
The Betrayal: The 1919 World Series and the Birth of Modern Baseball
Book
In the most famous scandal of sports history, eight Chicago White Sox players-including Shoeless Joe...

Castle Crafter : Survival Craft
Games and Entertainment
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Get ready for an online epic warfare game in blocks' and cube men's world! It's a live pocket game...

Gareth von Kallenbach (980 KP) rated Knack in Video Games
Jun 19, 2019
Players play as Knack, a shape changing creation that was created by a professor using powerful and ancient relics. The relics are used as power in the societies of the world and when the Goblin race breaks a longstanding truce with new and powerful weapons of war, humanity finds itself needed to answer the threat.
A wealthy industrialist named Victor wants to use his army of robots to answer the Goblin threat but the Doctor who created Knack convinces the leaders that his creation is a more capable solution to the problem and as such is assigned to investigate and resolve the Goblin threat.
The game is divided into chapters and sub chapters and playing as Knack players must travel through caves, temples, fortresses, and other locales in missions which combine platform jumping, fighting, and puzzle solving. Players can locate hidden objects that when combined offer power ups such a relic finder and many other options that will help with the completion of the game.
Knack grows and regains health when relics are found and in time will learn how to add rocks, ice, and other substances to his matrix which in turn will allow him to be gigantic in nature for some of the games bigger battles. I will admit to taking some fiendish delight in swatting aside smaller enemies like gnats when I was able to bulk Knack up to a massive size. The game limits when Knack can reach gargantuan size as it keeps his scale in check with what the level requirements are.
There are also sun crystals that Knack can obtain which will allow him to unleash some super moves. Players can store up to three such power ups and once used, several crystals are needed to replenish what was used.
While the gameplay is fairly basic in that jumping, fighting, climbing, and avoiding enemy attacks there is some frustration with the at times repetitive nature of the levels and in game combat. While fun, it at times became boring as the game went along and it was also hampered by some of the camera angles in games that often made me resort to trial and error. This is frustrating as the game uses a checkpoint save and respawn system as once I was able to get through a tricky part of the game, I went over a cliff and had to replay a large portion of the game. This was frustrating as the camera only gave me an over the shoulder view and I could not see how much space was ahead of me. Other chapters cut to a cut scene in a similar situation but this one required me to inch forwards carefully to trigger the cutscene.
While the game does allow you to continue if you quit, I find myself having to re-watch tons of animation and replay several early stages of a level to get back to where I left off.
While the voice acting and story are nothing special the game is fun to play for what it is and I did enjoy several parts of the game despite the frustrations I mentioned earlier. The graphics are solid and while not showcases for the power of the system provide an interesting and engaging setting for the game and the numerous enemies and traps players will face.
The game has received some negative press to date which I think is highly unfair. Many people in my opinion are judging the game for what it was not rather than what it was. While it could have been a better game, it is a fun and enjoyable game for those who have more moderate expectations and would be ideal for younger players who are looking for something to play on the Playstation 4 that is age appropriate.
http://sknr.net/2014/01/26/knack/

Gareth von Kallenbach (980 KP) rated Scary Stories to Tell in the Dark (2019) in Movies
Aug 9, 2019
The 80’s was a decade obsessed with the occult and works of fiction that parents thought were written to corrupt the minds of the youth of the age. Before video games were blamed for all the evil in the world there was Heavy Metal music, the fantastical role-playing games such as Dungeons and Dragons and books such as these that parents rallied around and attempted to ban from schools and after school functions. Looking back now at the hysteria that this caused is almost laughable, but for those of us growing up in that time it was a very real threat to the imaginations of youth around the globe. Outside of this brief history lesson however, I wondered how the books would translate into a movie.
Our story begins on Halloween night, the year is 1968 and the Vietnam War and the upcoming presidential elections are on everyone’s mind. Stella (Zoe Colletti) and her nerd friends Chuck (Austin Zajur) and Auggie (Gabriel Rush) decide that this will be the year that they get revenge on the local bully Tommy (Austin Abrams) for all his years of stealing candy from them on Halloween. After things go predictably wrong, the young group of kids are pursued to a drive-in theater where they seek refuge in a car that is owned by another out-of-town youngster named Ramon (Michael Garza). As thanks for “saving” them from a certain beating, Stella and the group decide to take Ramon to a real-life haunted house. A place where a young Sarah Bellows would tell stories to frighten children only for them to end up dead days later. While exploring the house the young group discover the hidden room of young Sarah Bellows and come across her book of “Scary Stories”. Unable to contain her own curiosity, Stella takes the book home with her and watches as the words on the pages turn into living nightmares of their own darkest fears.
Produced by Guillermo del Toro, Patrick Melton and Marcus Dunstan, Scary Stories takes a handful of fan favorites and weaves them into a “scary” story of their very own. Instead of simply being a collection of haunting tales, each one serves a purpose, whether it’s the “Red Dot” or “Harold”, each one is used to drive the story even further along. While at first, I was hoping that it would be a collection of short stories featuring these timeless classics, the way in which each individual story progresses the plot leads to a far more interesting experience overall.
Those looking for a movie filled with frightening tales that will have you reaching for the closest shoulder (whether you know who it belongs to or not) will be in for a bit of disappointment. That’s not to take away from the incredible amount of vision needed to bring these classic stories to life, but it takes on a far more contemporary feel, then the dark stories and supernatural visions of the books that came before it. The film comes away feeling more like Goosebumps and less like Freakshow which makes sense given its PG-13 rating and its obvious pre-teen to teen demographic. The movie is still fun however, particularly for those who fondly remember the stories from their youth and is one that will proudly sit beside the likes of Hocus Pocus when it comes to network television down the road as part of its likely Halloween line-up.
4 out of 5 stars
http://sknr.net/2019/08/08/scary-stories-to-tell-in-the-dark/

Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops II - Apocalypse in Video Games
Jun 19, 2019
Apocalypse is the fourth and final set of map packs and is contains some very clever new and reworked offerings which should delight even the most jaded fans, some of whom complain that the DLC is often more of the same.
Like the previous map collections the players are limited to either Mosh pit or Hardcore Moshpit that puts teams of players in a series of online games where the objective is varied. There is the usual mix, Team Deathmatch, Hardpoint, Kill Confirmed, and Demolition modes and the mode as well as your teammates change with each map.
Accessing the new maps is easy as once you start in multiplayer mode; the option to select Apocalypse is shown on your menu. Players who have the previous map packs which are not required to play the new ones, will be able to access them in the game mode of their choice now as they would for the maps that came with the initial release of the game.
As time unfolds the map packs become part of the collection and players will simply select the online game they wish to play and if the server supports the new maps, then they will be included. However for the first few weeks of a DLC release, the option to select it is included.
The first map I played was called POD which is set in Taiwan and is focused on a failed modular community. The map is a tight area set between an ocean, mountains, and an overgrown forest which has sprawled over into the community.
As such the circular and spiral buildings are impressive though snipers will be upset that they cannot scale the buildings to setup kill zones.
The close-quarters will keep your twitch reflex on high alert and enemies can and do appear at a moments notice.
The next map is called “Takeoff” and I had a real blast playing this one, literally. It is set on a Space Shuttle launch site in the Pacific Ocean. The futuristic setting has a great mix of open areas, plenty of cover, and very detailed interiors.
I was tasked to set and diffuse bombs during my early attempts on the map and finding choke points and kill zones early allowed me to not only accomplish my tasks but to setup ambushes and traps along the most likely routes that the enemies would take.
Up next is “Frost” which is set in frozen Amsterdam and challenges players to navigate not only the frozen canals and streets of the city as well as the enemy onslaught. The central bridge of the map is always a point of contention and the ability to use the intersecting canals to get around is also a new dimension to explore.
I took a beating early in playing this map, but by my third time around I was able to rack up some kills by using the canals to get around choke points and lobbing grenades upwards to enemy groups and then emerge guns blazing in the confusion.
The map has many buildings that have a fairly generic look but the focus here is on outdoor combat in the snow rather than battling in building interiors.
The final map is entitled “DIG” and it is a reworking of Courtyard from Call of Duty: World at War: The map is set in a circular manner in an archeological site and contains plenty of open areas and scant cover. Some areas are abundant in walls, debris and other areas ideal to sneak up on an enemy but many others leave you in the open for long moments as you wait for a barrage of gunfire to take you out.
I did well on this one the first time out by locating choke points and using grenades to pin an enemy in and following up with my team as we attacked them in groups of three.
Of course no DLC would be complete without another battle with the Undead and “Origins” delivers in a big way. Set in carnage strewn World War 1 No Man’s Land of trenches, bunkers, and more, the undead are relentless.
Players must work with one another to start up some generators and survive but of course there is more to it than this. For one, the enemies are intense and seeing the zombie masses in spiked helmets and other attire from the era as well as the gigantic robot makes for a very surreal site amongst the trenches.
Origins takes players back to where the first Zombie mode began and is a prequel of a type as it explains where all of the Zombie chaos that has been a fixture of the Treyarch Call of Duty games began.
I loved getting the Zombie Blood Reward which caused the undead to see me as one of their own which was even more rewarding when I opened up amongst them in close quarters.
Even with two of the maps being reworked ones, Apocalypse feels fresher than many of the other DLC maps in that the designers have attempted to give players something new and different. There is only so much that can be down with map packs but the clever mix of locales and features as well as the best Zombie mode to date.
http://sknr.net/2013/10/16/call-of-duty-apocalypse/

Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
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. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.

