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Purple Phoenix Games (2266 KP) rated The Grimm Masquerade in Tabletop Games
Apr 8, 2021
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.

BankofMarquis (1832 KP) rated Shazam! (2019) in Movies
Sep 1, 2019
Entertaining Enough
In the battle of DC vs Marvel in the Cinematic world, the prevailing theory is that DC is "righting the ship" with back-to-back decent films - AQUAMAN and SHAZAM. And...after viewing both of these films, I will agree that they are moving the ship in the correct direction, but they have a long, long way to go before they can say they have "righted" this ship.
SHAZAM is a fun. light, comedic-ish film that will appeal to kids and tweens and will be considered "not bad" by older teens and adults - and that is an improvement for a DC comic book film.
Asher Angel stars as Billy Batson, a troubled teenager with family/parental issues (is there any other kind in these types of films?) who is given the power of SHAZAM by a mysterious wizard (the always dependable Djimon Hounsou), when he says the magical word SHAZAM he is instantly changed into the SuperHero SHAZAM. The Superhero part of this character is played by Zachary Levi (TV's CHUCK) and that is the first problem for me with this film, I didn't feel that these 2 actors connected much to form the illusion of 1 person. Asher is all "broody and moody" - you know, the way an adult would direct a teenage actor to perform as a troubled teen - while Levi, who is having some fun, looks like he is trying just a bit too hard to showcase his "inner teenager" while wrapped inside a body hugging, muscle enhancing costume.
Billy Batson is sent to a foster home full of a "It's A Small World" group of troubled youth that have - despite their differences - formed into a family. Want to bet that Billy figures out that "family" does not mean his mother and father who abandoned him but rather those around you that love and care for you?
All of the kids in this "family" are well played, as are the "father and mother" figures. Standouts are Faithe Herman as smart-as-a-whip/cute-as-a-button Darla and, especially, Jack Dylan Grazer (hypochondriac Eddie in IT: CHAPTER 1) as the lad who becomes Billy's best friend. He is just as fun and charismatic as he was in IT. To be honest, I think I wanted more of a movie about this group of people than the typical "Super Hero/Super Villain" film.
However, I can forgive this film for focusing on the Hero/Villain dynamic for Mark Strong (SHERLOCK) is wonderfully villainous as the bad guy with daddy issues of his own and "that guy" actor John Glover is in it all too briefly as his dad.
Director David F. Sandberg (ANNABELLE: CREATION) does a nice job of keeping the action going at a fast enough pace to keep things entertaining - albeit in a way that was rather pedestrian and "nothing new". But he aims this film squarely at the older kid/younger tween audience and they will enjoy this very much, whilst the rest of us will not be bored as we accompany them.
Letter Grade: B
7 stars (out of 10) and you can take that to the Bank(ofMarquis)
SHAZAM is a fun. light, comedic-ish film that will appeal to kids and tweens and will be considered "not bad" by older teens and adults - and that is an improvement for a DC comic book film.
Asher Angel stars as Billy Batson, a troubled teenager with family/parental issues (is there any other kind in these types of films?) who is given the power of SHAZAM by a mysterious wizard (the always dependable Djimon Hounsou), when he says the magical word SHAZAM he is instantly changed into the SuperHero SHAZAM. The Superhero part of this character is played by Zachary Levi (TV's CHUCK) and that is the first problem for me with this film, I didn't feel that these 2 actors connected much to form the illusion of 1 person. Asher is all "broody and moody" - you know, the way an adult would direct a teenage actor to perform as a troubled teen - while Levi, who is having some fun, looks like he is trying just a bit too hard to showcase his "inner teenager" while wrapped inside a body hugging, muscle enhancing costume.
Billy Batson is sent to a foster home full of a "It's A Small World" group of troubled youth that have - despite their differences - formed into a family. Want to bet that Billy figures out that "family" does not mean his mother and father who abandoned him but rather those around you that love and care for you?
