
Track Your GPS GSM GPRS Tracker
Navigation and Travel
App
An effective interface allowing you to Manage, Monitor & Locate your compatible GPS GSM GPRS...

Penalty Soccer
Sports and Games
App
★★★★★ Follow us on Twitter for the latest news! http://twitter.com/bakumens...

Music Theory and Practice by Musicopoulos
Education and Music
App
Combining structured music theory lessons with matching exercises is what sets Music Theory and...

Dic-Dic. Dictado multilingüe para la práctica de la escritura y de la correspondencia entre sonido y grafía
Education and Games
App
***App featured and recommended by Apple in the App Store Kids section in more than 20 countries*** ...

Montessori Crosswords - Fun Phonics Game for Kids
Education and Games
App
Based on the proven Montessori learning method, Montessori Crosswords helps kids develop their...

Kristy H (1252 KP) rated I Kissed a Girl in Books
Aug 12, 2021
"Noa'd thrown away everything else in her life for this job. And now she was seriously considering throwing the job away for a chance at a girl? Stupid beyond words."
This is a cute story whose strength comes across in its representation--queer characters covering bi, trans, lesbian and more. There's also some excellent Jewish representation, as both Noa and Lilah bond over their religious beliefs. As a member of the LGBTQIA community, I love seeing stories that reflect myself and my friends. Watching Lilah grapple with her bisexuality and coming out and seeing Noa hang out with her friends, being openly out and accepted. These are still stories and characters we do not get to see and read about regularly. Even better, it seems like I read a lot of queer YA books, not a lot where the characters are adults (although they might not always act like it in this story, ha). It was fun and refreshing.
"Special effects artist had never been on the list of things Good Jewish Girls Did."
For me, this book was a little long. It could have been a bit shorter and would have felt more snappy. A lot of the focus in this story is on miscommunication, which is a pet peeve of mine. I just can't handle when so much of the plot could be avoided if the characters just spoke openly to one another. It's also not entirely clear why Noa crushes so much on Lilah, to the point that it seems that she can't rationalize clearly. A lot of this inability to communicate or think clearly leads to some back and forth storylines, so it seems like as if the plot zigs and zags. Up and down. Will Noa go for a relationship with Lilah or keep her job? Is Lilah willing to risk her career for her sexuality? Again, if things had been just a bit shorter, we probably could have skipped a bit of this.
Still, this is a fun story. While Lilah and Noa can be frustrating sometimes, they are engaging characters. The horror film set adds an interesting level to the book (there's another plot line involving Lilah and threats to her safety). It's a little long, but I appreciated all the queer and Jewish rep. 3+ stars.
I received a copy of this book from Sourcebooks Casablanca and Netgalley in return for an unbiased review. It releases 8/3/2021.

Purple Phoenix Games (2266 KP) rated Steam Park: Play Dirty in Tabletop Games
Aug 20, 2021
This breakdown is for the action dice-rolling and them park-building game Steam Park’s modular expansion, Play Dirty (as in dirt, not as in adult themes). Play Dirty is a modular expansion, so some modules may be added or left out depending on comfort level and enjoyment of each module.
One major module added to this expansion is the addition of a fifth player to Steam Park. As if Steam Park wasn’t frantic enough with four, go ahead and throw in a fifth set of hands going crazy at the table! Also included are gray “Stingy Visitors,” which act as wild visitor types for color, but provide one less Danari (currency in Steam Park) but create NO DIRT. Excellent! Play Dirty also includes a new set of five stands for robots to do business: Fountain, Hall of Mirrors, Office, Shooting Gallery, and Incinerator. Along with these new stands are a set of stand reference tiles to remind players what each stand actually does in the game. Very handy.
The biggest difference-makers in the expansion box are the Ride Extensions, Park Directors, and Espionage Dice. Ride Extensions do just that – extend existing rides in one’s park, but the two different colored extensions (golden and rusty) have their own rules that are triggered depending on colors of robots upon them. The Park Directors module adds a new twist that changes the rules for an aspect of the base game for all players throughout the entire game. These are very powerful changes, and one Park Director is chosen to be used at the beginning of each game. Espionage Dice are very special in that one is added to each player’s white dice and rolled as normal throughout the game. However, the Espionage Dice cost 4 Danari to activate after the Roll Phase. The power here is that the player using the die pays one Danari less to use it when matching the face of white dice in their opponent’s pig sitting to their right. For example, to use a Build Stand face on Espionage Die will cost four Danari normally. However, should the opponent on the right have four Build Stand symbols showing on their white dice, the Espionage Die activates for free!
Must you own the Play Dirty expansion to truly enjoy your plays of Steam Park? Not at all. I do very much enjoy several of the modules in the box though. I really enjoy the powerful Park Directors because it freshens up a rule from the base game or modifies it in interesting ways. I like the new Stands that come in the box as well for additional options during play, but you MUST use the reference tiles, especially if combining all 10 Stands. The other modules are fine, but I would have been happy with just the ones I mentioned here.
Official recommendation: I remember my first play of Steam Park and falling in love with it right away. I have never felt stagnation in my future plays, but adding Play Dirty certainly is a game-changer in every sense of the term. I say definitely pick it up if you are feeling the base game no longer gives you the excitement and frenzy it once did.

