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Blood in the Water - Single by Empara Mi
Blood in the Water - Single by Empara Mi
8
8.0 (1 Ratings)
Album Rating
Empara Mi is a London-based singer-songwriter from Guernsey. Not too long ago, she released a music video for her “Blood in the Water” single.

“I feel like everyone acts out the end of a relationship in their heads before it happens. Maybe as a coping mechanism; to prepare ourselves for the worst and to see how we will take it. This video was meant to capture that mental snapshot, the beginning of the end and all the fighting and anxieties that come with it.” – Empara Mi

The music video tells an interesting tale of a pre-breakup mental state which symbolizes phases of love, argument, and fighting amid vibrant allegory.

Apparently, the woman who shares this dying relationship with her significant other senses that they might be too far gone to resuscitate the love that they once had for each other.

Later, she admits that because they were lying in a bed filled with roses and thorns, that’s why they are torn apart now.

‘Blood in the Water’ contains a dramatic storyline, ear-welcoming vocals, and lush instrumentation flavored with a commercial pop aroma. Also, it’s the follow-up single to “Crying”, which is an intoxicating introduction to the vision of Empara Mi.

“The video is the journey of the breakup. It begins in a dreamlike state where everything feels safe, but suddenly you can’t control the involuntary warnings flooding your brain. Slowly the walls begin to crack and the other person’s colors start to show.” – Empara Mi

Empara Mi emerged in 2016 with her critically acclaimed debut single, entitled, “Wanderlust”. Since then, her music has amassed almost 3M streams online via Spotify.

https://www.bongminesentertainment.com/empara-mi-blood-in-the-water/
  
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Laetitia Sadier recommended Cap Waller by Bertrand Belin in Music (curated)

 
Cap Waller by Bertrand Belin
Cap Waller by Bertrand Belin
2016 | Pop, Rock
(0 Ratings)
Album Favorite

"I discovered his music through a friend in Paris, Armelle Pioline, who used to be in a very good French group called Holden. They were very singular, and quite similar to Stereolab, actually: very poetic. And anyway she had worked with quite a lot of French people and she introduced me to a scene of French musicians that were kind of successful in their field but that I had never really explored. Bertrand Belin had a sort of hit in his own world called 'Hypernuit' and that song really shattered me. It had such depth: it was kind of a ray of light into a deep darkness. It's a little bit spooky, but incredibly poetic and haunting. It's the kind of tune you can't really put your finger on. It's kind of diffused but it creates a beautiful picture with touches of darkness and light. I'm very attracted to this type of songwriting; there's a singularity in the writing that I love very much. For me the hit on this particular album is 'La Mot Juste'. Pretty much everyone who's been through my kitchen I've played this record to, and they've all flashed on it: what's this? They've taken the name and really showed interest. It resonates; there's a deep resonance with the beauty of it. I'm not particularly a big fan of Bertrand's voice, which a lot of people seem to go for, but certainly the songwriting and the lyrics are quite sharp. He's also an author: he writes books. And the production on the record is very beautiful. It's 'La Mot Juste': the just instruments, the just notes, the just amounts of whatever it took. I like that. There's no excess, no fat. It's what it is. I love it."

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TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
  
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Ascension (The Gates Legacy, #3)
8
8.0 (1 Ratings)
Book Rating
4.5 Stars
I have adored these books from the very start, and once again, this third offering from Ms Font doesn't fail to please. We pick right back up with our motley crew of vamps and humans as they do battle against the crazy Goran and his misguided attempts to control absolutely everything (he's a tad on the barmy side, but he's a good character to read so we'll let it slide a little longer).

As always, there was a superb continuation from the second book in the series. As someone who knew what was going on, it was excellent to dive straight back into the action, although I have to admit, I needed to check oddments as my brain hadn't retained all the facts it needed. As a new reader, you'd need to go right back to the start, but given how amazing they are, you shouldn't mind it that much.

Unlike the other books, I did find Ascension to be a little slower starting, but if you should encounter the same issue, please, for the love of everything, do not stop reading! Because my oh my! Once that snowball reaches the top of the hill, it powers down with a force that is unbelievably intoxicating. The last 10% in particular was phenomenal writing and it was quite impossible to put it down. I was left with a real sense of whiplash, just as things appeared to have settled down, and it all went to hell in a fast car all over again! Be warned though, you will definitely need some tissues, that's all I'm saying!

