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The Empress Dowager Cixi: The Concubine Who Launched Modern China
Book
Empress Dowager Cixi (1835-1908) is the most important woman in Chinese history. She ruled China for...
Purple Phoenix Games (2266 KP) rated Drop It in Tabletop Games
Oct 22, 2019
Oh Dexterity games – how I love thee. Strategy means nothing if you don’t have the physical coordination/reflexes to back it up! Gone are the days of being outsmarted by my opponents, because a little physical luck at juuuuust the right time can change the entire game.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Lee (2222 KP) rated A Discovery of Witches - Season 1 in TV
Nov 8, 2018 (Updated Nov 8, 2018)
Bit of a slow burn, some good potential though.
A Discovery of Witches is based on the first book of the 'All Souls Trilogy', by Deborah Harkness. We're in a world where witches, vampires and demons all live among us, carrying out normal human jobs and duties. Obviously these creatures are all aware of each other, and it becomes clear that there is a long, complex and very tense history between them all. While us humans remain blissfully unaware.
The show begins in Oxford, England with Diana Bishop (Teresa Palmer), a witch working as a historian. While carrying out research in the local library she discovers a book which had long been considered missing, and mysteriously only shows itself to Diana. It's return triggers a lot of interest within the supernatural community and she finds herself attracting a lot of unwanted attention, beginning with Matthew Clairmont (Matthew Goode), a local geneticist and vampire. They eventually forge a romantic relationship and begin working together to try and solve the mysteries within the book.
My wife absolutely loves this show and looking at some of the reviews for it on IMDB I know I'm in the minority here, but I mostly found A Discovery Of Witches to be a bit dull. The whole thing is very stylishly done, highlighting Oxford as the beautiful city it is, and we also spend a lot of time in Venice, and various other exotic international locations. But it's the slow burn and the characters themselves that didn't really do it for me. The vampires are mostly moody, throwing their weight around and showing off their lightning speed and reactions along with their heightened senses. The witches are generally wise and supposedly more powerful, but rarely exhibit any more power than setting something on fire, rattling something, or making it a bit windy to the point where people get knocked off their feet. And the demons... well, the demons don't really seem to do anything at all, acting and appearing just like normal humans throughout the entire show. There's a lot of dodgy acting, and as much as I've loved Teresa Palmer in other roles prior to this, I don't really feel she's well suited here. It's all just slow burn and forbidden love. Twilight, but with grown-ups and less special effects.
It's just been granted another two seasons, so I'm definitely in the minority with my opinions. To be fair though, there have been some enjoyable moments, and I'm certainly interested in the direction the show appeared to be heading in. The finale cliffhanger definitely opened up some fun and interesting potential for next season too.
The show begins in Oxford, England with Diana Bishop (Teresa Palmer), a witch working as a historian. While carrying out research in the local library she discovers a book which had long been considered missing, and mysteriously only shows itself to Diana. It's return triggers a lot of interest within the supernatural community and she finds herself attracting a lot of unwanted attention, beginning with Matthew Clairmont (Matthew Goode), a local geneticist and vampire. They eventually forge a romantic relationship and begin working together to try and solve the mysteries within the book.
My wife absolutely loves this show and looking at some of the reviews for it on IMDB I know I'm in the minority here, but I mostly found A Discovery Of Witches to be a bit dull. The whole thing is very stylishly done, highlighting Oxford as the beautiful city it is, and we also spend a lot of time in Venice, and various other exotic international locations. But it's the slow burn and the characters themselves that didn't really do it for me. The vampires are mostly moody, throwing their weight around and showing off their lightning speed and reactions along with their heightened senses. The witches are generally wise and supposedly more powerful, but rarely exhibit any more power than setting something on fire, rattling something, or making it a bit windy to the point where people get knocked off their feet. And the demons... well, the demons don't really seem to do anything at all, acting and appearing just like normal humans throughout the entire show. There's a lot of dodgy acting, and as much as I've loved Teresa Palmer in other roles prior to this, I don't really feel she's well suited here. It's all just slow burn and forbidden love. Twilight, but with grown-ups and less special effects.