All of the kids in this "family" are well played, as are the "father and mother" figures. Standouts are Faithe Herman as smart-as-a-whip/cute-as-a-button Darla and, especially, Jack Dylan Grazer (hypochondriac Eddie in IT: CHAPTER 1) as the lad who becomes Billy's best friend. He is just as fun and charismatic as he was in IT. To be honest, I think I wanted more of a movie about this group of people than the typical "Super Hero/Super Villain" film.
However, I can forgive this film for focusing on the Hero/Villain dynamic for Mark Strong (SHERLOCK) is wonderfully villainous as the bad guy with daddy issues of his own and "that guy" actor John Glover is in it all too briefly as his dad.
Director David F. Sandberg (ANNABELLE: CREATION) does a nice job of keeping the action going at a fast enough pace to keep things entertaining - albeit in a way that was rather pedestrian and "nothing new". But he aims this film squarely at the older kid/younger tween audience and they will enjoy this very much, whilst the rest of us will not be bored as we accompany them.
Letter Grade: B
7 stars (out of 10) and you can take that to the Bank(ofMarquis)

Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games
Mar 26, 2020 (Updated Mar 26, 2020)
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.
Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!
Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.
When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.
Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!
Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!
So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.
If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!
Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.
When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.
Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!
Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!
So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.
If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!

Gareth von Kallenbach (980 KP) rated Teen Titans Go! To the Movies (2018) in Movies
Jul 8, 2019
This summer has brought us many of the best and highest rated superhero movies of all time. After seeing big blockbusters such as Avengers: Infinity War and Deadpool 2 and even Disney Pixar’s animated superhero hit Incredibles 2, folks may have a bit of superhero overload. With so many genre-defining films one right after the other it would be easy to miss the newest contender, Teen Titans Go! To the Movies, but it’s absolutely a movie you should make a point to see.
Robin (Scott Menville), the leader of the Teen Titans dreams of nothing more than having a movie made about him. It seems like there is a movie about every other major superhero (even if it wasn’t a particularly good one as Green Lantern reluctantly admits too), so why not him? When he and his team Beast Boy (Greg Cipes), Cyborg (Khary Payton), Raven (Tara Strong) and Starfire (Hynden Walch) inquire why a movie has yet to be made about them, they are laughed at. After all, who would ever make a movie dedicated to the lowly sidekicks?
The Titans realize that there is one thing that all superheroes have that they are missing…an archnemesis, someone they could prove their heroic talents defeating and ultimately earn them a place among the stars. The Titans, due the other major superheroes being unavailable, come across Slade (Will Arnett) attempting to steal a precious crystal. Jumping quickly into action, the team realizes that this may be the archnemesis they are searching for.
Teen Titans is a movie that certainly does not take itself seriously, even their first battle is against a giant balloon man who steals safes by stuffing them inside helium filled balloons. There are also the occasional fart jokes and the expected waffles references, which are all the things that young kids have grown to love about the series. Even though those jokes and references were very funny, they are really only surface level jokes, ones to make the kids in the audience laugh. To get to the real genius of this movie you have to look a little deeper. Teen Titans is full of 80’s and pop culture references, so many that it’d be easy to overlook them the first time you see it. The movie includes subtle nods to everything from Back to the Future to superhero origin stories and every one of them is pure genius. The references were clearly made for the adults to catch, yet you’ll still see the younger audience members laughing (although they may not know why). One of my absolute favorite parts in the movie involves Aquaman, and 3 days later I’m still laughing about it. The joy this movie brings will stay with you for a very long time.
Teen Titans! Go to the Movies has my vote for best superhero movie of the year. It’s a bright shining star in the otherwise dismal DC Universe. It’s a movie that is made for young and old alike, but for entirely different reasons. It is both nostalgic and new, something that is incredibly difficult for most movies to accomplish these days. It will have you laughing throughout, but deep down teaches an incredibly important lesson about friendship, and what it means to be a true hero. For fans of the television series this is an absolute must see movie, in fact you should already have your tickets and know exactly when you are going. For those who have never seen a single episode but love superhero movies, don’t just sit there, fly/swim/portal your way over to the theater. If you have a fondness for the 80s, you’ll be in for a serious treat, in many, many ways. As cliché as this may seem, it’s the must-see movie of the summer and in my opinion the entire year. Oh, and make sure you stay for the credits…the genius lasts until the very end.
