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The Handmaid's Tale  - Season 1
The Handmaid's Tale - Season 1
2017 | Drama
Very true to the book, any expansion feels like a natural evolution (3 more)
An amazing cast bringing the characters to life
So good at tugging at all sorts of emotions
Relevant, now and always
Everyone needs to watch it
It comes from a small but powerful book. So disturbingly close to how reality could be it's not really surprising how relevant it is to what's happening in the world. Although tackling hard topics, often with harsh outcomes, the show treats every dark twist and turn with empathy - the writers don't want to shy away from the important issues but at the same time they don't want us to flinch and stop watching because it's important that we see.

There are some differences to the book, of course. The main one being June, she's stronger in the show, more determined. This isn't necessarily a bad thing because they had to make adaptations in order for it to work on the screen and I think they way they've done it is genius. She doesn't come across as an entirely different character, if you compare her to the June from the book it's more like they mostly travelled the same path but made a few different decision along the way. Along with this stronger June comes a bit more hope, is it possible that she'll be able to escape? Is it possible that she'll meet Moira, Luke and Hannah again? Can there really be an end to the regime in Gilead?

Each of the characters are strong and memorable, brought to life by a brilliant cast of people. One minute you can be sympathising for them and the next absolutely loathing them. Not only is that a sign of how good the acting is but also how amazing the writing on the show was. A tense show that builds up throughout the series, while it never feels over-packed it is full of messages for all of us to take to heart and keep in mind.

With a second season confirmed it's now going beyond the scope of the book and that's exciting, we get to see where June's story goes and with the open-ended way the book finished who knows where it'll go.
  
Kick-Ass 2 (2013)
Kick-Ass 2 (2013)
2013 | Action, Comedy
After answering the call and brutally taking down a crime boss, self-proclaimed superhero and a high school student Dave Lizewski (Aaron Taylor-Johnson), has settled into a mundane life. The thrill of taking on bad guys has been replaced with hanging out with his friends, going to class, and pondering his future. His former cohort Mindy/ Hit Girl (Chloe Grace Moretz), however has not abandoned her vigilante ways as she still haunted by the death of her father in the previous film. This is the backdrop against which the new film “Kick-Ass 2” takes place and it delivers a funnier and well-paced film that is a worthy but less ultraviolent offering than its predecessor.

 

Dave eventually convinces Mindy to help train him as he’s itching to get back out on the streets. In a hysterical opening run, things go very well at the start but soon turned bad for Kick Ass which forces Mindy to come to his aid brutally dispatching a group of thugs. This catches the attention of Mindy’s Guardian (Morris Chestnut), who after serving as her father’s partner for several years, insist that Mindy have a normal upbringing and this includes giving up her vigilante persona and embracing life as a high school student.

 

Mindy agrees to do this and soon finds herself firmly in the sites of the ultra-chic clique in high school. The group of girls decides that it’s time to take Mindy under their wings and make her one of the in crowd which often causes Mindy to question her identity. At the same time, Dave seeks out a group of like-minded heroes under the leadership of Col. Stars & Stripes(Jim Carrey), who himself is a former enforcer for crime syndicate who found religion and now seeks to make up for his past misdeeds.

 

Their early efforts are highly successful and soon catch the attention of Chris D’Amico, (Christopher Mintz-Plasse), who is still haunted by the death of his father at the hands of Kick Ass. When fate steps in and suddenly puts them in control of the family fortune and resources, Chris reinvents himself as a super villain and proceeds to use his family wealth and influence to put together a team of heavy hitters as he attempts to bring mayhem and chaos to the city with the ultimate goal of destroying Dave and his group of heroes.

Toward that end, the awkwardly but inevitably moves forward and brings his plan of revenge forward which causes Dave and his l friends to realize the consequences of their actions and to question their duty as well as place in the world.

 

What follows is a solidly entertaining action fast complete with some surprisingly good humor as well as touching and effective moments between the two leads. Donald Faison does some fantastic supporting work and although I would’ve loved to have seen more of his character Jim Carrey deals the scenes whenever he is in them yet manages to stay remarkably in character to the point that one reviewer at the end of the film expressed to me that he could not believe that was the maniacal actor playing such an off character part.

 

Johnson and Moertz are the backbone of the series and naturally depend upon a strong villain which Mintz-Plasse is more than able to provide. The expanded roster of heroes and villains certainly propels the series forward and it was interesting for me to see that although the film has exceptional amounts of violence it was actually considerably toned down from what I had been expecting after the events of the last film. It was my understanding that the studio wish the film to be more mainstream and while not wanting to harm the message and tone of the film to rein in the violence in order to up the character development and storytelling.

 

Director Jeff Wadlow has done a great job following up Matthew Vaughn who is stayed on this time to produce the film. The crowd was laughing and sharing and enthralled throughout and I found myself absolutely captivated by the film and enjoying every minute of it. For me, this was without a doubt the most satisfying and enjoyable of the summer offerings this year and I am seriously looking forward and hoping to a third outing in the series.

http://sknr.net/2013/08/16/kick-ass-2/
  
Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
  
GG
Gamer Girl
10
10.0 (1 Ratings)
Book Rating
I was in the process of getting another book entirely at the library when I noticed Mari Mancusi's Gamer Girl peeking out from its hiding place between two other books. Being the occasional gamer myself (though currently I'm being a little too scholarly to even focus on gaming), I could definitely relate to the title (not so much the synopsis).