It's just been granted another two seasons, so I'm definitely in the minority with my opinions. To be fair though, there have been some enjoyable moments, and I'm certainly interested in the direction the show appeared to be heading in. The finale cliffhanger definitely opened up some fun and interesting potential for next season too.
Hadley (567 KP) rated The Collector in Books
May 4, 2019
Contains spoilers, click to show
Whenever you move to a small town, there is always a hidden secret. When one of those secrets is children going missing, it makes for a great horror story. But 'the Collector' makes for an okay one,with most of its twist and turns being highly predictable.
Josie, the main character of 'the Collector,' has just been uprooted from Chicago with her younger sister, Anna, after their single mother just lost her job. They move in with their ailing grandmother in a small town far away, where she warns the girls to never enter the woods that surround her house. Very early in the book (literally within the first ten pages), Josie and Anna hear a voice coming from the forbidden woods, calling out their names. This isn't the best horror book I've ever read, but it has its quirks.
The reader gets to follow Josie through the story, from her time at a new school to nightmare fueled dreams. She watches her mother take care of her grandmother, who has Alzheimer's, but the grandmother constantly speaks of someone named Beryl, and how this woman knows and wants Josie and Anna. Fortunately, Josie meets a girl at her new school named Vanessa, who becomes a quick friend. Josie speaks about the woods around her grandmother's house, and how she and her sister weren't allowed to enter them, but Vanessa believes there's nothing to worry about: " 'There's nothing to be scared of in the woods,' she said. Her voice sounded different. Flat. Like she was reciting a line from a story she'd read, but didn't believe. 'It's just trees and animals.' "
Josie and Anna soon go over to Vanessa's house, where she lives with her aunt. Little did they know that the house was the one in the forbidden woods that their grandmother warned them about. Josie ignores the rule and enters the home; inside, they are met with a hoarding collection of porcelain dolls, lining the walls and the floors of the entire house. Although Josie has had dreams about this house before even meeting Vanessa, including a life-size doll that answered the door(which she later states looked just like Vanessa), she didn't put the easily accessible puzzle pieces together.
Ignoring the obvious, Josie invites Vanessa over for a sleep-over, where we witness Josie's grandmother instantly recognizing her friend. Vanessa quickly leaves, taking off into the woods towards her home without giving an excuse or getting her overnight bag. When Josie asks her grandmother how she knew Vanessa, her grandmother replies: " 'Beryl is coming!'... 'You've brought her in here. I can't protect you. Not anymore.' "
Josie becomes angry and decides to confront her friend, Vanessa, and find out why she left the way that she did. When she reaches Vanessa's house in the woods, she can hear her crying,but there's another voice - a voice from Josie's dreams of none other than Beryl! Josie overhears Beryl demanding that Vanessa bring her another child for her collection.
Anyone who ever enjoyed R.L. Stine's 'Goosebumps' or 'Fear Street' series will enjoy this book. The story follows the basics of all young adult horror books: one pre-teen/teen experiences something supernatural, and no one believes them, so they are left to fend off the threat by themselves. But this one leaves out the teen drama of a blossoming romance with a boy-crazy girl, instead focusing on an older sister's love for her sibling. "I felt I should apologize to her before dinner. I should try and show her that I was sorry by offering to bring her food or something. I had to protect her, and that meant she had to trust me again."
One aspect that was needed was character development - there is such a lack of backstory that the reader can't bring themselves to care about any of the characters. Alexander keeps the story going with no lulls of teen life, but very little human interaction. Josie spends a lot of time with her younger sister, Anna, but the interactions are quick and seem unimportant.
'The Collector' is good for a quick read with a few scares here and there. I would recommend this book for pre-teens that are interested in horror genre books, but not wanting to deal with the nightmares that horror books for an older generation might bring. Although the ending of the book seemed rush, with a quick death of our villain by the hands of Josie, we are left with an opening for a possible sequel: "Slowly, I opened my eyes, tried to make my vision adjuts. I couldn't believe what I saw. There was a doll on my nightstand. A doll that looked an awful lot like Beryl. " It ends like most horror movies end, but was it good enough for a sequel? I don't think so.
