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Fairway Solitaire - Card Game
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You’ll play on the fairway, but don’t expect to improve your golf swing! FEATURES • Three...
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OVER 3 MILLION DOWNLOADS! JOIN THE FUN! YOUR KIDS ARE GOING TO LOVE IT! Trains, Horses, Boats,...
Until You
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Paul It feels like I’ve been drowning for five years, barely keeping my head above the water. I...
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Phillip McSween (751 KP) rated BlacKkKlansman (2018) in Movies
Mar 7, 2019
Important Movie
Set in the 1970’s, the first black police officer on the Colorado Springs police force attempts to infiltrate the Klu Klux Klan by becoming one of them.
Acting: 10
I don’t know who I liked better throughout the movie, John David Washington as Ron Stallworth or Adam Driver playing Jewish cop Flip Zimmerman. Not only were they amazing individually, but they complimented each other with great chemistry on screen. Whatever emotion director Spike Lee was trying to make you feel was amplified in their joint scenes. Washington is charming, funny, and witty, all the things you want from a leading role. His heroic character is one of my favorites from the year.
Beginning: 10
Characters: 10
Cinematography/Visuals: 9
The visuals are amazingly crisp, poignant for each scene. It transports you perfectly into the time period without feeling overdone. While the film is largely a comedy, it succeeds in spots by relying on tension and intense moments. Spike Lee has a way of capturing those moments with sheer perfection. It has an artsy feel to it, sometimes over the top, but never unrelatable. Relatable Art. I think that’s the best way to describe it.
Conflict: 10
Whether subtle or in your face, conflict comes in waves throughout BlackkKlansman. You keep waiting for bad things to happen and sometimes they do. When they don’t, you know it’s only a matter of time before things get harry again. There was never a point where I was bored in the movie. Even the planning scenes where they were trying to figure out just how to get a black man to infiltrate a white supremacist organization was fun to watch.
Genre: 10
One of the most important dramas of our generation. Period. Nothing else needs to be said here.
Memorability: 10
The story in and of itself brings an originality you won’t soon forget. On paper, it sounds absolutely nuts. Watching it unfold on the big screen is even more nuts. Even though it’s based on a true story, it’s still very much hard to believe. It’s powerful and real with solid messaging that translates to the now. Even the comedy in certain moments has a way of leaving a real impact.
Pace: 10
The film is long, but it’s a smooth long. The pacing feels like a brisk jog. You always know the direction you’re heading and it never feels like it has to cheat or take shortcuts to properly tell the story. Not boring in the least. Engaging and entertaining throughout.
Plot: 8
Again, much respect for an original story. My one gripe: I don’t think the love story was necessary. It didn’t really contribute to the movie as a whole. Everything outside of that was wonderful and beautifully done.
Resolution: 10
Overall: 97
Expected to like BlackkKlansman, but I fell in love with this movie. It tells a wonderful story that leaves you talking long after it’s over. I’ve said this already, but it bears repeating: This is one of the most important films of our generation. See it. Don’t think twice.
Acting: 10
I don’t know who I liked better throughout the movie, John David Washington as Ron Stallworth or Adam Driver playing Jewish cop Flip Zimmerman. Not only were they amazing individually, but they complimented each other with great chemistry on screen. Whatever emotion director Spike Lee was trying to make you feel was amplified in their joint scenes. Washington is charming, funny, and witty, all the things you want from a leading role. His heroic character is one of my favorites from the year.
Beginning: 10
Characters: 10
Cinematography/Visuals: 9
The visuals are amazingly crisp, poignant for each scene. It transports you perfectly into the time period without feeling overdone. While the film is largely a comedy, it succeeds in spots by relying on tension and intense moments. Spike Lee has a way of capturing those moments with sheer perfection. It has an artsy feel to it, sometimes over the top, but never unrelatable. Relatable Art. I think that’s the best way to describe it.
Conflict: 10
Whether subtle or in your face, conflict comes in waves throughout BlackkKlansman. You keep waiting for bad things to happen and sometimes they do. When they don’t, you know it’s only a matter of time before things get harry again. There was never a point where I was bored in the movie. Even the planning scenes where they were trying to figure out just how to get a black man to infiltrate a white supremacist organization was fun to watch.
Genre: 10
One of the most important dramas of our generation. Period. Nothing else needs to be said here.
Memorability: 10
The story in and of itself brings an originality you won’t soon forget. On paper, it sounds absolutely nuts. Watching it unfold on the big screen is even more nuts. Even though it’s based on a true story, it’s still very much hard to believe. It’s powerful and real with solid messaging that translates to the now. Even the comedy in certain moments has a way of leaving a real impact.
