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Lake Placid (1999)
Lake Placid (1999)
1999 | Action, Comedy, Horror
So-so freshwater Jaws spoof with lots of extra irony; somehow managed to spawn a gajillion sequels, all of them made by and featuring much less distinguished people. Folk start turning up dead in a lake in Maine; various scientists and eccentrics descend, annoying the local police and game wardens; culprit proves to be a giant Asian crocodile which has somehow found its way to North America (this is not the kind of film which worries too much about the details). All the usual tropes and plot twists ensue, played very much tongue in cheek.

You get the sense this is a film everybody involved made on a week off as a kind of joke - the snappy dialogue between the characters is the only bit of the film which truly shines, and it's the gory bits - beheadings and dismemberments which feel out of place (even some of these are played for laughs). Sort of mildly amusing and the croc model is good, but not funny and certainly not scary enough to linger in the memory. I seem to recall the 1980 movie Alligator being a lot more fun.
  
TE
6
6.0 (1 Ratings)
Book Rating
32 of 235
Book
The Extraordinary Hope of Dawn Brightside
By Jessica Ryn
⭐️⭐️⭐️

She’s not lost. She’s just waiting to be found…
‘Completely beguiling – a messy, loveable cast of characters with Dawn at the centre, bringing the light. A truly lovely read’
Beth Morrey, Sunday Times bestselling author of Saving Missy

Dawn Elisabeth Brightside has been running from her past for twenty-two years and two months, precisely.

So when she is offered a bed in St Jude’s Hostel for the Homeless, it means so much more than just a roof over her head.
 
But with St Jude’s threatened with closure, Dawn worries that everything is about to crumble around her all over again.
 
Perhaps, with a little help from her new friends, she can find a way to save this light in the darkness?
 
And maybe, just maybe, Dawn will finally have a place to call home….


It was good sad in places and makes you think that life’s events can change our lives. It was an easy read not something I usually pick up! Overall it was a 3 star as nothing really jump out and grabbed me.
  
Fort
Fort
2020 | Card Game
One activity my 5-year-old son will never tire of: building forts. Mostly pillow/blanket-based, but all I am doing is grooming him for an eventual treehouse fort of his own in the backyard someday. What an excellent theme for a game, and when I had a chance to speak with Brooke from Leder Games about reviewing this one, I absolutely jumped for joy for the opportunity. No guessing whether we like a game here at Purple Phoenix Games – we put our ratings right on the first graphic of every review, so you know already that I love Fort. Let’s see why.

Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.

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


To setup, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.

After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.


Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.

It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.

If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
  
TM
The Motion of Puppets
4
4.0 (1 Ratings)
Book Rating
In Keith Donohue's modern retelling of Orpheus and Eurydice, The Motion of Puppets, we're introduced to a range of characters from a besotted husband and his missing wife, to an emotionally unstable puppet girl as the husband embarks on a journey to save his wife from eternity as a doll. For fans of mythology, this sounds like a great read and it is, without a doubt, beautifully written; however, when it comes to execution, the story fell flat.

Theo and Kay Harper are newlyweds with a ten year age difference between them. A teacher at a local college, Theo takes an summer vacation away from New York with his wife, Kay, as she performs with a cirque in Quebec City. While she works, he translates a book from French to English, and everything appears to be fine. That is, until Kay suddenly disappears one night after going out with her fellow actors for dinner and drinks. Woven with necromancy, animated puppets, and many references to the madness of Alice in Wonderland, Donohue's story could be considered riveting, and perhaps I would gladly label it so if I had not been so profoundly bored while reading it.

The book's plot is, in and of itself, highly intriguing. As a fan of horror and having proclaimed a love for anything necromantic in nature, the idea of people becoming puppets, or even dying and being reanimated in any fashion really, is something apt to catch my attention, and for that reason and my love of ancient mythology, I requested an advanced reader's copy of The Motion of Puppets. My frustration with it came mostly in the fact that I felt like the book progressed too slowly and there seemed to be a lot of extra "fluff" added in. For instance, the snippets regarding Theo's translation of Eadweard Muybridge's biography really felt a bit unnecessary. There was no real correlation between Muybridge and the book itself, save to provide Theo with something on which to focus. That, also, didn't feel necessary, as Theo seems to be a rather detached character, despite his very clear obsession with his wife. Even Kay's point of view seems to be a bit overly deluded, considering her time as a puppet is significantly shorter than that of the other puppets around her and yet she seems almost as aloof as they are by the conclusion of the book.

In addition to moving at a bit of a slow pace, The Motion of Puppets also seems to rely a bit more on Alice in Wonderland-like elements than it does mythos or current happenings. Everything seems weird and ridiculous, and little, if anything, makes any sense. If you try to make sense of it, chances are you'll find yourself lost, which I found myself giving up on halfway through the book. Magic is clearly alluded to as being the cause for the current state of the majority of the cast's existence; however, it is hardly mentioned and never really explained. Clearly there's enough oddness going on that the nearly-faceless bad guys worry about being found out, but even that isn't enough of a reason to delve into the why or how: it simply is.

There is no doubt in my mind that Keith Donohue is an excellent writer; he has a beautiful command of language that quite literally takes my breath away. Though The Motion of Puppets failed to satisfy me as a reader, I will likely read more of his work when I have the time. As for the genre of this book, horror probably isn't the right one. It'd be better suited in fantasy. There's nothing scary here.

Thank you to Macmillan-Picador, NetGalley, and the author for providing me with an advanced reader's copy of this book in exchange for an honest review.
  
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