Josie, the main character of 'the Collector,' has just been uprooted from Chicago with her younger sister, Anna, after their single mother just lost her job. They move in with their ailing grandmother in a small town far away, where she warns the girls to never enter the woods that surround her house. Very early in the book (literally within the first ten pages), Josie and Anna hear a voice coming from the forbidden woods, calling out their names. This isn't the best horror book I've ever read, but it has its quirks.
The reader gets to follow Josie through the story, from her time at a new school to nightmare fueled dreams. She watches her mother take care of her grandmother, who has Alzheimer's, but the grandmother constantly speaks of someone named Beryl, and how this woman knows and wants Josie and Anna. Fortunately, Josie meets a girl at her new school named Vanessa, who becomes a quick friend. Josie speaks about the woods around her grandmother's house, and how she and her sister weren't allowed to enter them, but Vanessa believes there's nothing to worry about: " 'There's nothing to be scared of in the woods,' she said. Her voice sounded different. Flat. Like she was reciting a line from a story she'd read, but didn't believe. 'It's just trees and animals.' "
Josie and Anna soon go over to Vanessa's house, where she lives with her aunt. Little did they know that the house was the one in the forbidden woods that their grandmother warned them about. Josie ignores the rule and enters the home; inside, they are met with a hoarding collection of porcelain dolls, lining the walls and the floors of the entire house. Although Josie has had dreams about this house before even meeting Vanessa, including a life-size doll that answered the door(which she later states looked just like Vanessa), she didn't put the easily accessible puzzle pieces together.
Ignoring the obvious, Josie invites Vanessa over for a sleep-over, where we witness Josie's grandmother instantly recognizing her friend. Vanessa quickly leaves, taking off into the woods towards her home without giving an excuse or getting her overnight bag. When Josie asks her grandmother how she knew Vanessa, her grandmother replies: " 'Beryl is coming!'... 'You've brought her in here. I can't protect you. Not anymore.' "
Josie becomes angry and decides to confront her friend, Vanessa, and find out why she left the way that she did. When she reaches Vanessa's house in the woods, she can hear her crying,but there's another voice - a voice from Josie's dreams of none other than Beryl! Josie overhears Beryl demanding that Vanessa bring her another child for her collection.
Anyone who ever enjoyed R.L. Stine's 'Goosebumps' or 'Fear Street' series will enjoy this book. The story follows the basics of all young adult horror books: one pre-teen/teen experiences something supernatural, and no one believes them, so they are left to fend off the threat by themselves. But this one leaves out the teen drama of a blossoming romance with a boy-crazy girl, instead focusing on an older sister's love for her sibling. "I felt I should apologize to her before dinner. I should try and show her that I was sorry by offering to bring her food or something. I had to protect her, and that meant she had to trust me again."
One aspect that was needed was character development - there is such a lack of backstory that the reader can't bring themselves to care about any of the characters. Alexander keeps the story going with no lulls of teen life, but very little human interaction. Josie spends a lot of time with her younger sister, Anna, but the interactions are quick and seem unimportant.
'The Collector' is good for a quick read with a few scares here and there. I would recommend this book for pre-teens that are interested in horror genre books, but not wanting to deal with the nightmares that horror books for an older generation might bring. Although the ending of the book seemed rush, with a quick death of our villain by the hands of Josie, we are left with an opening for a possible sequel: "Slowly, I opened my eyes, tried to make my vision adjuts. I couldn't believe what I saw. There was a doll on my nightstand. A doll that looked an awful lot like Beryl. " It ends like most horror movies end, but was it good enough for a sequel? I don't think so.
