectacularly creepy, with the hypnosis scene being reminiscent to me of the excellent “Under The Skin”. And never has a teaspoon in a cup of tea been a more devastating weapon.
I seemed to have talked at length this year in this blog on the subject of the “physics of horror”: the story elements hanging together in a satisfying – albeit sometimes in an unbelievable – way. “Get Out” delivers this to perfection, keeping its powder dry until the closing moments of the film before delivering a series of satisfying “Ah!” relevatory moments.
While the ‘physics’ of the film is good the ‘biology’ is bonkers, featuring a plot point from the terrible first episode of the 3rd season of the original “Star Trek” (if you can be bothered to look that up!). But I’ll forgive this, parking my incredulity, to salute what I think is one of the year’s most novel and impressive low-budget indie horror films.
Purple Phoenix Games (2266 KP) rated Tumble Town in Tabletop Games
Mar 5, 2020
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
Red Devils Over the Yalu: A Chronicle of Soviet Aerial Operations in the Korean War 1950-53
Stuart Britton and Igor Seidov
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The Korean War (1950-1953) was the first - and only - full-scale air war in the jet age. It was in...
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BankofMarquis (1832 KP) rated The Harder They Fall (2021) in Movies
Nov 13, 2021
And, in the case of the Netflix Original Film THE HARDER THEY FALL, I was rewarded for my patience.
Based on real-life African-American characters - and with an All-Black Cast - THE HARDER THEY FALL tells the tale of 2 rival gangs in the “Old West” (circa 1880 or so) as they rob, cheat, outsmart and kill each other.
This 2 1/2 hour epic has 2 distinct parts. The first 2 hours is all set up. A film that looks like a pale imitation of a Quentin Tarantino film by Writer/Director Jaymes Samuel (best known as collaborating with Baz Luhrman and Jay Z on the soundtrack for THE GREAT GATSBY). He is clearly influenced by Tarantno and tries to mimic Tarantino’s style - and, like most imitators - falls short mainly because he focused on the style and not the substance of what Tarantino does.
He populates this film with some of the finest Black Actors working today - Idris Elba, DelRoy Lindo, Jonathan Majors, Lakeith Stanfield and Zazie Bettz are all underutilized during the first 2 hours of this film and I had myself wondering why they agreed to do this film.
And then came the last 1/2 hour.
The final portion of THE HARDER THEY FALL is about as good a piece of film-making that you will see, with the showdown between the 2 rival gangs really paying off and Majors, Lindo and Elba (especially) finally get their chance to shine - and answers the question as to why these fine performers were in this film. It’s as if Samuels had a great ending in mind and patched together a film (and plot) that would get the characters to that point.
And then there is the case of Regina King - who was acting in a different kind of film all along. She reigns in this film like a true MOVIE STAR, commanding the screen - and your attention - whenever she shows up. She has a wonderful monologue in the underwhelming first 2 hours of this film - that is worthy of Tarantino - and shows why King is undeniably a MOVIE STAR. This monologue alone almost makes the first 2 hours bearable.
You will have a conundrum when contemplating seeing THE HARDER THEY FALL. Will you be willing to sit through 2 hours of a B- film (a “C” film, if it wasn’t for King) to, finally, be rewarded with an A+ ending?
The choice is yours.
Letter Grade: B
7 stars (out of 10) and you can take that to the Bank(ofMarquis)
Coloma
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Coloma is the town where an unexpected event happened that shaped history of the Western Frontier....
Boardgames WildWestgames 2019Games
Hazel (1853 KP) rated Timmy Failure: The Cat Stole My Pants in Books
Sep 12, 2017
For fans of Diary of a Wimpy Kid (Kinney, 2004) is a juvenile series by American author, Stephan Pastis, about a young boy who believes he is the world’s greatest detective. A series that is continually growing, the sixth Timmy Failure story is now available for fans and new readers. Subtitled The Cat Stole My Pants, Timmy Failure embarks on an adventure of mystery and crime solving whilst getting himself into all sorts of mischief.
Emulating both real and fictional detectives, Timmy has established his own agency, Failure, Inc., of which he is the sole employee after the flight of his (imaginary) ex-business partner, Total the polar bear, who is currently seeking political asylum in Cuba. Unfortunately, Timmy has been forced to join his mother and Doorman Dave on their honeymoon in Key West, Florida, along with Doorman Dave’s nephew, Emilio.
“Crime doesn’t take a holiday. Neither does greatness.” Determined to continue solving crimes, Timmy hires Emilio as an unpaid intern and sets off searching for crimes, greatly over exaggerating every little piece of “evidence” he finds. However, it soon appears that someone is out to get Timmy and he, along with Emilio, is determined to find out whom.
Timmy is a melodramatic, unconventional child with a large ego and is constantly getting told off. From annoying adults to having his pants stolen by a polydactyl cat – or so he claims – there is no end to the hilarious situations he causes.
The cat that stole Timmy’s pants only makes a brief appearance in the book, therefore the subtitle is more to attract the attention of young readers with its silliness rather than be suggestive of a certain storyline.
Despite his grand claims, Timmy is not a very good detective and a lot of his unsolved crimes have been invented by his overactive imagination. This adds to the humour because, although he seems like an intelligent child, his ideas are completely silly.
Adorned with childish drawings and diagrams, Timmy Failure narrates the story from his subjective point of view, inflating his successes and blaming any failure on poor Emilio. No one takes Timmy seriously, which is something many of the target readers may appreciate, although they should also understand how futile Timmy’s attempts are at being a detective.
The storyline is not particularly clear until the final chapters of the book. Up until that moment, the book is full of disastrous, imaginary detective endeavours that prove Timmy to be nothing more than an annoying, inventive boy.
Some of the language may be above children’s reading capabilities, however, the humour is directly on their level. Whereas an adult may not find the idea of a cat stealing someone’s pants amusing, a child would find that hysterical.
There is no reason to read the Timmy Failure books in order, so if you, like me, read book six first, there is no problem. The stories are particularly aimed at young boys and will hopefully encourage the demographic to start reading more. Whilst it may not be a great feat of literature, it is a good enough introduction to the world of books.
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