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Kids Songs Machine 2 – children’s sing-along songs from around the world! FREE
Games and Education
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Kid Songs Machine 2 combines culture, entertainment, and interactivity all into one app and provides...

Mark @ Carstairs Considers (2346 KP) rated Doggone Deadly in Books
Nov 20, 2021
Doggone Fun
Kari Stuart has taken a booth at a regional dog show to promote her newly renovated pet rescue shelter. Her best friend, Suz Holden is grooming dogs for the event and helping to run it. The first night, Kari is helping Suz make sure everything is shut down when they find the dead body of a local dog breeder. The murder weapon appears to be a pair of Suz’s distinctive grooming scissors, so she leaps to the top of the suspect list. Naturally, Kari adds playing detective to her weekend plans. Can she figure out what is going on?
I enjoyed the first book in this series, and I’m thrilled to say that the second is just as much fun. The set up before Kari and Suz find the body is good, and things only pick up from there. The background of the rules around dog shows is presented in an entertaining way, so it never feels like a data dump. It’s wonderful to see the returning characters again, and the suspects are just as strong. Plus, there’s plenty of cuteness from the four-legged animals. You are in for a treat when you pick up this book.
I enjoyed the first book in this series, and I’m thrilled to say that the second is just as much fun. The set up before Kari and Suz find the body is good, and things only pick up from there. The background of the rules around dog shows is presented in an entertaining way, so it never feels like a data dump. It’s wonderful to see the returning characters again, and the suspects are just as strong. Plus, there’s plenty of cuteness from the four-legged animals. You are in for a treat when you pick up this book.

Purple Phoenix Games (2266 KP) rated Top Pop in Tabletop Games
Jul 22, 2021
THANK YOU, TALON STRIKES STUDIOS! I recently moved from Illinois to Tennessee (where things are mostly “Coke”) and I have always grown up calling soft drinks “pop,” so when I saw a group was creating a game using the proper terminology, I jumped at the chance. Stackable bottlecaps AND a bidding mechanic? I’m so in. This may not be everyone’s jam, but it’s working for me!
Top Pop is a 2-5 player (well, I would say 3-5) card game of market penetration and territory influence. In it, players are representatives of rival pop manufacturers bent on skyrocketing their company’s popularity in various major cities across the country. The winning rep is they who can diversify their influence and hit influential cities hard and often.
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. 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 a game of Top Pop, refer to the rulebook to determine the starting resources per number of players. Each game is setup differently depending on how many players are involved. Shuffle the deck of city cards, and if using the optional City Power or Scenario variants, place these cards on the table for all to access as well. Each player chooses a color, receives the appropriate starting resources and the game is ready to begin!
On the active player’s turn, they will complete the following steps: Collect City Cards, Play a City Card, Take Caps, Place Stacks, and then Draw a Card. The first turn of the game Collect City Cards is skipped, but after that, each card the active player owns the largest stack of tops on they will collect. Caps that were stacked on the card are redistributed depending on where the card was placed (in front of the active player or a rival player). Next, the player will Play a City Card from their hand either in front of themselves or in front of a rival player. This is an important step to consider because once a card has been claimed then caps are distributed according to card placement, as referenced in the first step. Also noteworthy here is that if a card is placed in front of a rival, the active player takes one of said rival’s caps (Take Caps) from the bank of caps in the middle of table as well as a cap of the active player’s choice.
Now that the active player presumably has some caps with which to play, they Place Stacks on any City Card(s) they wish. The stacks of caps need to be the tallest stack on the card, must include a cap of the same color of the player who currently owns the highest stack, and must also be topped with a cap of the active player’s color. Any amount of caps may be added to a City Card in order to achieve these requirements, and the active player may place stacks on any number of City Cards in play. Once the active player has placed all caps they wish, they must then Draw a Card and prepare for their next turn.
As City Cards are played, caps placed out in stacks, and players winning bids on cards, players are jockeying for endgame points. The game ends after a player collects their sixth City Card and every other player has a chance to spend their remaining caps to claim cards. At the end of the game, points are awarded for having simple majority in each city as well as points for collecting a more diversified set of City Cards. The player with the most points scored at the end of the game wins!
Components. Again, this is a prototype copy of the game, so components are in no way final. Most notably, the final copies of Top Pop will include nice plastic stackable bottlecaps that look way better than the painted wooden discs (which for a prototype, are actually quite nice). The City Cards look and feel complete to me, and are pretty impressive. I like the art quite a bit and the game’s style is spot on. I am very excited to see how this one ends up, and I think gamers will love handling the finished bottlecaps.