Smashbomb (4683 KP) created a post in Smashbomb AMA
Mar 26, 2019 (Updated Mar 26, 2019)
Hazel (1853 KP) rated Alice Takes Back Wonderland in Books
Dec 14, 2018
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review </i>
When a book starts with “‘Do you know fairy tales are real’ asked the cat,” you know you are in for a magical ride. Nearly everyone knows the tale of the seven-year-old girl from nineteenth century London who falls down a rabbit hole and spends a day of madness in the magical world of Wonderland. In David D. Hammons version, however, Alice was a young girl from twenty-first century Missouri. On her return to the real world she was diagnosed with ADHD and Schizophrenia and forced to believe that the Cheshire Cat and the Mad Hatter were figments of her imagination. But ten years later a white rabbit appears and leads Alice back to the world where nothing makes sense.
All is not well in Wonderland. The Cheshire Cat is dead and the Ace of Spades is in charge. Barely anything is the way Alice remembers. Everything looks far too “normal” and similar to the world she comes from. Ace is determined to remove the wonder from Wonderland and create a place where madness is forbidden. Alice has a big fight on her hands as she tries to end this former playing card’s tyrannous reign and restore Wonderland back to its original insanity.
<i>Alice Takes Back Wonderland</i> is not purely a retelling of Lewis Carrols famous story. Although many of the well known and loved characters appear in this book, so do others from a variety of different fairytales: <i>Peter Pan, Pinocchio</i>, and various tales from the <i>Brothers Grimm</i>. As readers will discover, all is not exactly as it should be for these characters either. Despite them being contrasting, magical stories, Hammons has successfully merged them all together in an imaginative manner resulting in a humorous young adult novel.
Although mostly focused on the goings on in Wonderland and the other fictional locations, it is also a subtle metaphor to describe what Alice’s life had been like back in present day America. For a decade Alice was forced to take medication to help her understand the difference between reality and fantasy. It got rid of most of the nonsense thoughts she picked up during her first visit to Wonderland. In a way, that is what the Ace of Spades is doing to characters he believes are mad. He is taking the wonder out of them, just like the pills to the wonder out of Alice.
Lovers of fairytales will definitely love this book, especially those who grew up loving <i>Alice in Wonderland</i> and <i>Peter Pan</i>. In some ways it is a continuation of the original tale, yet in other ways it could be viewed as an alternative way the story could have gone. Primarily targeted at young adults, <i>Alice Takes Back Wonderland</i> is much darker than Carrols version and combines a mix of real life with fantasy. It also goes to show that no one is too old for fairytales!
When a book starts with “‘Do you know fairy tales are real’ asked the cat,” you know you are in for a magical ride. Nearly everyone knows the tale of the seven-year-old girl from nineteenth century London who falls down a rabbit hole and spends a day of madness in the magical world of Wonderland. In David D. Hammons version, however, Alice was a young girl from twenty-first century Missouri. On her return to the real world she was diagnosed with ADHD and Schizophrenia and forced to believe that the Cheshire Cat and the Mad Hatter were figments of her imagination. But ten years later a white rabbit appears and leads Alice back to the world where nothing makes sense.
All is not well in Wonderland. The Cheshire Cat is dead and the Ace of Spades is in charge. Barely anything is the way Alice remembers. Everything looks far too “normal” and similar to the world she comes from. Ace is determined to remove the wonder from Wonderland and create a place where madness is forbidden. Alice has a big fight on her hands as she tries to end this former playing card’s tyrannous reign and restore Wonderland back to its original insanity.
<i>Alice Takes Back Wonderland</i> is not purely a retelling of Lewis Carrols famous story. Although many of the well known and loved characters appear in this book, so do others from a variety of different fairytales: <i>Peter Pan, Pinocchio</i>, and various tales from the <i>Brothers Grimm</i>. As readers will discover, all is not exactly as it should be for these characters either. Despite them being contrasting, magical stories, Hammons has successfully merged them all together in an imaginative manner resulting in a humorous young adult novel.
Although mostly focused on the goings on in Wonderland and the other fictional locations, it is also a subtle metaphor to describe what Alice’s life had been like back in present day America. For a decade Alice was forced to take medication to help her understand the difference between reality and fantasy. It got rid of most of the nonsense thoughts she picked up during her first visit to Wonderland. In a way, that is what the Ace of Spades is doing to characters he believes are mad. He is taking the wonder out of them, just like the pills to the wonder out of Alice.
