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The Walking Dead - Season 9
The Walking Dead - Season 9
2018 |
Clawing its way back
Contains spoilers, click to show
After a hugely underwhelming couple of seasons, it's nice to see TWD back on a stronger path, with a new showrunner, and new time setting (more on that in a minute).

After All Out War came to a climax at the end of season 8, Rick and co. are now looking towards building a new life. Truly bringing the communities together, including those who remain if The Saviours. It's a fair slow burn start, but the tension between the various camps and those still loyal to Negan is enough to keep things interesting enough.
And then of course, along came Rick Grimes' last episode. Andrew Lincoln has been a massive part of TWD from day one, so his departure is a big deal. The episode itself is pretty powerful, sharing some genuinely emotional moments with visions of characters that are long gone - the then recent passing of actor Scott Wilson (Hershel) was particularly moving - and it concluded Ricks involvement with TWD nicely, whilst leaving the doors wide open for the upcoming movies.
By the episodes end, were thrown a time jump of 7 years, and this is where the bulk of the season unfolds.

The time jump feels like a fresh start, were spared the mourning of Rick's apparent death, and we get to see the communities some time down the line. Characters like Michonne, Carol, Judith, Negan - all feel familiar yet so different. It's an interesting oath to take, but one I think benefited the show as a whole.
The mid-season finale is genuinely thrilling, as we're introduced to The Whisperers, the best villains since The Governor.
Their involvement has injected a genuine feeling of horror back into TWD, that has been missing for a few years.
They're lead by the unhinged, and ruthless Alpha (a fantastic Samantha Morton), and just like that, TWD feels tense once again.
A few new characters (Magna etc) are introduced, and I honestly hated all of them at first, but they grew in me by the end. Same goes for Henry and some of the other teenagers - the first generation to have been born and raised during the zombie apocalypse, another interesting direction.

The season ends with an infamous plot beat from the comic series, and I was left excited for the future of TWD for the first time in a while.
With the show coming to an apparent close in the next few years, I'm hoping that this is the start of a strong conclusion. It's certainly a step in the right direction!
  
Inside Out (2015)
Inside Out (2015)
2015 | Animation, Comedy, Drama
Have you ever wondered what goes on inside that noggin of yours when your feeling angry, scared, sad or happy even? The producers and directors of Up and Toy Story have delved inside these emotions with their new film Inside Out. It is the latest and greatest film from Disney’s Pixar to open this summer. The film brought in some of the best comedic actors together and strategically placed them in the mind of an eleven year old girl.

 Riley is an eleven year old girl from Minnesota. Her parents have made the difficult decision to uproot her and move to San Francisco for her fathers new job. Riley’s life is flipped upside down and inside out. She is guided only by her emotions as most of us are. Her thoughts are being manned by a control room of sorts. Joy (Amy Poehler) keeps everything at bay. As it is her soul purpose to keep Riley happy and all the other emotions away from the controls as much as possible. Although other emotions like Fear (Bill Hader), Anger (Lewis Black), Disgust (Mindy Kaling) and Sadness (Phyllis Smith) tend to creep in from time to time.

Her memories are color-coded specific to each emotion. Core memories are glowing. Sadness has become quite enamored with these glowing core memories and can’t help herself from touching the orbs turning all of the happy core memories into sad memories. As her mind short circuits it paves the path for fear, disgust and anger to take over. Joy must stop this from happening and retrieve core memories that are almost lost. Guiding them along the way is Bing Bong (Richard Kind), Riley’s imaginary friend who was thought to be forgotten.

 Inside Out will literally give you a seat on the train of thought and will wind through all the twists and turns of the mind. With such an ambitious idea Pixar has proved once again that they can make a film that can relate to both young and old. It will definitely tug at the heartstrings. It did for me as I was about Riley’s age when I was uprooted to Costa Rica so I hold this film close to my heart. Lots of surprises, laughs and maybe even a few sniffles await you with this film and really shouldn’t be missed. A few hidden surprises also await the true Disney fan. Skip the 3D version not worth the extra couple dollars.
  