What I liked: Incredibly clever 80s and pop culture references, vivid and amazing animation, the superhero origin stories (you’ll understand when you watch it)
What I liked less: I couldn’t immediately go see it again
Robin (Scott Menville), the leader of the Teen Titans dreams of nothing more than having a movie made about him. It seems like there is a movie about every other major superhero (even if it wasn’t a particularly good one as Green Lantern reluctantly admits too), so why not him? When he and his team Beast Boy (Greg Cipes), Cyborg (Khary Payton), Raven (Tara Strong) and Starfire (Hynden Walch) inquire why a movie has yet to be made about them, they are laughed at. After all, who would ever make a movie dedicated to the lowly sidekicks?
The Titans realize that there is one thing that all superheroes have that they are missing…an archnemesis, someone they could prove their heroic talents defeating and ultimately earn them a place among the stars. The Titans, due the other major superheroes being unavailable, come across Slade (Will Arnett) attempting to steal a precious crystal. Jumping quickly into action, the team realizes that this may be the archnemesis they are searching for.
Teen Titans is a movie that certainly does not take itself seriously, even their first battle is against a giant balloon man who steals safes by stuffing them inside helium filled balloons. There are also the occasional fart jokes and the expected waffles references, which are all the things that young kids have grown to love about the series. Even though those jokes and references were very funny, they are really only surface level jokes, ones to make the kids in the audience laugh. To get to the real genius of this movie you have to look a little deeper. Teen Titans is full of 80’s and pop culture references, so many that it’d be easy to overlook them the first time you see it. The movie includes subtle nods to everything from Back to the Future to superhero origin stories and every one of them is pure genius. The references were clearly made for the adults to catch, yet you’ll still see the younger audience members laughing (although they may not know why). One of my absolute favorite parts in the movie involves Aquaman, and 3 days later I’m still laughing about it. The joy this movie brings will stay with you for a very long time.
Teen Titans! Go to the Movies has my vote for best superhero movie of the year. It’s a bright shining star in the otherwise dismal DC Universe. It’s a movie that is made for young and old alike, but for entirely different reasons. It is both nostalgic and new, something that is incredibly difficult for most movies to accomplish these days. It will have you laughing throughout, but deep down teaches an incredibly important lesson about friendship, and what it means to be a true hero. For fans of the television series this is an absolute must see movie, in fact you should already have your tickets and know exactly when you are going. For those who have never seen a single episode but love superhero movies, don’t just sit there, fly/swim/portal your way over to the theater. If you have a fondness for the 80s, you’ll be in for a serious treat, in many, many ways. As cliché as this may seem, it’s the must-see movie of the summer and in my opinion the entire year. Oh, and make sure you stay for the credits…the genius lasts until the very end.
What I liked: Incredibly clever 80s and pop culture references, vivid and amazing animation, the superhero origin stories (you’ll understand when you watch it)
What I liked less: I couldn’t immediately go see it again

Purple Phoenix Games (2266 KP) rated Spirits of the Wild in Tabletop Games
Aug 15, 2019
You know how some games just look… delicious? Take Azul’s tiles that remind us of a yummy burst of sugary goodness. Or all the cutie little bits in Everdell. Well, the components in this game are really stellar and are just a joy to play with. Yes, I am jumping the gun with the formula I typically use for my reviews, but just scroll down for a sec and check out the play photo. Just those juicy little stones, the awesome bowl, the nice little coyote mini. They’re great! Anyway, having great components doesn’t necessarily mean that the game will be good. Add to that the fact that I picked this up from Target AND it’s published by Mattel and I really wasn’t expecting much from Spirits of the Wild. I’ll admit I was wrong. This is a great game. This is why –
This is a game about resource management, set collection and a hint of take that. The winner of the game is the player who can most efficiently use the stones they choose from the bowl during the game by assigning them to areas on their player mat. Each area scores points differently, and the game ends at the end of the player’s turn once at least five clear stones have left the provided bag. Let me explain.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly, from Target, or from your FLGS. -T
To setup the game, place all the stones in the bag. Place the bowl in the middle of the players, and set aside the coyote mini. Place the two stacks of Spirit Cards in the middle of the table. Each player receives a play mat and the same set of cards that indicates an action that can be taken on a turn. Draw out four stones from the bag and place them in the bowl. You are ready to begin.