There is a lot going on here that is hard to put into words. I played this solely three-player and included the City Powers with a few Scenarios (Kickstarter exclusives, I understand). I found the base game to be very good, but adding in those optional rules really makes it pop for me (I know you saw what I did there). Every player is constantly engaged throughout, and the tactical play always has me considering tons of options. I would not necessarily want to play this with extremely AP-prone players, but it is quick enough to include them as well from time to time.
What I like most about Top Pop, in addition to the overall aesthetic (even in the prototype), is the tactics in watching what other players are collecting, where the cards are placed, and cross-referencing all that with your personal bottlecap economy. There are just so many things to consider on each turn that makes me hungry for more and more plays. I say this a lot, but when I think about a game and ways I would attack it differently outside of the game session, that is a mark of a great game to me. And this one is a great game to me.
If you are looking for a uniquely-themed bidding card game with (promised) excellent components, I urge you to check out the Kickstarter campaign, which ends August 7, 2021. And on a personal note, I’m so excited to have both Chicago and New Orleans in this game. Two of my favorite cities in the world!
Top Pop is a 2-5 player (well, I would say 3-5) card game of market penetration and territory influence. In it, players are representatives of rival pop manufacturers bent on skyrocketing their company’s popularity in various major cities across the country. The winning rep is they who can diversify their influence and hit influential cities hard and often.
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. 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 a game of Top Pop, refer to the rulebook to determine the starting resources per number of players. Each game is setup differently depending on how many players are involved. Shuffle the deck of city cards, and if using the optional City Power or Scenario variants, place these cards on the table for all to access as well. Each player chooses a color, receives the appropriate starting resources and the game is ready to begin!
On the active player’s turn, they will complete the following steps: Collect City Cards, Play a City Card, Take Caps, Place Stacks, and then Draw a Card. The first turn of the game Collect City Cards is skipped, but after that, each card the active player owns the largest stack of tops on they will collect. Caps that were stacked on the card are redistributed depending on where the card was placed (in front of the active player or a rival player). Next, the player will Play a City Card from their hand either in front of themselves or in front of a rival player. This is an important step to consider because once a card has been claimed then caps are distributed according to card placement, as referenced in the first step. Also noteworthy here is that if a card is placed in front of a rival, the active player takes one of said rival’s caps (Take Caps) from the bank of caps in the middle of table as well as a cap of the active player’s choice.
Now that the active player presumably has some caps with which to play, they Place Stacks on any City Card(s) they wish. The stacks of caps need to be the tallest stack on the card, must include a cap of the same color of the player who currently owns the highest stack, and must also be topped with a cap of the active player’s color. Any amount of caps may be added to a City Card in order to achieve these requirements, and the active player may place stacks on any number of City Cards in play. Once the active player has placed all caps they wish, they must then Draw a Card and prepare for their next turn.
As City Cards are played, caps placed out in stacks, and players winning bids on cards, players are jockeying for endgame points. The game ends after a player collects their sixth City Card and every other player has a chance to spend their remaining caps to claim cards. At the end of the game, points are awarded for having simple majority in each city as well as points for collecting a more diversified set of City Cards. The player with the most points scored at the end of the game wins!
Components. Again, this is a prototype copy of the game, so components are in no way final. Most notably, the final copies of Top Pop will include nice plastic stackable bottlecaps that look way better than the painted wooden discs (which for a prototype, are actually quite nice). The City Cards look and feel complete to me, and are pretty impressive. I like the art quite a bit and the game’s style is spot on. I am very excited to see how this one ends up, and I think gamers will love handling the finished bottlecaps.
There is a lot going on here that is hard to put into words. I played this solely three-player and included the City Powers with a few Scenarios (Kickstarter exclusives, I understand). I found the base game to be very good, but adding in those optional rules really makes it pop for me (I know you saw what I did there). Every player is constantly engaged throughout, and the tactical play always has me considering tons of options. I would not necessarily want to play this with extremely AP-prone players, but it is quick enough to include them as well from time to time.
What I like most about Top Pop, in addition to the overall aesthetic (even in the prototype), is the tactics in watching what other players are collecting, where the cards are placed, and cross-referencing all that with your personal bottlecap economy. There are just so many things to consider on each turn that makes me hungry for more and more plays. I say this a lot, but when I think about a game and ways I would attack it differently outside of the game session, that is a mark of a great game to me. And this one is a great game to me.
If you are looking for a uniquely-themed bidding card game with (promised) excellent components, I urge you to check out the Kickstarter campaign, which ends August 7, 2021. And on a personal note, I’m so excited to have both Chicago and New Orleans in this game. Two of my favorite cities in the world!

Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.