Pace: 10
The film is long, but it’s a smooth long. The pacing feels like a brisk jog. You always know the direction you’re heading and it never feels like it has to cheat or take shortcuts to properly tell the story. Not boring in the least. Engaging and entertaining throughout.
Plot: 8
Again, much respect for an original story. My one gripe: I don’t think the love story was necessary. It didn’t really contribute to the movie as a whole. Everything outside of that was wonderful and beautifully done.
Resolution: 10
Overall: 97
Expected to like BlackkKlansman, but I fell in love with this movie. It tells a wonderful story that leaves you talking long after it’s over. I’ve said this already, but it bears repeating: This is one of the most important films of our generation. See it. Don’t think twice.
Purple Phoenix Games (2266 KP) rated Prowler's Passage in Tabletop Games
May 19, 2021
Night in the city – guards patrol the streets, protecting the extraordinary wealth found across all the city districts. Your goal? To infiltrate the districts and steal the valuable items for yourself. But with the heightened security measures, you’ve got to find an alternate route for entry… tunnels! Burrow underneath the city in a network of passages and grab all the valuable goods you want! Better move fast, though, because your thieving rival has had the same idea and is already on the prowl to steal the wealth for himself.
Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!
On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.
One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!
The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.
The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.
Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!
On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.
One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!
The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.
The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.
MasterSolace (19 KP) rated Mega Man 11 in Video Games
May 30, 2019
It's Mega Man. (4 more)
Old school with new school graphics
The stages are twice as long as normal
Double Gear gives you options
New Weapons change Mega Man's appearance physically
Double Gear makes me LONG for a Mega Man X9(Capcom!!!!) (1 more)
Some of the Robot Master boss fights are stranger than they should be.
Somehow old school is new(Switch)
Mega Man 11. The 11th true entry into the Blue Bomber's flagship series.
After 9 and 10 going back to the EXTREME difficulty and the 8-bit graphic, Capcom decided to show Mighty No. 9 how it SHOULD be done.
The Double Gear system changes things up. One Gear allows you to slow time down, great for precision jumps. The other Powers up your weapons, like the X-Buster upgrade in the X series. Makes me wonder why they didn't make Mega Man X9(CAPCOM!!!!!!). The stages are twice as long as normal, so that is actually really cool. And the boss fights are VERY diverse, so much so going into the first one, you think the others will be similar, but they aren't... which isn't a BAD thing. But it mimics the changes in the boss fights from X8(CAPCOM!!!!!!!!!!)
Mega Man 11 rekindles my love for the core series, but MAKES ME WANT MEGA MAN X9 THAT MUCH MORE!!!!
And it scratch the itch.
After 9 and 10 going back to the EXTREME difficulty and the 8-bit graphic, Capcom decided to show Mighty No. 9 how it SHOULD be done.
The Double Gear system changes things up. One Gear allows you to slow time down, great for precision jumps. The other Powers up your weapons, like the X-Buster upgrade in the X series. Makes me wonder why they didn't make Mega Man X9(CAPCOM!!!!!!). The stages are twice as long as normal, so that is actually really cool. And the boss fights are VERY diverse, so much so going into the first one, you think the others will be similar, but they aren't... which isn't a BAD thing. But it mimics the changes in the boss fights from X8(CAPCOM!!!!!!!!!!)
Mega Man 11 rekindles my love for the core series, but MAKES ME WANT MEGA MAN X9 THAT MUCH MORE!!!!
And it scratch the itch.
Your Middle Years: Love Them. Live Them. Own Them
Book
A book for the menopause years and beyond. Authors Paula Mee and Kate O'Brien had a lot of questions...
Awix (3310 KP) rated Raiders of the Lost Ark (1981) in Movies
Aug 26, 2019 (Updated Aug 26, 2019)
Spielberg and Lucas' wonderful adventure shows you can ignore most of the accepted rules of screenwriting (the script here has some iffy plot devices, peculiar character moments, and the most literal deus ex machina ending in cinema history) and still end up with a virtually perfect movie. You can see how it appeals to the same desire for good-vs-evil escapism as Lucas' most famous creation, but there is an obvious love for the glamour and romance of Golden Age Hollywood here too, and a mysticism that in many way makes it the culmination of all the movies about faith Lucas and Spielberg made in the late 1970s (outside of horror films and biblical epics, this is one of the few mainstream movies predicated on the existence of God).