The characters, as you would expect from Font, are all absolutely excellent. The old cast are fabulous (but we already knew that!) and the new additions blend in effortlessly and are a pleasure to read. With all that's going on, it would be easy to get lost and start wondering who's who, but Font is very good at making sure that, despite the multiple points of view she writes from, the reader always knows exactly what they need to know about the characters and the action - but you'll never know more than you need to, it's a supreme balancing act that is brilliant to read. As always, I'm a huge fan of the multiple POVs and I love being able to get inside all the characters heads, without getting lost along the way.

And so, to wrap it up. This is yet another excellent read from Font that I can highly recommend to all who enjoy action, excellent characters, brilliant vampire lore and that extra little twist of something special. I've honestly never read a series quite like this, but I am already on tenterhooks waiting for the next part of the Gates Legacy to find out where else this brilliant story can now go. Seriously though, if you haven't already tried this series, buckle up and block out your schedule for a week or so and get where the action is, because this series is going from strength to strength.

*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*
  
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Jaipur
Jaipur
2009 | Animals, Card Game
Finding a time when the entire group can get together to game can be rare – there always seems to be at least one person who cannot come. But fear not! Low attendance at any given game night does not automatically make it a dud! There are many excellent games for only two players, and that brings us to Jaipur!

Congratulations! You have become one of the most powerful traders in the Indian city of Jaipur – nobody can strike a deal quite like you! Only the best merchant will have the privilege of trading directly with the Maharajah (the city leader), and that is definitely you! Or at least, it was until a new competitor showed up and started swiping your customers… Will you give up your position willingly? Of course not! Through cunning strategy, you can prove that you are still the best trader the city has to offer – so let the competition begin!

In Jaipur, you and your opponent take turns buying, trading, and selling goods and camels for money. Out-sell your opponent in two out of three rounds to become the greatest tradesperson! Collect sets of the same goods to maximize your earnings, and use your camels wisely in trades as you try to anticipate the market trends. On your turn, you can take one of four actions: 1. Take a single good from the market, 2. Take all of the camels from the market, 3. Exchange goods/camels from your hand for multiple goods in the market, or 4. Sell goods. What will your strategy be? Monopolize the market in a specific good, or dabble in all goods? Try to anticipate your opponent’s strategy and throw a wrench in their plans, or mind your own business? No matter what you choose, strategy is the key to success in Jaipur, so make it count!

Jaipur is probably my favorite two-player game to date. The rules are simple enough, the mechanics (card drafting and set collection) are straight-forward, and it requires enough strategy to make it a fun challenge! Since it is a specifically two-player game, everything you do directly impacts your opponent. On your turn, not only are you trying to think of the best move for you to make, but you must also be thinking of what your opponent is trying to accomplish. If a couple of rounds pass and I see my opponent picking up silver goods, I can probably guess they’re hoping to make bank by selling a complete set. So do I pick up the next silver I see on my turn? Or do I cash in the set of diamonds that I’ve been secretly picking up each round? My strategy is constantly changing based on what cards appear in the market at any given time, and that is what elevates this technically simple game for me!

The only grievance for me with Jaipur has to do with the market distribution. The market cards are re-shuffled at the end of each round, and sometimes the shuffling is not balanced. I have lost many rounds because I am forced to take low-scoring goods or camels from a saturated market, only to reveal high-scoring goods for my opponent to take on their turn. Ultimately, that is not an issue with the game, but an issue with my poor card-shuffling ability. If anything, I try to see it as a strategic challenge – how can I best use these lowly goods to balance out the better cards my opponent has picked up? Nothing is a given in this game, and the market can completely change in a single turn!

If you want a quick but engaging game, look no further than Jaipur. It’s a solid two-player game that deserves more love! Purple Phoenix Games gives it a 16 / 18 (Bryan hasn’t played it yet).

https://purplephoenixgames.wordpress.com/2018/12/28/jaipur-review/