Gareth von Kallenbach (980 KP) rated Casino Royale (2006) in Movies
Aug 14, 2019
In an effort to breathe life into franchises, Hollywood, has looked to remaking franchises instead of adding sequels. This is a stark contrast to remaking a film 10-20 years after the original film appeared, rather the new trend is to start series anew, in effect wiping away the previous history and continuity of the past films in the series.
The idea is that rather than let several years pass in a series, or creating another sequel, filmmaker will go back to the beginning and start anew, in order to propel the franchise forward.
While remakes are nothing new in Hollywood, the idea to revamp series that recently had sequels is gaining ground. With the classic Horror film “Halloween” about to be remade, it seems that Hollywood is taking a long hard look at this new trend.
Perhaps the biggest example of this trend is in the new James Bond film Casino Royale, which introduces Daniel Craig as the new 007. The film takes the controversial twist to show the first mission of Bond and how he earned the rank of 00.
The twist is that the film takes place in the modern day and for the most part, casts aside all previous history and continuity that has been established by decades of Bond films.
The story involves bond on the trail of a Le Chiffre (Mads Mikkelsen), a man who makes his living laundering money for various insurgents thus providing them cash for their terrorist and military missions.
In exotic locales ranging from the Caribbean to Montenegro Bond soon finds himself facing off against Le Chiffre in a high-stakes poker game in order to defeat Le Chiffre and thus cripple him and his network.
Of course there are plenty of subplots, and some great action sequences especially a thrilling chase in a construction site and a break neck chase in an airport that underscores that the series still have plenty of life in it and always sets the standards for stunt work in action films.
That being said the film has its issues. First, it is to long, and lengthy sequences past without action or dynamic tension. I know this is a film based on a card game, but I come to a Bond film expecting action, sex, and thrills, not a series of poker games that cover nearly 30 minutes with precious little action between them.
In addition, there is precious little romance in the film. Sure there are gorgeous women and Bond never fails to charm them, but, how many times has Bond ever passed up spending the night with a woman, simply to get out of town fast to pursue a lead. I am sure Sean Connery’s Bond would have found the time to do both with his typical style.
This is not to say that Craig is bad in his role as he does a darker and much grittier Bond than we have previously films which will serve the franchise well in the future.
What concerns me most is that from the books and all previous history, Bond is an orphan of noble birth and is a member of upper society and radiates class, sophistication and nobility, and this was evident from his early years all through his recruitment from the Royal Navy into the ranks of espionage.
Craig’s Bond does not show these qualities but rather comes across as a common Joe who is playing the part of a heavy. The appeal of Bond is underscored by the fact that he is a suave individual who can bend a person to his will as easily as he can kill without mercy or regret.
While I do not like the decision to remake the franchise, I will say that the film was much better than I expected it to be and is one of the better Bonds in recent years. Here is hoping that for the next time out, the reigns are loosed on Craig so we can allow him to interpret Bond in a way that is original and fresh, yet stays true to the source material and history of the character.
The idea is that rather than let several years pass in a series, or creating another sequel, filmmaker will go back to the beginning and start anew, in order to propel the franchise forward.
While remakes are nothing new in Hollywood, the idea to revamp series that recently had sequels is gaining ground. With the classic Horror film “Halloween” about to be remade, it seems that Hollywood is taking a long hard look at this new trend.
Perhaps the biggest example of this trend is in the new James Bond film Casino Royale, which introduces Daniel Craig as the new 007. The film takes the controversial twist to show the first mission of Bond and how he earned the rank of 00.
The twist is that the film takes place in the modern day and for the most part, casts aside all previous history and continuity that has been established by decades of Bond films.
The story involves bond on the trail of a Le Chiffre (Mads Mikkelsen), a man who makes his living laundering money for various insurgents thus providing them cash for their terrorist and military missions.
In exotic locales ranging from the Caribbean to Montenegro Bond soon finds himself facing off against Le Chiffre in a high-stakes poker game in order to defeat Le Chiffre and thus cripple him and his network.
Of course there are plenty of subplots, and some great action sequences especially a thrilling chase in a construction site and a break neck chase in an airport that underscores that the series still have plenty of life in it and always sets the standards for stunt work in action films.
That being said the film has its issues. First, it is to long, and lengthy sequences past without action or dynamic tension. I know this is a film based on a card game, but I come to a Bond film expecting action, sex, and thrills, not a series of poker games that cover nearly 30 minutes with precious little action between them.
In addition, there is precious little romance in the film. Sure there are gorgeous women and Bond never fails to charm them, but, how many times has Bond ever passed up spending the night with a woman, simply to get out of town fast to pursue a lead. I am sure Sean Connery’s Bond would have found the time to do both with his typical style.
This is not to say that Craig is bad in his role as he does a darker and much grittier Bond than we have previously films which will serve the franchise well in the future.