On a player’s turn, they choose a face up card from the collection in front of them which tells them what to do on their turn. Such actions include take a stone, take two stones, or place some stones in the bowl and take one. Once an action card has been chosen and followed, the player flips it over and it cannot be used on the next turn. One card that can be used at any time instructs the player to take a Spirit Card action and refresh their cards by flipping them all face-up. The cards drive the actions to be made throughout the game, but the game really hinges on the stones and the coyote.
When you take actions to choose stones from the bowl you then have to assign those stones to spots on your play mat. These areas score differently and deciding which stones to grab and where to place them can be agonizing, but only because you can see what your opponent is doing and you really need to set yourself up to score points before the game suddenly has to end and you are stuck unfinished and will be unscoring. Unscoring? You’re welcome, Webster’s Dictionary. The coyote, when placed on an opponent’s play mat prevents stones from being added to that area and can really throw an ACME wrench into your plans. So determining when to move the coyote from your mat onto your opponent’s may really be the difference between sweet, tasty victory and bitter, yucky defeat. Again, play continues until the end of the turn when the fifth clear stone leaves the bag. Oh those clear ones? When placed, you can no longer place stones in that area but will also double that area’s score at the end of the game. So there’s quite a bit going on in your head throughout the game. Delicious!
Components. Well, I kinda already professed my love for them in the intro, so I’ll do it again here. They are wonderful components! I want to just be fidgeting with them all the time.
So is this good? Verily!! The constant struggle between deciding your action card based on the stones in the bowl or refreshing your cards or just going for broke and taking a chance on unscoring an area because there are already three clear stones out but you know at any time three more can make an appearance and end the game is just so satisfying. The components are amazing, the game play is fast and furious (not a sponsor), and you just want to play it again right afterward. Those are my favorite kind of games. If this all sounds like your kind of game, definitely check it out. You won’t be disappointed. I believe anyone would like this one. Purple Phoenix Games gives this one an enthusiastic, but temptation-to-eat-the-stones-resisting 10 / 12.
This is a game about resource management, set collection and a hint of take that. The winner of the game is the player who can most efficiently use the stones they choose from the bowl during the game by assigning them to areas on their player mat. Each area scores points differently, and the game ends at the end of the player’s turn once at least five clear stones have left the provided bag. Let me explain.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly, from Target, or from your FLGS. -T
To setup the game, place all the stones in the bag. Place the bowl in the middle of the players, and set aside the coyote mini. Place the two stacks of Spirit Cards in the middle of the table. Each player receives a play mat and the same set of cards that indicates an action that can be taken on a turn. Draw out four stones from the bag and place them in the bowl. You are ready to begin.
On a player’s turn, they choose a face up card from the collection in front of them which tells them what to do on their turn. Such actions include take a stone, take two stones, or place some stones in the bowl and take one. Once an action card has been chosen and followed, the player flips it over and it cannot be used on the next turn. One card that can be used at any time instructs the player to take a Spirit Card action and refresh their cards by flipping them all face-up. The cards drive the actions to be made throughout the game, but the game really hinges on the stones and the coyote.
