
Goddess in the Stacks (553 KP) rated Internment in Books
Jul 25, 2019
*breathes deeply*
Internment is a gut-punch of a book. I had to set it down two pages in and get control of myself, and again around page eleven. I took breaks throughout reading it to do HOUSEWORK, of all things, because I needed the mental and emotional reprieve. And I'm a white woman. I have the privilege of being pretty sure I will never be the target of these kinds of atrocities. Which means I have the responsibility to work against them. I'm also a physically weak, chronic-illness-having, unemployed white woman, (which does have the benefit of letting me keep on eye on my middle-eastern neighbors' houses to watch for ICE showing up - I fully intend to go make myself a damned nuisance if they do) so I can't go storm the camps or march for hours at protests. What I can do is boost books like this.
If you're white, GO READ THIS BOOK. Suck it up and read it. I don't have the same recommendation for my friends of color because they already live with this kind of fear and racism. They don't need it illustrated to them. WE DO.
This book needs content warnings for violence, threats of rape, anxiety-inducing situations, racism, violent death - Samira Ahmed does NOT pull punches. Direct resistance is costly. It takes courage and sacrifice, and she does not shy away from showing that. It would be sugar-coating if she did.
Internment focuses on the idea of America forcing citizens into camps - but we are already forcing non-citizens into camps. The Red Cross visits the camp, not unlike our politicians visiting the immigrant concentration camps on our border now. They have a garden they can work on in the camp - not unlike a pair of photos I saw on Twitter. (see blog for photos.)
Internment is stunning, heartbreaking, and inspiring, and if you're emotionally capable of it, YOU SHOULD READ IT. This is happening, right now, on our southern border. It is infuriating that our politicians have not put a stop to it yet. My own Congressman (I just moved into this area, I haven't had a chance to vote on him yet) just visited the camps, and his Twitter thread on them is SO CAREFUL to use absolutely neutral language when talking about them, and it pisses me off. This is NOT a neutral subject.
Internment did have a few downsides - the Director never gets a name (though the book is told from Layla's viewpoint, and it would not surprise me if he never bothered to GIVE his name to the internees) and he's almost cartoonishly evil. I would have liked to know more about the guard that helped Layla on occasion, but again, told as it was from her viewpoint, it can be excused by saying she simply didn't know more about him. But this IS a Young Adult novel told from a seventeen-year-old's viewpoint. We're only going to get what she knows and feels. So these downsides don't detract from the book for me.
To sum up - I recommend Internment at the highest level. You absolutely must read this book.
You can find all my reviews and more at http://goddessinthestacks.com

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Health & Fitness and Sports
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Kara Skinner (332 KP) rated By Magic Beguiled in Books
Sep 10, 2019
Brigit Malone can paint anything she sees, and uses that skill to get herself and her best friend, Razor Face Malone, off the streets. Living the straight life is good until an old enemy kidnaps Raze and demands Brigit forge a privately owned painting, switch the fake for the original, and deliver it. But that painting is the prize possession of Adam Reid, a good man betrayed one too many times. Not only that, but Brigit has seen him before in her dreams. Hurting him is unbearable, but so is leaving Raze in danger.
Neither of them realize the images in the painting are actually a message from the twin sister Brigit doesn’t know she has, a message calling her back to the enchanted kingdom of Rush, where the two half fay twins are destined to put down the usurping Dark Prince Tristan and restore peace to their home, the distant land of Rush.
This book was just what I needed. It’s an epic adventure with romance, deception, and magic. Adam Reid is breath-takingly sexy, and Brigit is wonderfully strong and graceful, like a fairy should be.
However, Adam isn’t inclined to believe in love, let alone fairies. After his terrible childhood with an abusive father, his money was stolen by his ex wife, leaving him a jaded and cynical man about the world and very distrustful of humans. His sadness translates really well on the page and it’s really easy to feel for him, even when he’s complaining about only being able to afford a once-a-week cleaning service instead of a live-in maid. Despite his crankiness and need to be a cynic, you can’t help but want him to find true love and happiness.
Brigit is similarly disillusioned about life. After living homeless on the streets for several years, she succumbed to be an art forger to care for Raze, an old man who had saved her from a fire, and acted like a father to her. Now she was struggling to put the past behind her by running a florist shop. Unfortunately she will have no choice but to go back.to being an art forger to save Raze from one of her old enemies. And this means she needs to rob Adam Reid of the painting.
Adam’s first impression of Brigit is well illustrated and on point with the magic ability of fairies, especially those of royal blood.
She was incredible, and because her eyes sucked him in like quicksand, and because he had the oddest feeling that he knew her. Or should know her.
I love that this story isn’t insta-love, despite the Lure that Brigit gives off, magic that makes men fall in love with her. Yes, Adam does obsess with her a bit at first, but there is so much distrust in him that he doesn’t fall to her charms too quickly. And the plot is fantastic, right up to the heart-wrenching climax. Even though there’s very little magic and supernatural elements in the first book of this duo, it’s still there. Adult fantasy and fairytale lovers will enjoy this book as much as I did.