What concerns me most is that from the books and all previous history, Bond is an orphan of noble birth and is a member of upper society and radiates class, sophistication and nobility, and this was evident from his early years all through his recruitment from the Royal Navy into the ranks of espionage.
Craig’s Bond does not show these qualities but rather comes across as a common Joe who is playing the part of a heavy. The appeal of Bond is underscored by the fact that he is a suave individual who can bend a person to his will as easily as he can kill without mercy or regret.
While I do not like the decision to remake the franchise, I will say that the film was much better than I expected it to be and is one of the better Bonds in recent years. Here is hoping that for the next time out, the reigns are loosed on Craig so we can allow him to interpret Bond in a way that is original and fresh, yet stays true to the source material and history of the character.

Bob Mann (459 KP) rated In the Heights (2021) in Movies
Jun 21, 2021
Music and lyrics are fantastic (1 more)
Choreography
Lin-Manuel Miranda's high octane musical hits the heights.
"In the Heights" follows the hopes and dreams of a group of ordinary but ambitious Latinx youngsters, living their lives as best they can in the poor neighbourhood of Washington Heights in New York. They all have their own 'El Sueñito' - a little dream - of what they want to achieve.
Positives:
- A "proper" musical, with a large percentage of high-octane song and dance numbers.
-As with "Hamilton", "In the Heights" features some truly clever rap-style lyrics - lyrics so clever that you gasp at the way in which they trip off the singer's tongue. At one point, Carla (Stephanie Beatriz) sings "My mom is Dominican-Cuban, My dad is from Chile and P. R., which means: I'm Chile-...Dominica-Rican! But I always say I'm from Queens!". Glorious stuff.
- The dancing is stupendous. The choreography team is led by Christopher Scott, and he joyfully brings back the large set piece dances that we used to see in movies of old. The Esther Williams style swimming routines even make a spectacular return in a glorious Lido sequence (although I could have personally done without the dislocating contortionist dancers here!).
- The four young people taking the leads are all extremely personable (as well as being very good looking). Anthony Ramos in particular shows real star quality, those mesmeric eyes holding your attention for every moment he's on screen. You get the feeling that Lin-Manuel Miranda (whose superfluous minor role could have usefully ended up on the cutting room floor) was itching to play the lead but was just "too old man"!
- It was also great to see a range of roles for older women as well, with the dramatic sequence with Olga Merediz, the neighbourhood saint and guardian Claudia, being a highpoint in the movie for me.
Negatives:
- When you step back and analyse it, the story is pretty slight. You are distracted from this by all the razzle-dazzle going on, but having a bit more meat on the bone would have been welcome. This is particularly the case, since....
- At 143 minutes, I have to say that the movie outstayed its welcome for me by about 20 or 30 minutes. If the movie had been tightened up a bit and shortened, it would I think have been much improved.
Summary Thoughts on "In the Heights": This is a musical for those people who say "They don't make musicals like that anymore". High octane and full of noise and colour, its a spectacular that doesn't disappoint. The quirkiness of "Crazy Rich Asians" (which Jon M. Chu also directed) is on full display in some of the sequences, which are cleverly filmed. It's a movie that had me periodically grinning, not just at the story or the songs but at the movie craft on show.
Is it a bit of an 'Emperor's New Clothes', given the shallowness of the story? Yes, perhaps. And does it laugh in the face of my 90-minute movie ideal? Definitely. But it's still well worth the price of your movie ticket..... and this IS a movie that demands to be watched on the BIG SCREEN to get the full effect.
(For the full graphical review, please check out One Mann's Movies review here - https://bob-the-movie-man.com/2021/06/21/in-the-heights-lin-manuel-mirandas-high-octane-musical-hits-the-heights/. Thanks).
Positives:
- A "proper" musical, with a large percentage of high-octane song and dance numbers.
-As with "Hamilton", "In the Heights" features some truly clever rap-style lyrics - lyrics so clever that you gasp at the way in which they trip off the singer's tongue. At one point, Carla (Stephanie Beatriz) sings "My mom is Dominican-Cuban, My dad is from Chile and P. R., which means: I'm Chile-...Dominica-Rican! But I always say I'm from Queens!". Glorious stuff.
- The dancing is stupendous. The choreography team is led by Christopher Scott, and he joyfully brings back the large set piece dances that we used to see in movies of old. The Esther Williams style swimming routines even make a spectacular return in a glorious Lido sequence (although I could have personally done without the dislocating contortionist dancers here!).
- The four young people taking the leads are all extremely personable (as well as being very good looking). Anthony Ramos in particular shows real star quality, those mesmeric eyes holding your attention for every moment he's on screen. You get the feeling that Lin-Manuel Miranda (whose superfluous minor role could have usefully ended up on the cutting room floor) was itching to play the lead but was just "too old man"!