When you take actions to choose stones from the bowl you then have to assign those stones to spots on your play mat. These areas score differently and deciding which stones to grab and where to place them can be agonizing, but only because you can see what your opponent is doing and you really need to set yourself up to score points before the game suddenly has to end and you are stuck unfinished and will be unscoring. Unscoring? You’re welcome, Webster’s Dictionary. The coyote, when placed on an opponent’s play mat prevents stones from being added to that area and can really throw an ACME wrench into your plans. So determining when to move the coyote from your mat onto your opponent’s may really be the difference between sweet, tasty victory and bitter, yucky defeat. Again, play continues until the end of the turn when the fifth clear stone leaves the bag. Oh those clear ones? When placed, you can no longer place stones in that area but will also double that area’s score at the end of the game. So there’s quite a bit going on in your head throughout the game. Delicious!
Components. Well, I kinda already professed my love for them in the intro, so I’ll do it again here. They are wonderful components! I want to just be fidgeting with them all the time.
So is this good? Verily!! The constant struggle between deciding your action card based on the stones in the bowl or refreshing your cards or just going for broke and taking a chance on unscoring an area because there are already three clear stones out but you know at any time three more can make an appearance and end the game is just so satisfying. The components are amazing, the game play is fast and furious (not a sponsor), and you just want to play it again right afterward. Those are my favorite kind of games. If this all sounds like your kind of game, definitely check it out. You won’t be disappointed. I believe anyone would like this one. Purple Phoenix Games gives this one an enthusiastic, but temptation-to-eat-the-stones-resisting 10 / 12.

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LeftSideCut (3776 KP) rated Mandy (2018) in Movies
Oct 30, 2019 (Updated Oct 30, 2019)
A ride from start to finish
Mandy is an utterly bizarre experience, but it's one that kept me absolutely enthralled from beginning to end.
The basic plot is pretty simple - Red (Nicolas Cage) and Mandy (Andrea Riseborough) live an idyllic and secluded life until a run in with a cult-like group lead by Jeremiah Sand (Linus Roache).
After a night of terror falls on the couple, Red takes it upon himself to exact bloody vengeance on those who have harmed them.
This straightforward horror-revenge narrative however is washed in a truly striking example of filmaking.
The cinematography throughout is gorgeous, from huge sweeping shots, to grainier settings full of fog and red light. Director Panos Cosmatos lands numerous memorable shots and presents with a surreal visual experience with a continuous 80s vibe under the surface.
This distinct style paired with a beautiful synth heavy score from the late Jóhann Jóhannsson (which constantly reminded me of Twin Peaks) gives the movie a dream-like coating that gives the movie a really unsettling and downright creepy presence.
King Crimson plays over the opening credits also, which is always going to win me over!
The first half is a slow burner (the title card doesn't appear until 70 minutes in!), really taking advantage of everything mentioned above, before taking a pretty crazy, LSD drenched turn.
The gorier moments of Mandy happen here, and they're pretty effective, outlandish, but at the same time realistic. It certainly sticks with you as the movie slips further into a drug fuelled bloody nightmare. (there's a goddamn chainsaw duel!)
The cast are all pretty decent - Linus Roache makes for a menacing villain during his limited screentime, and his followers are suitably weird (the whole thing has a horrible Charles Manson vibe to it), and Nicolas Cage is both unnervingly restrained at times (even when drenched in blood) with the odd moment of full blown Cage that we've come to know and love.
Mandy deals with themes of love, revenge, toxic masculinity, religion, and cultism, all wrapped up in a truly outlandish and violent fever dream.
Some people love it, some people hate it, but it's certainly unlike any horror I've seen before and I though it's was pretty damn good.
The basic plot is pretty simple - Red (Nicolas Cage) and Mandy (Andrea Riseborough) live an idyllic and secluded life until a run in with a cult-like group lead by Jeremiah Sand (Linus Roache).
After a night of terror falls on the couple, Red takes it upon himself to exact bloody vengeance on those who have harmed them.
This straightforward horror-revenge narrative however is washed in a truly striking example of filmaking.
The cinematography throughout is gorgeous, from huge sweeping shots, to grainier settings full of fog and red light. Director Panos Cosmatos lands numerous memorable shots and presents with a surreal visual experience with a continuous 80s vibe under the surface.