On one level this is essentially a succession of one set-piece after another, but what set-pieces they are - most movies would be happy to have one sequence like the one in the snake pit, or the plane fight, or the truck chase, and Spielberg cheerfully rattles them off without really pausing for breath. The film is also careful to take its time to establish character and humour, too. This is one of those movies where you can't help feeling that any changes would only end up spoiling it.
On one level this is essentially a succession of one set-piece after another, but what set-pieces they are - most movies would be happy to have one sequence like the one in the snake pit, or the plane fight, or the truck chase, and Spielberg cheerfully rattles them off without really pausing for breath. The film is also careful to take its time to establish character and humour, too. This is one of those movies where you can't help feeling that any changes would only end up spoiling it.
Heather Cranmer (2721 KP) created a post
Jun 5, 2022
LilyLovesIndie (123 KP) rated Rue Toulouse in Books
Nov 5, 2018
Caterine Douchette, envied by her family, loved by her friends and in fear of her life finds herself in the safe and loving arms of Remi Michaud, a pirate who lost his heart to an ice princess. Family turmoil, a whodunnit, a new and exotic lover, all with a backdrop of Mardi Gras in New Orleans. Rue Toulouse is a refreshing romance which blends together action, adventure, love, sex and so many other features as well.
I read the summary to this book and I was, if I'm honest, ambivalent. I thought it would be an ok read that I would find pretty run of the mill as far as romances go. I couldn't have been more wrong.Rue Toulouse boasts an excellent premise for the story, which is well set up, well paced, well developed and well written. It hooked me in and left me turning pages with frantic abandon as I tried to figure out the whodunnit whilst also waiting rather impatiently to find out if Remi and Caterine would have a permanent, lasting relationship.
The characters are fabulous, especially Remi and Caterine. Caterine is the epitome of good society, a lady through and through. Remi is an enticing and spicy piece of something unknown, but something you would very much like to get to know. He exudes sex appeal and hooks you with his easy cher's and occasional French dialogue. Although Remi and Caterine lead a cast of excellent characters, they are all well written throughout, with the characters all developing nicely in ways you hadn't quite expected. The blossoming romance is not overdone, but realistic and enjoyable. The only quibble I have is that Paulette, Charlotte and Hyacinth did annoy me somewhat, but that was understandable given their treatment of Caterine who you get behind from the get go.
The whodunnit element of the story is excellent and had me guessing right up until the very end, and even then I was shocked. Grahl throws in so many red herrings along the way that you are constantly questioning and thinking of new solutions to the mystery, which was a refreshing angle to add to the romance. I love a book that keeps me thinking, and I have to say that Grahl had my grey matter working overtime trying to second guess what would happen next.
The ending itself was super, tying everything up nicely and leaving the reader with a feeling of quiet satisfaction. I thoroughly enjoyed this book from start to finish, it's pacy, sexy and incredibly engaging. I will definitely be watching out for more from this author and will be recommending this book to all those who like a romance with a bit more of a kick to it.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
I read the summary to this book and I was, if I'm honest, ambivalent. I thought it would be an ok read that I would find pretty run of the mill as far as romances go. I couldn't have been more wrong.Rue Toulouse boasts an excellent premise for the story, which is well set up, well paced, well developed and well written. It hooked me in and left me turning pages with frantic abandon as I tried to figure out the whodunnit whilst also waiting rather impatiently to find out if Remi and Caterine would have a permanent, lasting relationship.
The characters are fabulous, especially Remi and Caterine. Caterine is the epitome of good society, a lady through and through. Remi is an enticing and spicy piece of something unknown, but something you would very much like to get to know. He exudes sex appeal and hooks you with his easy cher's and occasional French dialogue. Although Remi and Caterine lead a cast of excellent characters, they are all well written throughout, with the characters all developing nicely in ways you hadn't quite expected. The blossoming romance is not overdone, but realistic and enjoyable. The only quibble I have is that Paulette, Charlotte and Hyacinth did annoy me somewhat, but that was understandable given their treatment of Caterine who you get behind from the get go.
The whodunnit element of the story is excellent and had me guessing right up until the very end, and even then I was shocked. Grahl throws in so many red herrings along the way that you are constantly questioning and thinking of new solutions to the mystery, which was a refreshing angle to add to the romance. I love a book that keeps me thinking, and I have to say that Grahl had my grey matter working overtime trying to second guess what would happen next.
The ending itself was super, tying everything up nicely and leaving the reader with a feeling of quiet satisfaction. I thoroughly enjoyed this book from start to finish, it's pacy, sexy and incredibly engaging. I will definitely be watching out for more from this author and will be recommending this book to all those who like a romance with a bit more of a kick to it.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*