- It was also great to see a range of roles for older women as well, with the dramatic sequence with Olga Merediz, the neighbourhood saint and guardian Claudia, being a highpoint in the movie for me.
Negatives:
- When you step back and analyse it, the story is pretty slight. You are distracted from this by all the razzle-dazzle going on, but having a bit more meat on the bone would have been welcome. This is particularly the case, since....
- At 143 minutes, I have to say that the movie outstayed its welcome for me by about 20 or 30 minutes. If the movie had been tightened up a bit and shortened, it would I think have been much improved.
Summary Thoughts on "In the Heights": This is a musical for those people who say "They don't make musicals like that anymore". High octane and full of noise and colour, its a spectacular that doesn't disappoint. The quirkiness of "Crazy Rich Asians" (which Jon M. Chu also directed) is on full display in some of the sequences, which are cleverly filmed. It's a movie that had me periodically grinning, not just at the story or the songs but at the movie craft on show.
Is it a bit of an 'Emperor's New Clothes', given the shallowness of the story? Yes, perhaps. And does it laugh in the face of my 90-minute movie ideal? Definitely. But it's still well worth the price of your movie ticket..... and this IS a movie that demands to be watched on the BIG SCREEN to get the full effect.
(For the full graphical review, please check out One Mann's Movies review here - https://bob-the-movie-man.com/2021/06/21/in-the-heights-lin-manuel-mirandas-high-octane-musical-hits-the-heights/. Thanks).

Kristy H (1252 KP) rated Give Me Your Hand in Books
Mar 10, 2019
Dark, intense, and compelling psychological thriller
Kit Owens is surviving high school but not living up to her true potential when Diane Fleming arrives at her school. Diane awakens a fire in Kit and the two form an unlikely friendship that propels Kit to academic success in her senior year. She and Diane study together and push each other to reach to be the best. Kit can't help but feel bad for her friend, who lives with her grandfather after the death of her dad. But all that changes when Diane shares an explosive secret with Kit, one that changes the way she views Diane and basically ends their friendship. Ten years later, Kit has tried to put Diane (and her secret) behind her. She's working in the lab of a female scientist, Dr. Severin, whom she's idolized for years--a woman Diane first helped introduce her to. But when Dr. Severin earns a prestigious grant and Kit learns that Diane is suddenly in the running for one of the coveted spots to work with the Doctor on the research, the past comes rushing back. Soon Diane and Kit find themselves over their head, with secrets and horror lurking around every corner.
So, I wasn't sure I was going to enjoy this one as I started it, but it grew on me. It's not really a pleasant read, at all, and none of the characters are ones you'll really love, but it's very compelling and there's a slow, foreboding creepiness that keeps you reading. I read this one quickly, as it's dark, twisty, and intense and very easy-to-read (as in, a page-turner, not the subject matter).
"My mom always say, you don't have a self until you have a secret." ~Diane
The novel flips between the "then" and "now" format, with Kit narrating to us. It's a female-centered book, and it easily depicts women's uphill battle in the workplace. It also shows the complicated feelings of our female characters: Kit has a lot of thoughts. Her struggle from a poor high school student to doctor is a fascinating one, even if I found her hard to empathize with. You won't necessarily agree with a lot of these characters' (sometimes outlandish) choices, but you'll find them oddly fascinating. I enjoyed how the novel delved into the darkness of friendship--and some of the competition that can come with it. Diane and Kit's relationship is dark and intense, as is the entire novel, really. The secrets that layer this book unravel slowly and eerily, and it really does keep you reading.
I especially thought this one was redeemed or bolstered by its ending; often a thriller is so good and then deflates at the end, but I actually thought this one got a little better at the end. The ending is really well-done, and I didn't feel let down whatsoever.
Overall, this is a dark, intense, and compelling psychological thriller. It's not exactly packed with loveable characters, but they are flawed, interesting, and--at times--quite creepy. You'll be drawn in by its twisty plot and complicated portrayal of friendship and secrets.
So, I wasn't sure I was going to enjoy this one as I started it, but it grew on me. It's not really a pleasant read, at all, and none of the characters are ones you'll really love, but it's very compelling and there's a slow, foreboding creepiness that keeps you reading. I read this one quickly, as it's dark, twisty, and intense and very easy-to-read (as in, a page-turner, not the subject matter).