Lovers of fairytales will definitely love this book, especially those who grew up loving <i>Alice in Wonderland</i> and <i>Peter Pan</i>. In some ways it is a continuation of the original tale, yet in other ways it could be viewed as an alternative way the story could have gone. Primarily targeted at young adults, <i>Alice Takes Back Wonderland</i> is much darker than Carrols version and combines a mix of real life with fantasy. It also goes to show that no one is too old for fairytales!
Gareth von Kallenbach (980 KP) rated Rampage (2018) in Movies
Jun 19, 2019
I have long written about the troubled history of bringing video game movies to the screen. For every success such as “Resident Evil” there are failures such as “Super Mario Bros”, “Wing Commander”, “DOOM”, and countless others. In recent years studios have taken more control of films based on their titles and we have seen some better success at least from a financial point. I was on set and very briefly in “Postal” and “Far Cry” and between scenes it was explained to me that with many video game films, you can use names and a basic premise from the game, but visuals, scenarios and such are usually forbidden as they cannot follow past stories or impede on any possible new projects. What is left is usually something with the name of the game and a very loose association.
“Tomb Raider” and “Assassin’s Creed” recently had a solid box office and while “Warcraft” fizzled domestically it did well overseas but not enough to trigger a sequel but showed an upward trend of star power and bigger budgets for game related films.
All of which brings us to “Rampage”; which is based on a classic arcade game which spawned version on multiple gaming platforms and sequels over the years.
The movie stars Dwayne Johnson as Davis Okoye; a former military operative who joined an anti-poaching task force and now resides in San Diego caring for Primates. His associates note that he has a better relationship with the animals in his care than he does the people around him and Davis is more than fine with this.
His favorite animal is an Albino Gorilla named George and Davis has even managed to teach him and other members of the group to speak to him via sign language.
All seems well until debris from a satellite crashes into George’s enclosure one night as well as various locales around the country.
George begins to grow at an alarming rate and shows increased aggression which is troubling to Davis and draws the attention of a genetics company who are involved in a rogue genetics experiment and a disgraced scientist named Dr. Kate Caldwell (Naomie Harris) who strive to help George and get control of the situation. Naturally the people behind the experiment are not going to let this happen and involve Government Agent Russell (Jeffrey Dean Morgan), to transport them all to a secure locale.
Naturally things do not go as planned and with multiple creatures now on the loose and heading to Chicago, and the military powerless to stop the carnage, it is up to Davis to save George and save the day.
The film uses some lavish visuals to depict the creatures and the action scenes are very entertaining. For a game with a very basic premise, it was nice to see the attempt made to flesh out the backstory and characters and not make the film just an extended FX reel.
There are some scenes and lines that would not be appropriate for younger viewers as a couple at our screener seemed to have some issues with the intensity at times. That being said, “Rampage” delivers an over the top, campy, and fully entertaining mix of video games and classic monster movies. The strong cast and great effects make for an enjoyable action film as long as you accept things with a wink and a smile. I hope this is a success as I would love to see a future film in the series and Johnson, Morgan, and Harris were a very winning combination.
http://sknr.net/2018/04/11/rampage/
“Tomb Raider” and “Assassin’s Creed” recently had a solid box office and while “Warcraft” fizzled domestically it did well overseas but not enough to trigger a sequel but showed an upward trend of star power and bigger budgets for game related films.
All of which brings us to “Rampage”; which is based on a classic arcade game which spawned version on multiple gaming platforms and sequels over the years.
The movie stars Dwayne Johnson as Davis Okoye; a former military operative who joined an anti-poaching task force and now resides in San Diego caring for Primates. His associates note that he has a better relationship with the animals in his care than he does the people around him and Davis is more than fine with this.
His favorite animal is an Albino Gorilla named George and Davis has even managed to teach him and other members of the group to speak to him via sign language.
All seems well until debris from a satellite crashes into George’s enclosure one night as well as various locales around the country.