RAVENMARK: Scourge of Estellion
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Social Networking and News
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Tapatalk Pro is strip down version of Tapatalk - only for the forum fanatics - those who like old...

Hegemony: Lead Your Class to Victory
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The Nation is in disarray and a war is waging between the classes. The working class faces a...

Christina Haynes (148 KP) rated Wonder Woman: Warbringer in Books
Feb 10, 2018
But before that, like every story, she had a beginning and Leigh Bardugo gives her a just that.
The beginning of the book and the start of Diana’s story lies her home, Themyscira. Located in the Aegean Sea - Greece. Legend has it that the Amazons were given the island by the Gods after they freed themselves and fought Ares after being enslaved. But that’s just one version. Alike with most stories, there is more than one tale, as most myths and legends are like stories. Like the game we all played at school, Chinese whispers where we whispered something to the person next to us and they did the same till the last person said something like “I eat orange peel and make shoes out of it” when you actually said “I’m hungry and I want a cup of tea”
But back to the book, Princess Diana doesn’t feel she is an Amazon truly. Yes, she was born on the island (although she was actually made out of clay and blessed by the Gods to come to life) and is immortal like the other Amazons. She did not fight and die heroically in a battle like every other Amazon warrior did including her mother Queen Hippolyta.
Because of this Diana is teased daily by Amazon warrior Tek who is basically one of the strongest Amazon warriors and also the bravest. Diana believes that if she wins the race at the Nemeseian games that the Amazons compete in she will be able to show them she is both brave and strong. This would also impress her mother and obviously Tek and then she might just stop being so mean to Diana.
However whilst she is running in the race she sees a boat sinking and hears a stream, from a girl. Although the Amazons are used to seeing this sort of thing happen, along with plane crashes etc. Something stops Diana enough to turn around, run and jump into the sea below her and save the girl. Alia.
Themyscira, as we all know, is a secret island, a place where only the Gods and Amazons know about. Again we know about it from stories and legends, we don’t know exactly where it is. Say it’s like living in a snow globe, except you can’t see inside it. Basically when the ship started to sink the crew and passengers onboard had no idea what so ever that they were next to this mysterious paradise island.
Diana saves Alia and brings her to shore leaving her in a cave till she can come back and help take her back to land. Diana needs to head back to the race in case someone sees she is missing, and being the Princess she needs to be there by the Queen's side to congratulate the winner seeing as Diana clearly hasn’t won.
Back with her mother, they congratulate the winner and then enjoy the feast laid out in front of them. Not long after her best friend Mauve gets ill - which I might add, no-one ever does! The island also starts to move like there is an earthquake happening - which again does happen, ever!
The Amazons start to evacuate the island and head of to see the Oracle. Diana runs as fast as she can to get to see the Oracle before her mother and Tek get there first and find out that she has saved Alia.
Because the island is a mystery and they have no contact with the outside world, they aren’t allowed to save anyone and interfere with the mortal world. That means they can’t bring anyone to the island or the Amazon could be banished from Themyscira.
Once Diana reaches the Oracle and after she has got through the normal routine of giving something to the Oracle and listening to the riddle instead of answers, she soon learns that Aila is a Warbringer, a descendant of Helen of Troy. Being a Warbringer entails having war in your blood. All wars have been caused by a Warbringer and Alia is the next one.
“When a Warbringer is born, destruction is inevitable. One has been the catalyst for every great conflict in the World of Man. With the coming of the new moon, Alia’s powers will reach their apex, and war will come. Unless she dies before then.” - Oracle to Diana pg 43.
Diana then asks the Oracle three questions;
1. How do I save Themyscira?
2. How do I save Alia’s life?
3. How do I save everyone
To which the Oracle's answers;
1. Do nothing
2. You must not
3. “The Warbringer must reach the spring at Therapne before the sun sets on the first day of Hekatombaion. Where Helen rests, the Warbringer may be purified, purged of the taint of death that has stained her line from its beginning. There may her power be leashed and never passed to another.”
So from then Diana and Alia go in search for the spring, it takes a lot of convincing Alia but once convinced they begin their journey. Although it’s not that straightforward. They do encounter some enemies, friends and new places after all. This is where the wild journey that Leigh Bardugo creates.
You much like our hero Wonder Woman experience Diana Prince in a new world, still staying the same person only so much cooler than before. She soon learns that she has always had what it takes to be an Amazon and that man is not quite what her mother and the other Amazons taught her, not all are bad and wish for war. Some are exactly like Diana and soon become great friends and allies to her.
The first book in a series of four called DC Icons by Leigh Bardugo, Marie Lu, Sarah J Maas, and Matt de la Pena. This series is definitely going to be amazing.
⭐⭐⭐⭐⭐
Marie Lu: Batman - Nightwalker (Jan 18)
Sarah J Maas: Catwoman - Soulstealer (2018)
Matt de la Pena: Superman - ? (2019)
Love, Christina ?