"My mom always say, you don't have a self until you have a secret." ~Diane
The novel flips between the "then" and "now" format, with Kit narrating to us. It's a female-centered book, and it easily depicts women's uphill battle in the workplace. It also shows the complicated feelings of our female characters: Kit has a lot of thoughts. Her struggle from a poor high school student to doctor is a fascinating one, even if I found her hard to empathize with. You won't necessarily agree with a lot of these characters' (sometimes outlandish) choices, but you'll find them oddly fascinating. I enjoyed how the novel delved into the darkness of friendship--and some of the competition that can come with it. Diane and Kit's relationship is dark and intense, as is the entire novel, really. The secrets that layer this book unravel slowly and eerily, and it really does keep you reading.
I especially thought this one was redeemed or bolstered by its ending; often a thriller is so good and then deflates at the end, but I actually thought this one got a little better at the end. The ending is really well-done, and I didn't feel let down whatsoever.
Overall, this is a dark, intense, and compelling psychological thriller. It's not exactly packed with loveable characters, but they are flawed, interesting, and--at times--quite creepy. You'll be drawn in by its twisty plot and complicated portrayal of friendship and secrets.

Lucy Buglass (45 KP) rated Broken Ceiling (2018) in Movies
Jun 20, 2019
A critique of toxic workplace culture
We’ve all had to endure conference calls at work, and we all know how boring they can be. When I realised that Broken Ceiling takes place almost entirely within a conference call, I was worried that they wouldn’t be able to keep my attention for a full hour and a half. However, I’m pleased to say I was wrong!
Broken Ceiling is Adam Davis’ first feature film, following office assistant Angela as she deals with workplace discrimination based on both her gender and race. She is surrounded by white men and gets pushed to the side, despite the hard work she puts in every day. The film throws us straight into the middle of the action, right when the company is dealing with their biggest and most important deal to date. It is during this deal when all of the drama unfolds.
Karan Kendrick completely shines in the leading role, bringing Angela and her struggles to life on screen. I was captivated by her raw and honest performance throughout. She has reached breaking point, and does the unthinkable in order to make her colleagues finally listen to her. She has the power throughout most of this film, as she skilfully puts everyone in their place. Kendrick is a joy to watch and I was absolutely on her character’s side, rooting for her the whole time.
The cast is very small, only featuring four key characters. I enjoyed every performance in Broken Ceiling because of the way they reflected very familiar personalities. These kinds of characters exist in real life business, and contribute to the toxic environment. Regen Wilson is the power-hungry, short-tempered CEO Ken Wolfe, who constantly berates and yells at his staff whilst putting on a cheerful facade for his clients. He makes difficult decisions easily, and seems to lack compassion for those around him.
Beside him on the call are Rane Jameson and Torran Kitts as rival salesmen Tyler and Garrett, who are riddled with their own personal flaws. They are entitled and deceitful, both wanting the most praise and recognition whilst simultaneously ignoring Angela. The dynamic between these characters is often fast paced and intense, thanks to Davis’ great script.
The cast and script are a match made in heaven, delivering memorable lines of dialogue and many twists and turns to keep the audience engaged and wondering what happens next. Whilst, admittedly, it may be a little far-fetched in places, it makes for a great piece of drama that draws on real life issues to raise an important critique of corporate life.
Overall I thought Broken Ceiling was a strong debut film with an important message about modern workplace culture. Despite a few sound and camerawork issues, I thought it was a well made and crafted film, especially for a feature length independent film. The pacing is right, the script is captivating, and the performances are strong. It’s a film that I urge you to experience for yourself and let Angela’s voice finally be heard.
https://lucygoestohollywood.com/2018/12/13/a-critique-of-toxic-workplace-culture-my-thoughts-on-broken-ceiling/
Broken Ceiling is Adam Davis’ first feature film, following office assistant Angela as she deals with workplace discrimination based on both her gender and race. She is surrounded by white men and gets pushed to the side, despite the hard work she puts in every day. The film throws us straight into the middle of the action, right when the company is dealing with their biggest and most important deal to date. It is during this deal when all of the drama unfolds.
Karan Kendrick completely shines in the leading role, bringing Angela and her struggles to life on screen. I was captivated by her raw and honest performance throughout. She has reached breaking point, and does the unthinkable in order to make her colleagues finally listen to her. She has the power throughout most of this film, as she skilfully puts everyone in their place. Kendrick is a joy to watch and I was absolutely on her character’s side, rooting for her the whole time.
The cast is very small, only featuring four key characters. I enjoyed every performance in Broken Ceiling because of the way they reflected very familiar personalities. These kinds of characters exist in real life business, and contribute to the toxic environment. Regen Wilson is the power-hungry, short-tempered CEO Ken Wolfe, who constantly berates and yells at his staff whilst putting on a cheerful facade for his clients. He makes difficult decisions easily, and seems to lack compassion for those around him.
