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Emma @ The Movies (1786 KP) rated A Quiet Place: Part II (2021) in Movies
Sep 25, 2021
The Abbots have survived the attack on their family and found a way to get the upper hand in the fight against the monsters. They need to move on, beyond the boundaries they're set up for themselves. But what is out there blocking their way? Friend or foe? There's no way of knowing.
I was sceptical about a second film, there was a perfectly good intriguing ending to the first, and sequels aren't always the follow-ups we hope for. Would there be enough to stretch out into a decent story?
Emily Blunt was Emily Blunt. The expected powerful performance, but it was nice to see her taking a slight back seat to allow other characters to take the lead... whether I enjoyed that or not.
The biggest change on that front was giving Regan a bigger piece of the action, and the chance to show the leadership that is now missing since the death of her father. And we get an interesting pairing with her and Cillian Murphy, there's a bond made that leads them to learn about each other and it was nice, while a little sad, to see her with a new father figure in her life for a while.
Murphy's character of Emmett seems far more at home with his life as a "lone survivor" than he did as a family man. He's bunkered down outside their radius and got himself a nice little set up... but... there's one very large point that is not addressed during the films, and it's quick frankly too odd (and slightly sinister) for them to have avoided. Apart from that, Emmett does unfold nicely through the film, and he really adjusts well to being reconnected with the Abbotts.
As much as I like Noah Jupe, I found Marcus to be entirely too frustrating in this film. I don't like to wish ill upon people, but, he deserved to be eaten by a monster, or at least lightly maimed. Reckless and idiotic, he quite frankly didn't deserve any kind of redemption.
Even more so than the first, this film gave me heavy Lost vibes. If you broke some of the scenes down into their vaguest detail and asked people to guess what you were talking about, I'd certainly forgive people for guessing wrong. But yet again it's a suspenseful offering, and I found it hilarious when I fell for the jump scares. Coming out to an almost instant announcement of a third film left me wondering though. What could it do from here? It really felt like it had come to a natural ending.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/09/a-quiet-place-part-ii-movie-review.html

Lantern (Danubian #1)
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Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.