There's much to love about Gamer Girl: the synopsis made the book sound like a very happy book – something that I've been on the hunt for awhile. The cover is simplistic and gorgeous – it definitely puts down the entire idea of the book with the drawing of the main character, Maddy, and the avatar she uses in a game (Fields of Fantasy) she gets for her birthday shortly after her parents divorce. The interior is just as gorgeous as the cover – the chapter headings depict Maddy's main emotions she's feeling by the end of the chapter.

Mancusi's writing style and use of Maddy's voice is great as well – Maddy is a very relatable character and she has an attitude that isn't annoying, making the book feel perfectly paced as Maddy gets to know SirLeo in Fields of Fantasy and falls in love with him. For awhile it probably feels as though Maddy will find out SirLeo is really an online predator.

Much as I really loved Gamer Girl and Mancusi's writing style, the book feels as though it's aimed more toward middle grade than a high schooler my age. The book is stereotypical with Maddy being bullied by the "Royal Court" as soon as she starts a new school and Maddy tries to escape from the troubles of her reality by entering the gaming world and playing Fields of Fantasy with an elfin character named Allora, someone she would rather be. It all leads to a very cute and adorable ending with the popular guy falling for the outcast – very happy and light-hearted, and certainly not something you're likely to come across in real life, compared to the realistic drama of Margo Kelly's Who R U Really.
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Review originally posted at <a href="http://bookwyrming-thoughts.blogspot.com/2015/01/review-gamer-girl-by-mari-mancusi.html">Bookwyrming Thoughts</a>
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    Royal Revolt 2

    Royal Revolt 2

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    Royal Revolt 2 is an action-packed strategy game. Build your defensive path and raid other players...

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Purple Phoenix Games (2266 KP) rated Terror in Meeple City in Tabletop Games

Aug 6, 2019 (Updated Sep 23, 2021)  
Terror in Meeple City
Terror in Meeple City
2013 | Action, Horror
I don’t know about you, but one of my guilty pleasures is monster movies. Godzilla, King Kong, even the Jurassic Park franchise – if there are giant creatures terrorizing the world, chances are I’m going to love it. So when I heard of Terror in Meeple City (formerly known as Rampage, RIP), I knew I had to give it a try. Is the chance to embody one of these great monsters and wreak havoc on an innocent city as exciting as it seems? Or will your lack of dexterous ability result in a rampage? (See what I did there?)

Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!

On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.


Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.


Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
  
Seeds of Sorrow (Immortal Realms #1)
Seeds of Sorrow (Immortal Realms #1)
Elle Beaumont, Christis Christie | 2022 | Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
SEEDS OF SORROW is the first book in the Immortal Realms trilogy, and we start with a retelling of Hades and Persephone.

We find ourselves in a world divided into three realms, each brother ruling one. Draven chose to go to Andhera when it was clear it needed someone in charge. Staying there brought about changes expected but not guaranteed. Many years later, he is pulled into his younger brother's -- Zyron -- machinations and ends up with Eden as his unwilling guest for six months. The sparks initially fly between these two until Draven takes a step back. Eden grows into her own person as the turmoil starts within all three realms.

This was a good story that I enjoyed. There are parts of it that I think are unnecessary and parts that I wanted more from. That is just the way of books. A lot of emphases was placed on one Big Bad and I'm not entirely sure why. I don't feel it did much to move the story along, other than to paint Eden in a glowing light. And after her swift exit, it moved on to the next one without much of an ado.

The next book is hinted at the end of this one, with Travion/Poseidon having his story. This was a great retelling that I have no hesitation in recommending, and will definitely be continuing this series if only to see if my questions are answered.

** same worded review will appear elsewhere **
 
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
At The Devil&#039;s Door (2014)
At The Devil's Door (2014)
2014 | Horror, Mystery
3
3.8 (4 Ratings)
Movie Rating
Characters – This was a hard film to figure out who the main character was until the end, so I will talk about the three biggest characters in no particular order. Hannah is the first one we meet, she is a runaway that finds herself in the middle of a demon worshiping cult, walking the halls of a house up for sale, she has a secret waiting to reveal. Leigh is the real-estate agent that is trying toe sale the house only to learn that there is a force in the house trying to control certain movements. Vera is the younger sister of Leigh, an artists that becomes the target of the presence that is haunting the land.

Performances – While I don’t think the actors do a bad job in anyway in this film, the scorecard is being harsh on them, most of this complaint that the characters don’t become the main until late in the film which doesn’t give us enough time to get behind the actors. The three actresses do well with what they have without having that one moment that makes them stand out.

Story – The story follows a potential demon being born into the world, I think, it would be fair to say this movie does put forward all the generic ideas that something is off with each scene, but as I was saying with the characters, we follow ones events only for the to mean nothing and these scenes go on for a healthy 20 odd minutes before we move onto the next character’s story, which only leaves us confused and feeling withdrawn from where the story is going.

Horror – The horror is the normal, people walking around the empty houses following or running from noises, the only scene that stands out is involving the hospital.

Settings – The film keeps us in a few houses that always seem to be empty, nothing is overly interesting with the locations being used.

Special Effects – The effects are the strongest part of the film, it does have a couple of stand out moments which will make you look away but also make you want to watch.


Scene of the Movie – Hospital time.

That Moment That Annoyed Me – Not knowing the main character early on.

Final Thoughts – This is a messy confusing movie that does try to break the mould because of the source material of demon trying to be born, we skip over the been there scene that parts but it takes too long to get there.

 

Overall: Not good enough horror movie.