Beside him on the call are Rane Jameson and Torran Kitts as rival salesmen Tyler and Garrett, who are riddled with their own personal flaws. They are entitled and deceitful, both wanting the most praise and recognition whilst simultaneously ignoring Angela. The dynamic between these characters is often fast paced and intense, thanks to Davis’ great script.
The cast and script are a match made in heaven, delivering memorable lines of dialogue and many twists and turns to keep the audience engaged and wondering what happens next. Whilst, admittedly, it may be a little far-fetched in places, it makes for a great piece of drama that draws on real life issues to raise an important critique of corporate life.
Overall I thought Broken Ceiling was a strong debut film with an important message about modern workplace culture. Despite a few sound and camerawork issues, I thought it was a well made and crafted film, especially for a feature length independent film. The pacing is right, the script is captivating, and the performances are strong. It’s a film that I urge you to experience for yourself and let Angela’s voice finally be heard.
https://lucygoestohollywood.com/2018/12/13/a-critique-of-toxic-workplace-culture-my-thoughts-on-broken-ceiling/

Purple Phoenix Games (2266 KP) rated The Mind in Tabletop Games
Nov 26, 2019
What IS a game? That’s a question that had never crossed my stream of consciousness until The Mind was released. And even then, I just sat idly by, snacking on my popcorn, watching all definitions and sides emerge in the great debate. So what’s the verdict? That’s ultimately up to you.
The Mind is a card game in which the players are trying to play their cards in ascending numerical order. That’s it. No, seriously. The ONLY catch is that players are not allowed to communicate in any way which cards they hold in their hands. No talking, no noises, and no gesturing of any kind. That’s how they getcha. Here’s how it works – at Level 1 (start of the game), each player is dealt one card. When the level officially begins, you must decide when is the right time to play your card. If the cards are played in order, then you move to Level 2 and receive 2 cards to start the round. Level 3 gives you 3 cards, and so on. Players win the game if they successfully complete a certain number of Levels.
I’m not here to comment on the “Is The Mind a game or not” debate, I’m just here to let you know our thoughts! The Mind is definitely an interesting experience, to say the least. A game that often begins timidly usually turns into a high-energy (and sometimes high-stress) atmosphere of fun. Although it might feel like pure luck, or even hidden telepathic connections, The Mind is ultimately a game of timing. The subtitle says it all – “Let’s become one…” Can you and your friends synchronize your timing well enough to make progress? Or will there be someone amongst the group who inadvertently throws off the groove?
Is The Mind my favorite game? No. But it’s one that I enjoy playing. I think it’s a unique game that keeps everyone on their toes, despite its appearance of simplicity. One thing I really enjoy is playing The Mind several times with the same group of people. It’s neat to see how the group learns the nuances of how everyone plays, and keeping that flow going between games and sessions. I also enjoy playing The Mind with a totally new group of people too for the same reason – everyone has a different play style and you’ve got to be able to learn and adapt to any given player.
The hardest rule is perhaps the one that makes the game most interesting, and that is the no communication rule. Admittedly, I do sometimes accidentally throw up a gesture or two to signal to other players, but even those are sometimes hilariously misunderstood and lead to some close calls or devastating defeats.
Overall, I think The Mind is a pretty neat game. It’s not one that I play too often, but it’s one that is simple enough to teach and play that I like playing it with newer gamers. The Mind plays fairly quickly too, so that makes it a good filler between some heavier games. Purple Phoenix Games (with input from guest score Tony) gives The Mind a thoughtful 14 / 24.
The Mind is a card game in which the players are trying to play their cards in ascending numerical order. That’s it. No, seriously. The ONLY catch is that players are not allowed to communicate in any way which cards they hold in their hands. No talking, no noises, and no gesturing of any kind. That’s how they getcha. Here’s how it works – at Level 1 (start of the game), each player is dealt one card. When the level officially begins, you must decide when is the right time to play your card. If the cards are played in order, then you move to Level 2 and receive 2 cards to start the round. Level 3 gives you 3 cards, and so on. Players win the game if they successfully complete a certain number of Levels.
I’m not here to comment on the “Is The Mind a game or not” debate, I’m just here to let you know our thoughts! The Mind is definitely an interesting experience, to say the least. A game that often begins timidly usually turns into a high-energy (and sometimes high-stress) atmosphere of fun. Although it might feel like pure luck, or even hidden telepathic connections, The Mind is ultimately a game of timing. The subtitle says it all – “Let’s become one…” Can you and your friends synchronize your timing well enough to make progress? Or will there be someone amongst the group who inadvertently throws off the groove?
