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Darren Fisher (2454 KP) rated 13 Dolls In Darkness (2017) in Movies
Jul 24, 2022
Over the last 20 years I have felt that the horror genre hasn't really offered it's fans anything new (bar a few exceptions). Having been left despondent, disappointed and bored senseless by the over-saturation of remakes, reboots and just plain dull horror fare, it comes with great surprise that a black and white silent film from Australia would be the breath of fresh air that the horror genre desperately needs.
The plot of 13 Dolls is pretty straightforward. Marjorie receives a letter from her ailing mother to return home after a 13 year absence. On her return home Marjorie realises that things are not what they seem...
Written and directed by the talented Zeda Müller, this is a film that demands your attention from the start. With its eerie score and moody camerawork it sets a very atmospheric and claustrophobic feel to proceedings. It's a great take on the 'old dark house' horrors of a bygone era, Robert Wiene and Tod Brownings early work springs to mind... yet draws on influences from the likes of Dario Argento, Mario Bava's gothic horrors, giallo and slasher films (there are some nicely placed references for the sharp-eyed viewer). The fact that this is a silent film (I'll get to the score in a bit) actually works in its favour. Gone are the usual mundane dialogue pieces that fill out most horror films these days and the viewer is reintroduced to dialogue cards when required to move the story along. This also means that the actors are given room to act through expression and emotion and they all do a sterling job.
The masterstroke of 13 Dolls though is the excellent use of camerawork and soundtrack. The soundtrack is interspliced with sound effects (church bells, howling wind, dripping taps etc) and moody piano/tension building synths, all used to full sensory effect. The footage and score intertwine brilliantly together and I found some scenes genuinely eerie and creepy (a rare feeling for me whilst watching a new film these days).
Overall 13 Dolls is a mesmerising experience, interspersed with some cleverly executed gore scenes, and at a scant 75 minutes long, it motors along at a cracking pace.
So, you have probably guessed that I liked this film a lot. I highly recommend checking it out, especially if you are looking for something different. It's a great film and I for one am looking forward to Zeda Müller & Co's next venture...!

Purple Phoenix Games (2266 KP) rated Kingdoms of the Deep in Tabletop Games
Dec 26, 2020
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.

RəX Regent (349 KP) rated Four Lions (2010) in Movies
Mar 7, 2019
It was by far, without a shadow of doubt, the latter. Four Lions follows five amateur, lackluster Muslims from Sheffield who all believe that they are a primed terror cell on the frontline of the war against the infidels. Unfortunately for them, they are bunglers, whilst achieving the ability to create explosives, they have failed to control how and when it explodes! The plot culminates with an attempt to attack the London Marathon but it is a long road, taking our protagonists to the terror camps of Pakistan, and the town halls of Sheffield. This film is written and directed so expertly, it is literally frightening.
Morris and his pitch perfect cast deliver a film which so perfectly walks the razor wire tightrope between comedy and tragedy that every laugh is tinged with sadness or pity and every dark moment, seemingly comedic.
Is this a comedy? Decidedly not, but is this funny, and intentionally so? Yes. It's almost as if the laughs are out of sheer relief, as moments which should shock are delivered or followed up by some of the most profoundly realistic and yet ridiculous conversions.
The Lion King explanation for the war against the west; The almost horrifically callous 'Honey Monster' exchange as a police sniper may well have just shot an innocent civilian will stick in your mind. Let alone more simple humour, such as the eating of the sim cards to prevent tracking, which resembled the Catholic method of taking of the bread at mass.
But this was also about grooming: Grooming the audience to sympathise with a terror cell plotting in our midst was genius, whist having to watch the various methods employed within the group itself, leading to some of the films most poignant and tragic moments.
The disenfranchised Muslim population of this country have been captured so well, though portrayed on one hand as been dimwitted 'wanna-be terrorists', but on the other as real people, miss led with some of the most ridiculous concepts designed to reduce their lives to that of mediocrity in order to convince them to take so many others. This is a sympathetic peace movie in a time of great confusion and conflict.
Until now, United 93 was the film which had most summed up the dark times in which we live, following 9/11, but this is at least on par with it and is a great addition to a long and significant catalogue of topical anti-establishment films, such as M.A.S.H. and Dr. Strangelove.
Not just highly recommended, but a MUST SEE!