George begins to grow at an alarming rate and shows increased aggression which is troubling to Davis and draws the attention of a genetics company who are involved in a rogue genetics experiment and a disgraced scientist named Dr. Kate Caldwell (Naomie Harris) who strive to help George and get control of the situation. Naturally the people behind the experiment are not going to let this happen and involve Government Agent Russell (Jeffrey Dean Morgan), to transport them all to a secure locale.
Naturally things do not go as planned and with multiple creatures now on the loose and heading to Chicago, and the military powerless to stop the carnage, it is up to Davis to save George and save the day.
The film uses some lavish visuals to depict the creatures and the action scenes are very entertaining. For a game with a very basic premise, it was nice to see the attempt made to flesh out the backstory and characters and not make the film just an extended FX reel.
There are some scenes and lines that would not be appropriate for younger viewers as a couple at our screener seemed to have some issues with the intensity at times. That being said, “Rampage” delivers an over the top, campy, and fully entertaining mix of video games and classic monster movies. The strong cast and great effects make for an enjoyable action film as long as you accept things with a wink and a smile. I hope this is a success as I would love to see a future film in the series and Johnson, Morgan, and Harris were a very winning combination.
http://sknr.net/2018/04/11/rampage/
Purple Phoenix Games (2266 KP) rated Shadows of Kilforth: A Fantasy Quest Game in Tabletop Games
Sep 3, 2020
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Annie Chanse (15 KP) rated Lovecraft's Monsters in Books
Dec 19, 2017
I received an ARC copy of this anthology in exchange for my honest opinion, and regrettably, I wasn't overly impressed with it. I made notes as I read, and those notes are what I will be posting here now:
Well, I'm about to start the third story, but I thought I'd keep a running commentary on each story so that when it came time to review it, I wouldn't forget how I felt about each individual one.
"Only the End of the World Again" by Neil Gaiman was good. Probably 4 stars. It wasn't the typical greatness that I USUALLY associate with Gaiman, but it was still a quick and enjoyable read. I read it aloud to my eight year old son (editing out the few naughty words, of course) and even he really loved it. There were a few places where he didn't understand what was going on, but overall, he thought it was a great story.
"Bulldozer" by Laird Barron was terrible. I couldn't make it through the story. The writing style was AWFUL. I know that it was supposed to be written -- in parts -- in a stream of consciousness style, but it was awful. I stopped about halfway through and just said screw it. I wouldn't even give this story a star at all.
Finished "Red Goat Black Goat" by Nadia Bulkin. While it had some nice creepy vibes, it was, overall, a 2 star story. I realize, as a short story, it is limited by length and time constraints, but the story just starts in the middle of a world about which the reader has no idea whatsoever. It's not what I would call a good story, although, as I said, there were a couple of moments when I had to look up from my completely dark bedroom and make sure I didn't hear bumps in the night, so it gets one extra star for that.
"The Same Deep Waters As You" was actually fantastic. It's been the best story in the anthology so far. I know, I know... me saying something is better than a Gaiman story is almost unheard of, but this story by Hodge was truly good from beginning to end. It was completely unique, and even though it was a short story, it was completely self-contained. It didn't leave me wondering what happened before the story started to get us to this place, and it ended perfectly, not in a 'to be continued' style. Also, just wow. The ending was a killer. I did NOT see it coming AT ALL. Five stars.
"A Quarter to Three" gets 2.5 stars simply because of Newman's writing style. She is very articulate, and I loved the tone of this story. The content of the story, however, wasn't that great. However, I feel compelled to give it an extra half a star -- bumping it up to 3 stars -- for this one, perfect line:
"It was easy to see what she had seen in him; it left a thin damp trail between his scuffed footprints." Ha. Loved it
"The Dappled Things" was a total bust. 1 star, and that is being generous. So boring I nearly fell asleep twice trying to get through the first two pages. Not worth the time it took to read it.
"Inelastic Collisions" was decent. I have nothing really bad to say about it, but I have nothing super great to say about it either. Three stars.
"Remnants" deserves about 3.5 stars. It's pretty decent. I like the story and the way the plot developed. However, I dislike how abruptly it ended. If the ending had been a little more well-rounded, it could have easily been a 4.5 star story.
