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Smoulder ( Anita Blake book 29)
8
8.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
‼️‼️ spoiler in review ‼️‼️

37 of 235
Book
Smoulder ( Anita Blake book 29)
By Laurell K Hamilton
⭐️⭐️⭐️⭐️

Vampire hunter Anita Blake is no stranger to killing monsters. It’s part of her job as a Preternatural U.S. Marshal, after all. But even her experience isn’t enough to stop something that is bent on destroying everything—and everyone—she loves.
 
Anita Blake is engaged to Jean-Claude, the new vampire king of America. Humans think she’s gone over to the side of the monsters. The vampires fear that their new king has fallen under the spell of the most powerful necromancer in a thousand years.
 
In the midst of wedding preparations—including getting Edward, aka U.S. Marshal Ted Forrester, fitted as best man—Anita gets a call that the local police need her expertise at a brutal murder scene linked to a nationwide slaughter of vampires and humans, dubbed the Sunshine Murders.
 
But there is more than just a murderer to catch: an ancient evil has arrived in St. Louis to challenge Jean-Claude for his crown, his life, Anita, and all they hold dear. Even with Jean-Claude’s new powers as king and Anita’s necromancy, it isn’t enough; they must embrace their triumvirate or allow primeval darkness to spread across the country, possessing first the vampires and then the humans. Evil will triumph unless Jean-Claude and Anita can prove that love conquers all.

Omg this book has had me going crazy!!! The first 4 chapters were not good and I was seriously worried for the rest of the book. Then we had a little case and a bit of drama at Guilty Pleasures the Bang! Richard makes his entrance yes I am one of those very few that love him and I think although he was a bit kiss’assy he turned it round for me. I normally hate the relationship bull crap and I don’t like Nathaniel at all but even he impressed me.
So then we get to the new big bad and honestly he sounds bloody awesome I mean what’s not to love a demigod Dragon! I can’t wait to see how and if they take him down!
I do have a few issues one my god Peter is annoying! And two why are Asher and Kane still alive??? I mean the end has pissed me off! Why on earth didn’t they just wipe them both out? Oh and take Rosina with them!!
  
How to heal a gryphon
How to heal a gryphon
Meg cannistra | 2022 | Fiction & Poetry
8
7.5 (2 Ratings)
Book Rating
How to heal a Gryphon by Meg Cannistra was a very interesting read. I loved it so much. I give it a four point five out of five stars. I definitely would read it again. The cover to this book is very eye catching and so is the plot. I love how her family's very powerful and uses their magic for good. I also understand why they don't tell many people because she is right people would expect to much from them. I'm also happy she chose to follow her heart instead of what others want her to do. How her brother treated her when she told him that she wants to work with animals instead of people was not right. Just because she's different than everyone else and following her dream does not make her an embarrassment. That part made me so mad. Also I don't know how I feel about the bad luck ajf black cat following her around something seems off. I also get her frustration with her sibling always being the center of attention that can get quite annoying. The person in the shop was pretty mean to her over eating and her weight. The judgement was pretty messed up and I can personally relate to it. I also love her plans on what she plans to do with her powers it seems very fun. I also love that her friend supports her plans unlike everyone else. Her brother apologizing be making her her favorite food Tiramisu was sorta sweet but doesn't excuse his mean words. Her brother disappearing and being replaced be a walnut was kinda confusing at first. I am happy for her that Diana accepted her and that she gifted her a familiar the black cat named Sinistro. In the book it state's only Diana's followers are gifted familiars. I have a bad gut feeling about this Streghe del Malocchio who stole her brother though. Also Piccolina's greeting to her was so cute. Piccolina's father helping them get to the city to rescue Giada's brother was sweet as well. The city seemed very scary as well. The anchovies scene was hilarious with the cat's swarming around the strange women. I wonder what these people want with Giada. How she used her magic to defend herself but got punished for using that spell was sad though. I understand why the Streghe del Malocchio are the way they are because their just trying to keep balance in the world. The ending made me cry I loved it I definitely recommend reading this book.
  
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Daniel Boyd (1066 KP) rated Glass (2019) in Movies

Feb 1, 2019 (Updated Feb 1, 2019)  
Glass (2019)
Glass (2019)
2019 | Drama, Thriller
First 2 acts are interesting (1 more)
MacAvoy is great
Does not stick the landing (0 more)
A Textbook Example On How Not To End A Trilogy
Contains spoilers, click to show
Glass is the 3rd movie in M. Night Shyamalan's pseudo superhero trilogy following Unbreakable and Split. Unfortunately it is probably the worst movie out of the three and doesn't live up to the twenty years of build-up it has had going into it. Full spoilers will be present through this review as it's kind of hard to discuss the film without spoiling anything.

The movie opens with what is essentially a condensed version of both Unbreakable and Split. We see Bruce Willis' Dennis Dunn stalking criminals in his poncho and we see James MacAvoy's Kevin Wendell Crumb keeping four young girls captured in an abandoned warehouse. The old 'unstoppable force meets immovable object,' trope plays out and the two of them wind up getting caught by Sarah Paulson and her team, who apparently specialise in investigating those who have delusions about having superhuman powers.

She brings the two of them to a mental hospital where she is keeping Samuel L Jackson's Mr Glass. Sarah Paulson's character then spends the next chunk of the movie trying to convince the three that the powers that they believe they possess is actually in their heads and there is a real-world, logical explanation to everything that they can do. This part of the film is actually pretty interesting in the ideas that it poses and I liked where the film was going at this point.