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Matthew Krueger (10051 KP) rated Elder Sign in Tabletop Games

Jul 17, 2020 (Updated Jul 18, 2020)  
Elder Sign
Elder Sign
2011 | Adventure, Card Game, Dice Game, Fantasy, Fighting
The Theme (3 more)
Solo Gameplay
The Setting
High Replayabity
Little Pieces, Easy to lose (1 more)
Luck of the dice
Call of Cthulhu
Elder Sign- is a excellent fantasy adventure, horror card game. I learn about this game through Tabletop. And to me it looked really good. And plus you can play it solo. So i had to buy it, cause of the solo experience. I only played this solo and its fun, but hard to win. I love the theme of the game which is based on the Cthulhu Mythos of horror writer H.P. Lovecraft and Chaosium's Call of Cthulhu roleplaying game. I love both H.P. Lovecraft, and Cthulhu. If you don't know what Elder Sign is I will explain it.

Elder Sign- is a cooperative card and dice game, based on the Cthulhu Mythos of horror writer H.P. Lovecraft and Chaosium's Call of Cthulhu roleplaying game. It is published by Fantasy Flight Games, which also produces the Cthulhu Mythos games Arkham Horror, Call of Cthulhu: The Card Game, Mansions of Madness, and Eldritch Horror.

Gameplay:

Players randomly select a monster (known as an Ancient One) to oppose. The Ancient One requires a certain number of elder sign tokens to "seal" or imprison it. Conversely, the Ancient One can be "awakened" or released by a number of doom tokens.

 There are also many other less powerful monsters that can appear during the game.
Each player chooses an investigator to play as (usually randomly), each investigator having unique abilities.

Players take turns exploring a randomly generated room (there are Adventure cards and Other World cards). If a player succeeds at completing all of the tasks in the room they are exploring, they obtain a reward. Conversely, if they fail, they receive a penalty. If the player's investigator is devoured (either by losing all of their stamina and/or sanity), they lose what they originally had, a doom token is added to the doom track, and the player returns to play as a different investigator.

Rooms are explored until either the Ancient One is "sealed" or "awakened". If the Ancient One is sealed, the players immediately win. If the Ancient One awakens, the players must face it in battle. This battle is designed to be extremely difficult with a low chance of success, so players must try to prevent the Ancient One from awakening at all costs.

Its a excellent gothic horror game, it has fantasy, dice, cards and adventure and alot of replayablity. Buy it if you havent already. Cause its excellent.
  
Scooby Doo: Return to Zombie Island (2019)
Scooby Doo: Return to Zombie Island (2019)
2019 |
6
6.0 (1 Ratings)
Movie Rating
Characters – Scooby-Doo and Shaggy have both become tired of solving mysteries, they want the team to stop and get their way, they win the holiday for the gang which sees them going to an old location needing to decide whether to let the group solve the mystery on the island. Fred has sold the Mystery Machine, he is having daytime dreams of it returning to him, where he judges most other vehicles for not being on the same level as his beloved. Daphne is here, though we don’t see anything we haven’t seen before from her, while Velma has a blog showing us just how the character has evolved for the time, which does show the frustration here character has when she can’t solve the mysteries anymore. Most of the new characters are left to feel just here with only Alan the hotel manager and Seaver being properly introduced.

Story – The story here follows the mystery inc gang who get invited back to an old location to solve the mystery from their past, only to find themselves needing to fight cat people once again. The story tries to be self-aware of many of the previous films, which has worked before, but for some reason doesn’t quite click this time. The fact we have seen the evolution of Velma and not the rest of the characters disappoints, which also seems to play along the idea of being a film within a film, that just again puts too much wink, wink, nudge, nudge to the audience. If you are a Scooby Doo fan, this story is everything you need, even if it does have a couple of flaws along the way.

Adventure/Comedy – The adventure does see the gang return to one of their most famous locations, which is different to much of what we have seen before, while the comedy does land in a couple of places very well.

Settings – The film does take the gang back to Moonscar island to face a new host of enemies in one of the most famous locations.

Animation – This does have the typical animation you are used to seeing for the Scooby Doo movies, it never lets down and works for the slapstick side of things.


Scene of the Movie – The big jump.

That Moment That Annoyed Me – Daphne is almost just painted background character.

Final Thoughts – This isn’t the best Scooby Doo animated movie, it disappoints in a lot of places with how it handles certain decisions in the story and too many wink wink nudge nudge moments.

Overall: Basic Scooby Doo.
  
Footwork
Footwork
TA Moore | 2023 | Contemporary, LGBTQ+, Romance
10
10.0 (1 Ratings)
Book Rating
Bode's heart is in the right place, he just goes about it all wrong.
I was gifted my copy of this book.