"Love is Forbidden We Croak and Howl" -- eh. Two stars. Didn't really hold my interest that much. I kept drifting off...
"The Sect of the Idiot" was a solid three stars. Overall the story wasn't super, but I really, really, REALLY did love the detail paid to the dream sequence. It was beautiful and creepy and dark. Lovely bit of storytelling, that was.
"Jar of Salts" is easily 4.5 stars. Short little Lovecraftian poem, but such a pleasure to read.
Well, I'm finally finished with Lovecraft's Monsters, but honestly, after the last update I made, none of the other stories were really worth reading. I was, overall, a bit disappointed with the book. :-/
Well, I'm about to start the third story, but I thought I'd keep a running commentary on each story so that when it came time to review it, I wouldn't forget how I felt about each individual one.
"Only the End of the World Again" by Neil Gaiman was good. Probably 4 stars. It wasn't the typical greatness that I USUALLY associate with Gaiman, but it was still a quick and enjoyable read. I read it aloud to my eight year old son (editing out the few naughty words, of course) and even he really loved it. There were a few places where he didn't understand what was going on, but overall, he thought it was a great story.
"Bulldozer" by Laird Barron was terrible. I couldn't make it through the story. The writing style was AWFUL. I know that it was supposed to be written -- in parts -- in a stream of consciousness style, but it was awful. I stopped about halfway through and just said screw it. I wouldn't even give this story a star at all.
Finished "Red Goat Black Goat" by Nadia Bulkin. While it had some nice creepy vibes, it was, overall, a 2 star story. I realize, as a short story, it is limited by length and time constraints, but the story just starts in the middle of a world about which the reader has no idea whatsoever. It's not what I would call a good story, although, as I said, there were a couple of moments when I had to look up from my completely dark bedroom and make sure I didn't hear bumps in the night, so it gets one extra star for that.
"The Same Deep Waters As You" was actually fantastic. It's been the best story in the anthology so far. I know, I know... me saying something is better than a Gaiman story is almost unheard of, but this story by Hodge was truly good from beginning to end. It was completely unique, and even though it was a short story, it was completely self-contained. It didn't leave me wondering what happened before the story started to get us to this place, and it ended perfectly, not in a 'to be continued' style. Also, just wow. The ending was a killer. I did NOT see it coming AT ALL. Five stars.
"A Quarter to Three" gets 2.5 stars simply because of Newman's writing style. She is very articulate, and I loved the tone of this story. The content of the story, however, wasn't that great. However, I feel compelled to give it an extra half a star -- bumping it up to 3 stars -- for this one, perfect line:
"It was easy to see what she had seen in him; it left a thin damp trail between his scuffed footprints." Ha. Loved it
"The Dappled Things" was a total bust. 1 star, and that is being generous. So boring I nearly fell asleep twice trying to get through the first two pages. Not worth the time it took to read it.
"Inelastic Collisions" was decent. I have nothing really bad to say about it, but I have nothing super great to say about it either. Three stars.
"Remnants" deserves about 3.5 stars. It's pretty decent. I like the story and the way the plot developed. However, I dislike how abruptly it ended. If the ending had been a little more well-rounded, it could have easily been a 4.5 star story.
"Love is Forbidden We Croak and Howl" -- eh. Two stars. Didn't really hold my interest that much. I kept drifting off...
"The Sect of the Idiot" was a solid three stars. Overall the story wasn't super, but I really, really, REALLY did love the detail paid to the dream sequence. It was beautiful and creepy and dark. Lovely bit of storytelling, that was.
"Jar of Salts" is easily 4.5 stars. Short little Lovecraftian poem, but such a pleasure to read.
Well, I'm finally finished with Lovecraft's Monsters, but honestly, after the last update I made, none of the other stories were really worth reading. I was, overall, a bit disappointed with the book. :-/
Purple Phoenix Games (2266 KP) rated Coconuts in Tabletop Games
Jun 12, 2019
I usually like to create some fanciful intro to my reviews to get you in the setting of the game and in the mood to be entertained and educated about the game in question. I have failed this time.
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/