This distinct style paired with a beautiful synth heavy score from the late Jóhann Jóhannsson (which constantly reminded me of Twin Peaks) gives the movie a dream-like coating that gives the movie a really unsettling and downright creepy presence.
King Crimson plays over the opening credits also, which is always going to win me over!
The first half is a slow burner (the title card doesn't appear until 70 minutes in!), really taking advantage of everything mentioned above, before taking a pretty crazy, LSD drenched turn.
The gorier moments of Mandy happen here, and they're pretty effective, outlandish, but at the same time realistic. It certainly sticks with you as the movie slips further into a drug fuelled bloody nightmare. (there's a goddamn chainsaw duel!)
The cast are all pretty decent - Linus Roache makes for a menacing villain during his limited screentime, and his followers are suitably weird (the whole thing has a horrible Charles Manson vibe to it), and Nicolas Cage is both unnervingly restrained at times (even when drenched in blood) with the odd moment of full blown Cage that we've come to know and love.
Mandy deals with themes of love, revenge, toxic masculinity, religion, and cultism, all wrapped up in a truly outlandish and violent fever dream.
Some people love it, some people hate it, but it's certainly unlike any horror I've seen before and I though it's was pretty damn good.

Heather Cranmer (2721 KP) rated Gold Manor Ghost House in Books
Jun 6, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I have to admit that the blurb is what drew me in to this book. While it wasn't really that ghostly, it was still a good book.
Usually any title with the word "ghost" in it captures my attention, and it was no different for this book. The title references the name of the tv show the characters are in. It also reflects real life for them.
I don't like the cover at all. It's not very captivating nor does it tell us anything about the book besides one of the characters is a girl. There's so many different covers this book could've had, so why settle on a boring photo of some girl. I just hope the cover doesn't put others off because this is a good read.
The world building, while believable, was confusing at some points in the book. I don't know if it's because a lot of questions will be revealed in the next book (if there is one) or what. There were times when I had no idea what was going on. I even would go back a few pages and reread them in case I had missed something, but I hadn't. I don't really know how to describe it other than to say the world building was choppy at times. Besides being confused, I found myself drawn to the world which the author created for this book. There were times when I felt like I was even one of the characters.
I enjoyed the pacing. Once you get past the confusing bits of the story, the pacing is done rather well. I was totally immersed in this book, and I could've wait to read the next chapter to find out what the characters would experience next.
The plot was interesting albeit confusing since we don't really know where and what Anna is yet. It's the typical good versus evil story, but written in a very interesting way. We're not sure who to trust yet, and we're left wondering with whether Anna is good or evil. The plot thickens...in the next book. (At least, I hope there's a next boo since so many questions are left unanswered).
I liked the character of Anna. She's been through a traumatizing experience, yet she's a strong person. I felt bad for her with what she was going through, and I loved her feelings for Adam! I enjoyed Adam. He's still a very mysterious character, not because he wasn't written well, but because I think the author wants to save what he's really about for another book (hopefully) and because she wants her audience to make up their own mind about him. I love how protective he is and how sexy he sounds! He's British (like my husband) so he instantly scored points with that one! I felt bad for Corey when it came to his unrequited love from Anna. He's her best friend, yet he yearns for more. I was Team Corey all the way even though I liked Adam. I wanted Anna and Corey to become a couple all throughout the book! He comes across as being a tad more sweet than Adam, and I don't know what it is about Corey, but I just loved him a lot. To me, he was better boyfriend material.
The dialogue didn't really sound like it was teenage like. It sounded more like the way adults would talk, not a bunch of teenagers. However, I did enjoy the dialogue but kept forgetting that Anna was meant to be only sixteen. It annoyed me how Adam kept saying "love" though. I found it to be too stereotypical. Yes, some British people do say "love," but Adam seemed to say it an awful lot. Having lived in England for 6 years, I can tell you that British people do not say "love" all the time. However that's just a me thing and shouldn't affect the book for others. I enjoyed the scenes Corey was in the most though as his dialogue was the most enjoyable in my opinion. I didn't notice any swearing in this book.