Bode never claimed to be an angel. Serving time for his crimes, he's out on parole and finds himself in an illegal fight ring run by his parole officer. When his mum skips town, and the step father throws Bode's younger brother, Danny, out, Bode goes to the last person who might want to see him, but the one he knows won't say no to him, his ex Sonny.

Bode is an a$$hole. He knows it, Sonny knows it, even Danny knows it. But what I loved about Bode is he doesn't try to be anything else. He is what he is, and you take as he is. But deep down, Bode's heart is in the right place, he just goes about it all wrong.

He knows Sonny won't say no, and won't push him away, and he knows Sonny has a boyfriend (deputy boyfriend, it made me smile, Bode giving him that tag!) but Bode still pushes Sonny. To some extent, Sonny lets himself be pushed though, and Sonny knows that he will eventually give in. I liked that he does what he does BEFORE giving in though.

Danny is a character, and I loved that even at 14, he can see who Bode is. But I liked that he still has some child-like qualities: believing his mum will come home, especially. Not sure I liked mum, to be honest! I mean she does come good, but bloody hell, it's hardly surprising Bode is how he is with her for his mum.

Getting Bode out of the fighting ring comes top priority, and, as much as deputy boyfriend hates Bode, he does help. I liked how that all worked out. Not how I thought it was going to, to be honest so I love being kept on my toes there.

Given who Bode is and what he is doing, it is quite violent, but I think it really is needed to know just what he is going through. Steamy and smexy too!

Both Sonny and Bode have a say, so I'm happy about that cos I wasn't sure if Sonny would at one point!

It's been a while since I read a Moore book. I do like the way she spins her tales.

5 full and shiny stars

*same worded review will appear elsewhere
  
A Matcha Made in Hell (Boyfriend Café #1)
A Matcha Made in Hell (Boyfriend Café #1)
F.A. Ray | 2023 | Contemporary, LGBTQ+, Romance
8
8.0 (2 Ratings)
Book Rating
really rather good!
Independent reviewer for GRR, I was gifted my copy of this book.

For a long time, I've avoided bully romances. I've no idea why; I did the same wth the step brother romances a while back. But something about THIS book piqued my interest. And I jumped straight in.

Much like I'm gonna do with my review.

I liked this, a lot. I can't quite love though, simply because it's FIRST person, PRESENT tense AND multi point of view. Many kudos to the author for me not realising that til a way in, though, it's just not a preference of mine.

I loved the idea of the Boyfriend Cafe, not so much the reason for it, but I could see this taking off in some places. I loved Albert, in turn, the new hires to the cafe. Rhett is the driving force behind the cafe, which kinda makes his own love life a mockery: there simply isn't one.

Until Spencer Marsh turns up in teh cafe with his girlfriend. Then, things kinda take a kookie turn and one thing leads to another.

But what I especially liked about that meeting, was Rhett was strong against Spencer. Rhett knew he wasn't the same boy he was in high school, and Rhett stood up to Spencer. Not quite in the way I think he was expecting to, but still!

Spencer, in turn, knows he did Rhett wrong at school, and coming to this college was supposed to be his fresh start. His feelings for Rhett whoop him upside the head a little bit out of nowhere, and when Rhett does that thing where he tells Spencer what to do?? Spencer cannot deny Rhett anything.

The feelings kinda creep up and both Rhett AND Spencer, but I loved that. Yes there is early chemistry, that spark burns right through the book, but the FEELINGS creep up on them. Why Spencer was the way he was in school was hardly surprising but that Spencer still tries to impress his dad was. Dad kinda comes good, but not until the epilogue and only on Spencer's terms.

I like this group of people, they all have tales to tell, I hope!

This is, as far as I can see, the first that I have read by this author. I like the way they tell their tales. I love this about reviewing: you come across authors all the time with backlists, that then grace you to read shelf!

4 very good stars

*same worded review will appear elsewhere
  
Sheriff of Nottingham
Sheriff of Nottingham
2016 | Bluff, Card Game, Medieval
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!

Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L

Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!

To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.

The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!


Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!

I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.

Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.

Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.

So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
  
Macaron
Macaron
2020 | Card Game, Medieval
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”

Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.


To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.

As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.


The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.

So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!

Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.

Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.

** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.