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Gareth von Kallenbach (980 KP) rated Total Recall (2012) in Movies
Aug 7, 2019
The premise follows the original in only a rough sense. Sometime in the future, the world has been left mostly uninhabitable due to a deadly chemical war across the globe. Humanity has been left to residing in the only remaining habitable landmasses – Western Europe and “The Colony”, the latter being modern-day Australia. Because air travel is now impossible, the only travel between the landmasses is through a massive elevator called “The Fall” that cuts through the center of the Earth. Douglas Quaid (Colin Farrell) is a factory worker who works in Europe but lives in “The Colony” with his wife, Lori (Kate Beckinstale). His chronic nightmares lead him to become interested in the “Rekall” service – a machine that can implant memories into customers. His interest will lead him on a wild journey with Melina (Jessica Biel) to learn about his true self as well as secrets of Cohaagen’s (Bryan Cranston) tyrannical administration.
The problems of the film really start with the premise. While I enjoy the creativity of something like “The Fall”, it is simply too ridiculous to take seriously. They deserve credit for coming up with a relatively unknown science fiction concept, but an elevator that travels through the center of the Earth? Peoples’ suspension of disbelief can only be pushed so far. It serves a practical purpose in the plot – to create the conflict between “The Colony” and the mainland and between the government and the Resistance. Yet, too much time is spent trying to introduce this concept and make it seem plausible than the film should. It honestly seems easier to just use the original film’s conflict between settings – Mars and Earth. I have to ask, what makes an elevator between two lands more contemporary of an idea than a conflict between colonial Mars and Earth. This is especially true considering recent news that a Mars colony might be seen in our lifetimes.
The other problems are more literary. Colin Farrell’s Douglas Quaid is portrayed very well throughout the film, and he manages to make the character satisfactory in the emotional portrayal of a man with a confused past and an insane situation. But even then, I have to say Arnold’s original portrayal seemed overall more human. The problem with Colin Farrell’s character is a mixture of performance and writing in his introduction. It is hard to believe him as someone so distraught over his nightmares that he absolutely feels compelled to go to Rekall. If they spent more time exploring his inner demons and how they are bringing his life down, then he would have been a much more compelling character. As it stands, he just goes through the motions of a protagonist. All of the other characters are the same way. Kate Beckinstale’s villainous Lori and Jessica Biel’s Melina are fairly shallow characters. They are not bad at their roles but that is all they, unfortunately, are: roles. Like Quaid, they just go through the motions, playing their part as clichéd character archetypes. Bryan Cranston is always awesome in any role, but in this he is not given much to work with. All he ends up being is just an evil tyrant with a megalomaniacal plot – with very little reason or background.
Those issues said, there are many things that do work. The pacing is good throughout, with no moments feeling awkward. The art design is exceptional, and there are no moments in the film that are boring to look at. To its credit, almost every scene is full of beautiful science-fiction design. The only complaint in this area is that some of the action scenes feel very cluttered due to the overall noise of The Colony’s design. The plot moves forward steadily, and it is overall simple to understand. That said, it is not without its own faults. The plot starts out great but becomes full of usual secret agent thriller clichés. Also, the plot becomes very campy, not to mention unbelievable, in its third act. The third act is also where there are the most plot holes – notable plot holes at that.
If you can shut your brain off for a couple hours, you can enjoy “Total Recall”. The film is pretty to look at and is absolutely packed with action sequences. All of the action sequences are well shot, well paced, and entertaining. The actors all do great with what they are given; but the problem is that they are not given much. They are all fairly flat characters, but are all satisfactory for the service of the plot – a plot that is well paced and understandable, but one that becomes campy, ridiculous, and peppered with notable plot holes. It is not as tightly written and directed to be a great secret agent thriller, and not as inspired to be a great science fiction story. The original was exceptional in its setting construction – pulling the audience into the amazingly designed Paul Verhoeven world. It was full of comedy and thrills, thought and design. As it stands, the moments that could really go far in establishing a passionate soul-filled, inspired world are instead spent on making quick references to those vary moments from the original. It could have established its own voice, its own heart and soul, but it just settles on being your clichéd average science fiction blockbuster.

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Purple Phoenix Games (2266 KP) rated The Grimm Masquerade in Tabletop Games
Apr 8, 2021
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.

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