Overall, Gold Manor Ghost House by Merry Brown is an enjoyable book despite some of its confusing scenes and minor faults. I really hope there's a second book in the works because I enjoyed the first one and am wanting my questions to be answered. The way the first book is written, it seems like there will be a second book which I will most definitely read!
I'd recommend this book for those aged 14+ who are fans of the paranormal that are also looking for a bit of romance.
I'd give Gold Manor Ghost House by Merry Brown a 3.75 out of 5.
(I received a free ecopy of this book from the tour host in exchange for a fair and honest review).
I have to admit that the blurb is what drew me in to this book. While it wasn't really that ghostly, it was still a good book.
Usually any title with the word "ghost" in it captures my attention, and it was no different for this book. The title references the name of the tv show the characters are in. It also reflects real life for them.
I don't like the cover at all. It's not very captivating nor does it tell us anything about the book besides one of the characters is a girl. There's so many different covers this book could've had, so why settle on a boring photo of some girl. I just hope the cover doesn't put others off because this is a good read.
The world building, while believable, was confusing at some points in the book. I don't know if it's because a lot of questions will be revealed in the next book (if there is one) or what. There were times when I had no idea what was going on. I even would go back a few pages and reread them in case I had missed something, but I hadn't. I don't really know how to describe it other than to say the world building was choppy at times. Besides being confused, I found myself drawn to the world which the author created for this book. There were times when I felt like I was even one of the characters.
I enjoyed the pacing. Once you get past the confusing bits of the story, the pacing is done rather well. I was totally immersed in this book, and I could've wait to read the next chapter to find out what the characters would experience next.
The plot was interesting albeit confusing since we don't really know where and what Anna is yet. It's the typical good versus evil story, but written in a very interesting way. We're not sure who to trust yet, and we're left wondering with whether Anna is good or evil. The plot thickens...in the next book. (At least, I hope there's a next boo since so many questions are left unanswered).
I liked the character of Anna. She's been through a traumatizing experience, yet she's a strong person. I felt bad for her with what she was going through, and I loved her feelings for Adam! I enjoyed Adam. He's still a very mysterious character, not because he wasn't written well, but because I think the author wants to save what he's really about for another book (hopefully) and because she wants her audience to make up their own mind about him. I love how protective he is and how sexy he sounds! He's British (like my husband) so he instantly scored points with that one! I felt bad for Corey when it came to his unrequited love from Anna. He's her best friend, yet he yearns for more. I was Team Corey all the way even though I liked Adam. I wanted Anna and Corey to become a couple all throughout the book! He comes across as being a tad more sweet than Adam, and I don't know what it is about Corey, but I just loved him a lot. To me, he was better boyfriend material.
The dialogue didn't really sound like it was teenage like. It sounded more like the way adults would talk, not a bunch of teenagers. However, I did enjoy the dialogue but kept forgetting that Anna was meant to be only sixteen. It annoyed me how Adam kept saying "love" though. I found it to be too stereotypical. Yes, some British people do say "love," but Adam seemed to say it an awful lot. Having lived in England for 6 years, I can tell you that British people do not say "love" all the time. However that's just a me thing and shouldn't affect the book for others. I enjoyed the scenes Corey was in the most though as his dialogue was the most enjoyable in my opinion. I didn't notice any swearing in this book.
Overall, Gold Manor Ghost House by Merry Brown is an enjoyable book despite some of its confusing scenes and minor faults. I really hope there's a second book in the works because I enjoyed the first one and am wanting my questions to be answered. The way the first book is written, it seems like there will be a second book which I will most definitely read!
I'd recommend this book for those aged 14+ who are fans of the paranormal that are also looking for a bit of romance.
I'd give Gold Manor Ghost House by Merry Brown a 3.75 out of 5.
(I received a free ecopy of this book from the tour host in exchange for a fair and honest review).

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