Solomon Wendt (30 KP) rated The Big Book of Madness in Tabletop Games
May 5, 2019
The game mechanics feature deck building, spell casting, cooperation, and some randomization of spells available and monsters to defeat. There are schools of magic related to the four elements; air, earth, fire, and water. Each element has two magician students that specializes in that element for a total of 8 different characters, each with their own special ability. There are four decks of spells, again related to the elements, that is randomized during set up, changing what spells are available game to game. Similarly, the monsters you must face are randomized, so the chance of having the same exact game as another is rare. The gameplay remains consistent, though.
Over the course of 6 rounds, players work together to defeat monsters. It is a pure cooperation game. No one has any secret objective and should communicate with other players. Games of this fashion, such as Pandemic, tend to end up having one or two people make all the decisions for the group. It my many plays of the game, I have only had that happen once or twice. The variation in spells, magicians, and elements usually make a player uniquely helpful to the group, allowing players to choose how they want to build their character. Although each magician has an elemental alignment, you can choose to focus on different elements and spells and are not limited to one type of role. Each element of magic has a different role to deal the challenges players face, meaning a good balance can be very beneficial. However, due to the randomization, it is possible either the spells or the monsters leave one of the elements non-essential, but that is fairly uncommon.
Overall, the game is very enjoyable and can be played multiple times with different variations. The difficulty can be adjusted if ot feels it is too hard or easy. My group that plays about once a week are clearing the 2nd difficulty 50% of the time and haven't cleared it with a variation yet. It can be a challenge and has elements of luck and strategy. It is a fun game to play with friends, especially because it is cooperative, and I would recommend adding it to your collection.
The game is 2-5 players and runs 60-90 minutes. It is family friendly and a great game for those who love magic fandoms such as Harry Potter.

Kristin (149 KP) rated When the Siren Calls (The Siren, #1) in Books
Dec 7, 2018
Infidelity, fraud, and just plain ol' lying: That's what Julian "Jay" Brooke is all about. Whether he's running around with his mistress Lucy, trying to get into the pants of assistant Gina or the married Isobel, or selling timeshares at inflated prices to the filthy rich, Jay always has something up his sleeve. Can he get away with it all, or is it just a house of cards, waiting to come down?
Isobel Roberts is a married woman, on vacation with her husband in Morocco when she first encounters Jay, who saves her from an unsightly development in the market. From that point on, she thinks of him, her feelings growing into more than she's ready for, or so she thinks. What will she choose to do: Stay committed to her husband, or stray into the arms (and bed) of another (married) man?
There are so many characters in this book whose stories grab your attention (aside from Jay and Isobel). Lucy's feisty in trying to get her way in her relationship with Jay; Isobel's friend Maria is the no-nonsense birdie on Isobel's shoulder, helping her along throughout her decisions, whether good or bad; Andy Skinner is always trying to figure out just what Jay has pulled him into with this timeshare business in Tuscany, and whether or not he's getting screwed in the process; and so many more. With all the people involved, how long will it take for Jay's lies to come to the surface, or will he get away with everything?
Honestly, almost from the jump I wanted Jay to get caught at something, whether it was the infidelity, the fraud in Tuscany, just something. There's so many people in the world just like him, who think they're above everything and everyone and nothing can touch them, and I REALLY wanted someone to knock him down a peg (or several). There's schemes going on, underhanded business deals, price-gouging against "holiday tourists", and so much more. For the life of me, I wanted to just scream at all the characters to get them to catch onto it all.
The reason I dropped to 4 stars is because I got a little confused in the beginning as to the timeline, as weeks/months would pass between chapters, which bounce back and forth between characters, so I had a hard time keeping track for a little while. However, the time frame slows down, and it's easier to tell what's going on after the first quarter or so of the story.
Now, all that being said, DOES Jay ever get caught? Do his lies catch up to him, either in his personal or professional life, or does he get away scot-free? You'll have to read and see! =)
4 stars

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