Bob Mann (459 KP) rated David Brent: Life on the Road (2017) in Movies
Sep 29, 2021
Here in “Life on the Road” we join Brent 15 years later where he has taken a rung or two down the career ladder and is working as a sales rep for Lavachem, a sanitary goods manufacturer, also based in Slough.
But Brent still harbours a dream of making it big in the rock world with his middle-of-the-road band called ‘Foregone Conclusion (2)’. Gathering around him his ethnic rapper ‘friend’ Dom Johnson (Doc Brown) and a band of session musicians (who can’t stand him), Brent cashes in “several pensions” to fund a tour of the venues of Berkshire… or at least, those that will give stage time over to a “shite band”. As the tour delivers predictably diminishing returns, and no record-company interest (at least, not in him) Brent is forced to face his inner demons and some uncomfortable truths.
Bringing TV comedy characters to screen is fraught with difficulty, and few have successfully done it. Even legends like Morecambe and Wise struggled with a series of lacklustre films. Perhaps in recent times Steve Coogan’s Alan Partridge has come closest with “Alan Partridge – Alpha Papa” and indeed there are a lot of similarities visible between Partridge and Brent: both have extreme ego issues and self-centredness. But there are significant differences as well, for while Partridge is just an irritatingly loud and obnoxious minor-celebrity Brent – as this film makes much clearer – has real mental illness.
Brent - the sun shines out of his earhole.
Brent – the sun shines out of his earhole.
Is this therefore a comedy at all? Well, yes, but in a very black way. There are certainly moments of excellent humour, with the tattooing scene being a high-point. But the result of watching Brent’s progressive decline, with his nervous laugh as a constant ‘fingernails on chalk board’ reminder of his insecurity, results in a level of audience squirming that is palpable. Everything he does is perverse, from describing in excruciating detail every song before singing it, to spending his money on multiple hotel rooms when every gig is within the County of Berkshire.
As a black comedy its important that it doesn’t outstay its welcome, and at 96 minutes it doesn’t. However, the film lacks the courage of its own dark convictions, and unnecessarily switches tack in the last reel to provide a degree of redemption for Brent. Whilst ‘sweet’, it is also implausible given what’s happened before and I would have suspected the interference of the director in lightening the mood of the writer’s original intent. However, as Gervais is both writer and director, there is no such excuse. That’s a shame.
So, in summary, an uncomfortable watch that aligns appropriately with the high squirm factor of the original TV show. Prepare to laugh, but feel a bit guilty in doing so.

Heather Cranmer (2721 KP) rated The Children on the Hill in Books
Jul 28, 2022
The plot of The Children on the Hill definitely piqued my interest. The book switches between two different years. I was drawn into each time frame. I felt like I was right beside each narrator as their story was being told. Most of the story takes place in Vermont, and I felt that through McMahon's writing, I was transported to each location in Vermont. I was interested in Vi's and Eric's monsters. I also was rooting for Vi to solve Lily's mystery of where she came from. I wanted to know what Gran's secret was for being super successful. I had to know more. This book left no cliff hangars, and I was glad that all my questions were answered. I would have liked to know more about certain characters such as where they came from, but I understand why the author didn't include it in the book. There are a couple of big plot twists in The Children on the Hill. I guessed one right before it was mentioned, but I really didn't see the other one coming. (Kudos to Jennifer McMahon on that!) As for the pacing, there were times that it slowed down to the point where I would get a little bored and take a break. However, the pacing would quickly pick back up. In the last quarter or so of the book, the pacing is done brilliantly, and I didn't want to put the book down at all!
I enjoyed the characters from The Children on the Hill. McMahon did a fabulous job with making each and every character feel realistic instead of make believe. Violet was such a vibrant child, and I enjoyed reading about her quest for knowledge no matter the cost. She was definitely quite the detective! Lily was an enigma that I couldn't figure out at first, but I really liked reading about her. It was interesting to watch her grow each day around Vi and Eric. Lizzy was also a likeable character, and I admired how determined she was to find her sister and solve the mysteries of the missing girls. Gran/Dr. Hildreth came across as a sweet old woman, but I always suspected she was up to something. I had my reservations about her, so I enjoyed reading to find out if my suspicions were correct. McMahon did an excellent job presenting Gran/Dr. Hildreth as a sweet grandmotherly type to Eric and Vi.
Trigger warnings for The Children on the Hill include some profanity, murder, violence, torture, kidnapping, and gaslighting.
All in all, The Children on the Hill is a book with a solid plot featuring a small cast of characters that are interesting to read about and how far they'll go for their cause. The plot will leave you guessing as you try to make it all make sense (though everything will be explained by the end of the book). I would absolutely recommend The Children on the Hill by Jennifer McMahon to those aged 17+ who love trying to figure out a thrilling mystery. This is one book you'll definitely want to pick up!

Purple Phoenix Games (2266 KP) rated Xenohunters in Tabletop Games
Mar 22, 2021
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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
To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.