The Mark of the Salamander (The Island of Angels, #1)
Book
1575: Nelan Michaels is a young Flemish man fleeing religious persecution in the Spanish...
Historical Fiction
The Illusions
Book
Bristol, 1896. Used to scraping a living as the young assistant to an ageing con artist, Cecily...
Historical fiction
The Misadventures of Margaret Finch
Book
Blackpool, 1938. Miss Margaret Finch - a rather demure young woman - has just begun work in a...
Historical fiction Blackpool The Mass Observation Project
Muse (Descended From Myth #1)
Book
The Brotherhood of the Guardians has existed for thousands of years to serve a single purpose: the...
Fantasy Romance Young Adult Mythology
Synergy (The Synergy Series #1)
Book
New Orleans is a city of Mystery and Beauty. For Synergy Emerson, it's the place she hopes to find...
Paranormal Romance
David McK (3396 KP) rated Wonder Woman 1984 (2020) in Movies
Jan 3, 2021 (Updated Jul 9, 2024)
Wonder Woman 1984, in contract, is currently ranked as the worst on IMDB.
While it's definitely not a patch on the original, I'm not sure it's all that bad: sure, it is hard to get past the seeming lack of concern Diana Prince aka Wonder Woman has for (mild spoiler alert!) the body/soul/whatever of the man the returning Steve Trevor has (think Quantum Leap style) while it definitely follows into the old 'Superhero loses/gives up their powers' trope a la Superman 2 or Spider-Man 2, and I still don't understand how a World War One pilot can climb into the cockpit of a jet and fly it with nary a problem ...
Having said that, set your expectations accordingly (Superman 3 level, maybe), and it's an enjoyable enough
Rift in the Soul (Soulwood #6)
Book
Nell Ingram and her team face a dire, supernatural evil in this newest thrilling paranormal...
Urban Fantasy Romance Ghosts Magic Angels
Purple Phoenix Games (2266 KP) rated Tumble Town in Tabletop Games
Mar 5, 2020
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be 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 back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
Darren (1599 KP) rated 5ive Girls (2006) in Movies
Jun 20, 2019
The girls discover they are all witches with different powers and when Alex starts getting haunted by Elizabeth but what is she trying to communicate. We learn that Miss Pearce (Lalonde) is involved with what is going on but is she good or bad? Could these girls have been bought together for a reason? The girls find themselves battling the ancient demon Legion who wants to walk the Earth once more.
5ive Girls gives us a witch based film where the witches are not evil but instead fighting evil. Having the girls not fully understanding their powers works because we get to learn about them with them but saying that doing that really doesn’t help when they get picked off easily. I would like to see more about the girl’s powers but in the end we just have basic ideas of them. The story does work well for the fighting evil but also could just have been an episode of Buffy the Vampire Slayer.
Actor Review
Ron Perlman: Father Drake is haunted by losing one of his students to an evil spirit, he is bought back to the school to finally make up for what happened but finds himself fighting the same evil that took away his faith. Ron is good in this role even if he is more of a supporting character than leading man.
Jennifer Miller: Alex is the last of the five new girls to arrive at the school, she has the ability to prevent and move objects with her mind. While in the school she finds herself having to work with the other girls to solve the hauntings going on in the school. Jennifer is solid in this role that works as the unsure girl.
Jordan Madley: Mara is the streetwise of the five girls, she is overly aggressive when it comes to protecting herself but is great to have on the right side when it comes to fighting the evil. Jordan is good as the bad ass chick that is actually very insecure.
Terra Vnesa: Cecilia is one of the students, she is the blind student who makes light of her disability being one of the main comic reliefs in the film. Terra is good because she is the funniest of the characters involved.
Support Cast: 5ive Girls only has a couple of extra cast members that end up doing just as good a job of the rest of the cast.
Director Review: Warren P Sonoda – Warren gives us a solid film that is easy to watch but never really challenges us.