Is The Mind my favorite game? No. But it’s one that I enjoy playing. I think it’s a unique game that keeps everyone on their toes, despite its appearance of simplicity. One thing I really enjoy is playing The Mind several times with the same group of people. It’s neat to see how the group learns the nuances of how everyone plays, and keeping that flow going between games and sessions. I also enjoy playing The Mind with a totally new group of people too for the same reason – everyone has a different play style and you’ve got to be able to learn and adapt to any given player.
The hardest rule is perhaps the one that makes the game most interesting, and that is the no communication rule. Admittedly, I do sometimes accidentally throw up a gesture or two to signal to other players, but even those are sometimes hilariously misunderstood and lead to some close calls or devastating defeats.
Overall, I think The Mind is a pretty neat game. It’s not one that I play too often, but it’s one that is simple enough to teach and play that I like playing it with newer gamers. The Mind plays fairly quickly too, so that makes it a good filler between some heavier games. Purple Phoenix Games (with input from guest score Tony) gives The Mind a thoughtful 14 / 24.

Night Reader Reviews (683 KP) rated Superwoman in Books
Feb 28, 2020
Honest Review for Free Copy of Book
Superwoman by Sinead Flynn is a story about the strength it takes to pull out of depression and the amount of support it requires. While it can’t be called heartwarming, it can provide hope to those in similar situations.
Louise might not have her dream job yet, because she is still undecided as to just what her dream job would be, but she has basically everything else she could want. She has a good job that pays the bills, good friends, and even shares an apartment with one of them. She is happy and content in her life, or so she believes. Then comes “that morning”, the day when just going about her job turns her life upside down. Now things are difficult for Louise. She no longer has a job due to the recession, yet she still has bills to pay. There is no way she will be able to get a job in her present state considering all she does is take medication, sleep, and refuses to leave the apartment.
Slowly she gets worse and worse until one day while her roommate is away she almost burns down the apartment because she falls asleep while cooking. Thankfully her friends have her back even with her alienating them, and they arrange for her to go back home to be cared for by her parents. However, Louise seems to have given up, labeling the real world as too scary. Will it be possible for the unconditional love of her parents to “snap her out of it” or will she stay safely hidden away in the back bedroom for the rest of her life?
I enjoyed how the book acknowledges the superhuman strength it takes to overcome mental illness, even a circumstantial one. These circumstantial illnesses often seem to be over-the-top reactions to a negative event and are rarely talked about. What I didn’t like was that I felt like Louise’s discovery of the criminal was extremely anti-climatic and would have liked to know more about that situation. The person the criminal was found with was surprising and readers are left to speculate why they were even together.
This book is directed more towards adults, and people who trigger easily should probably think twice about picking it up. It has a large focus on depression, anxiety, and self-loathing after one morning that turns a woman’s life upside down. I rate this book 2 out of 4. The book describes a tough subject very well. Unfortunately once I got to Part 2 (page 120 of 145) the book fell apart. I mean to say it felt unbelievably rushed, there is a lot of important things that happen in the last 25 pages that just get glossed over.
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Louise might not have her dream job yet, because she is still undecided as to just what her dream job would be, but she has basically everything else she could want. She has a good job that pays the bills, good friends, and even shares an apartment with one of them. She is happy and content in her life, or so she believes. Then comes “that morning”, the day when just going about her job turns her life upside down. Now things are difficult for Louise. She no longer has a job due to the recession, yet she still has bills to pay. There is no way she will be able to get a job in her present state considering all she does is take medication, sleep, and refuses to leave the apartment.
Slowly she gets worse and worse until one day while her roommate is away she almost burns down the apartment because she falls asleep while cooking. Thankfully her friends have her back even with her alienating them, and they arrange for her to go back home to be cared for by her parents. However, Louise seems to have given up, labeling the real world as too scary. Will it be possible for the unconditional love of her parents to “snap her out of it” or will she stay safely hidden away in the back bedroom for the rest of her life?
I enjoyed how the book acknowledges the superhuman strength it takes to overcome mental illness, even a circumstantial one. These circumstantial illnesses often seem to be over-the-top reactions to a negative event and are rarely talked about. What I didn’t like was that I felt like Louise’s discovery of the criminal was extremely anti-climatic and would have liked to know more about that situation. The person the criminal was found with was surprising and readers are left to speculate why they were even together.
This book is directed more towards adults, and people who trigger easily should probably think twice about picking it up. It has a large focus on depression, anxiety, and self-loathing after one morning that turns a woman’s life upside down. I rate this book 2 out of 4. The book describes a tough subject very well. Unfortunately once I got to Part 2 (page 120 of 145) the book fell apart. I mean to say it felt unbelievably rushed, there is a lot of important things that happen in the last 25 pages that just get glossed over.
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