Horror: 5ive Girls has good horror elements of good versus evil along with solid gore moments.
Thriller: 5ive Girls keeps us guessing to what will happened next as well as wondering what is going on through the story even if you can work parts of the film out.
Settings: 5ive Girls keeps nearly all the film in one place the school that is meant to be locked from the outside.
Special Effects: 5ive Girls has solid effects for the kills but when we see Legion we don’t get the best effects.
Suggestion: 5ive Girls is one to watch if it is on late night television. (Late Night TV)
Best Part: Only having early witch abilities.
Worst Part: Slightly predictable.
Funniest Scene: Blind girl searching for someone alone while still enough people to do it in pairs.
Believability: No
Chances of Tears: No
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Budget: $3 Million
Runtime: 1 Hour 35 Minutes
Tagline: 5 Witches. 5 Powers. One Evil.
Overall: Easy to watch horror that does lack scares but has strong elements.
https://moviesreview101.com/2016/10/05/movie-reviews-101-midnight-halloween-horror-5ive-girls-2006/
Ivana A. | Diary of Difference (1171 KP) rated The Recreators in Books
Feb 3, 2020
<img src="https://diaryofdifference.com/wp-content/uploads/2019/04/New-blog-banner-24.png"/>
I went into reading this book partially blind. The blurb doesn’t uncover much, and I was excited as to whether I would like it or not. The Recreators is a young-adult novel that happens in Medieval times and features characters who have God-like powers and are able to change a slight minimal portion of the world.
We follow three separate stories throughout this book:
<b><i>Filia’s story</i></b>
A princess who has disappeared and comes back years later to claim her throne. A fierce woman who is a Recreator, but chooses to use the powers for her own benefit. In this story we can see how Filia develops as a character, changes while learning new things, makes sacrifices and answers some of the most asked social questions… A powerful story of growing up, and definitely my favourite one of all three.
<b><i>Vepresila’s story</i></b>
She is chosen by the Goddess to serve her, but decides to take destiny in her own hands. This girl grew up with her family in a tribe with different moral and cultural values than what we know. Men and women don’t sleep under the same roof, and boys have to pass tests to become men, otherwise, they are stuck and disrespected. When the girl is chosen to go to the Goddess’ temple and serve her, she realises that the system doesn’t work, and tries to beat it. Finding her own destiny can prove to be a bouncy road, but she goes for it.
<b><i>Simmiolas’s story</i></b>
He is a Recreator and comes back to fixes a mistake he made in the past. While he travels, he settles with a circle of people, but they fail to believe he has powers and he doesn’t seem able to change their views on how they see nature and the world. Taking a dear friend with him, he is set on a mission to do what is right, before it is too late.
<b><i>'’Just because things don’t always go as planned, it doesn’t always mean the outcome will be for the worse.’’</i></b>
These three stories feature these three different characters, with a lot of characters surrounding them and supporting them. The three stories connect each other at a few points, some sooner, some later. They never fully connect though, which did bother me, as I was expecting a one big ending. The three stories remained separated, which made me think if it would’ve been better to not connect them at all, or create three separate books for them.
<b><i> ‘’But if all places have different ideas about what’s right and wrong, how do we know what really is right and wrong?’’</i></b>
Despite the story lines and the grammar errors I encountered, this book was truly amazing and I really enjoyed reading it. I loved the concept of the powers, loved the ethical lessons throughout the book, and I absolutely loved watching all of these characters grow in their own kind of way.
There were amazing scenes of what is wrong and right, what fear is and how to overcome it, how to keep going despite making mistakes in the past, and a lot of various life lessons worth reading. I recommend this book if this seems like the genre you might enjoy reading. It was the first book
I read by Desiree Nordlund and I can’t wait to read more books written by her.
<b><i>‘’The best way to cure fear of the unknown is to admit what caused the fear and watch it until it’s no longer something strange.’’</i></b>
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