Then the third act happens and we are reminded why Shyamalan so desperately needs an editor to keep his ideas in check. There is this huge build up that takes place teasing an epic fight between Dunn and The Beast at the top of some huge brand new building in the middle of the city. Unfortunately we never get there and instead we just get some mediocre action choreography in a medium sized car park between the two. The whole thing ends with the fairly contrived retcon twist that Kevin's dad was in the same train crash that Dunn survived and Mr Glass caused, thus making Mr Glass the 'creator,' of both superheroes. Then the three characters die in an extremely anticlimactic fashion. The Beast breaks a couple of Mr Glass' bones and he falls out of his wheelchair and dies, (even though this is something that we have seen happen to him in Unbreakable and he survived it.) Then a sniper randomly shoots Kevin even though the beast is tamed by the appearance of Anya Taylor-Joy's character, Casey from Split. He just gets shot once and dies with hardly any fanfare. Then David Dunn is drowned in a puddle as Sarah Paulson explains that she is part of a secret organisation that hunts people who believe that they are superheroes, determines whether or not they really are superheroes through a pretty drawn-out process and then proceeds to kill them if they do in fact possess superpowers. We also see that for some reason this group apparently only meets in crowded public restaurants in the middle of the city centre in broad daylight and have to wait until any non members of this super secret club, (that just killed 3 people in a public car park in broad daylight in front of cops and family members,) have left the restaurant before they can discuss business. Then it turns out that Mr Glass leaked the footage from the hospital security cameras online so that people would see that superheroes really do exist.

If you are someone that hasn't seen the movie and doesn't care about spoilers so you just read this review anyway; your brain is probably falling out of your ear after reading my description of the third act and that's because on paper this whole sequence of events is absolutely ludicrous and the fact that no one pointed this out during the movie's production is mind-boggling.

What a waste after two solid movies and a decent two first acts worth of build up...

There are some positives I took away though. It is as much of an absolute joy to watch James MacAvoy play so many totally different characters convincingly in one scene as it was in Split, maybe even more so here as we get to see even more personalities emerge and in even quicker succession. He is an utterly phenomenal actor. It is also cool to see Mr Glass and David Dunn after twenty years to see where they are at in their lives and how they have been spending their time since the events of Unbreakable. There are also some nice shots and camera angles in the film, (more so in the first two acts of the story,) and some nice colour scheme aesthetics going on in certain compositions that made some shots more interesting to look at.

Overall, this movie could have been so much more and in the end it throws away some really potentially interesting plot threads in favour for a few tacked on twists and gives us nothing more than a half arsed conclusion to an otherwise solid trilogy.
  
Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
Tiny Epic Galaxies: BLAST OFF!
Tiny Epic Galaxies: BLAST OFF!
2020 | Dice Game, Science Fiction, Space
Yes, we have reviewed Tiny Epic Galaxies in the past. We loved it. It’s close to being a Golden Feather Award recipient. It has earned a spot on my Top 10 Games of All Time list. I cannot say enough great things about the game. But wait, a newer updated version has recently hit the scene. Is it just new art on the same game? Nope. Read on.


I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.

Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.

I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.


All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.

Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.

That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
  
Werewolf: A Party Game for Devious People
Werewolf: A Party Game for Devious People
2018 | Party Game
Growing up, I lived on a cul-de-sac and the neighborhood was full of kids around my age. So if the weather was nice outside, chances were that we were all out together playing kickball, capture the flag, or some other fun games. In the summer however, our favorite activities were night games – ghost in the graveyard, kick the can, capture the flag (in the dark!), and werewolf. Fast forward many years into the future, and I find myself with a physical copy of Werewolf – a game that was taught to me under the starry skies of my youth. Does the game still hold its appeal for adults? Or is it a game that should stay in the past?

Disclaimer: We were provided with a copy of this game for the purposes for this review. What you see is a finalized production copy, and is what would be received in a retail copy. -L

Werewolf: A Party Game for Devious People (simply referred to as Werewolf from here on out), is a game of bluffing and deduction in which players are attempting to complete their objective, based on their secret roles. Werewolves are trying to outnumber the Villagers, and Villagers are trying to kill all the Werewolves. To setup for a game, assemble the deck of role cards. Each deck will always have 1 Moderator card, a number of Werewolf cards, and a number of Villager cards depended on the player count. For example, a 5-player game would have 1 Moderator, 1 Werewolf, and 3 Villagers. Each player is dealt one card and keeps their role a secret, except the Moderator. The game is now ready to begin.


Each round consists of a Night and Day phase, all facilitated by the Moderator. To start the Night phase, all players (except for the Moderator) will close their eyes. The Moderator prompts the Werewolf to awaken (open eyes) and silently point to a Villager to kill. The Werewolf then closes their eyes, and the Night phase ends. To start the Day phase, the Moderator will have all players open their eyes, and will reveal which player has been killed in the night. All remaining ‘living’ players now have a chance to discuss amongst themselves and try to figure out the identity of the Werewolf. Accused players have a chance to defend themselves, and may even throw the blame to other players. Once players reach a consensus, they will kill off the accused Werewolf. If the accused player was the Werewolf, then the Villagers win (in a 5-player game)! If the accused player was not the Werewolf, then a new round begins with a Night phase, and the Werewolf is one step closer to winning. The game ends when either the Villagers have killed the Werewolf, or the Werewolf equals or outnumbers the Villagers.
The above description is a generic rundown of the game. Many versions of Werewolf have additional roles/abilities to enhance the gameplay and add new elements to the strategy. This particular version of Werewolf does indeed include optional additional roles. Those roles are: Seer, Doctor, Drunk, Witch, and Alpha Werewolf. These optional roles grant players additional abilities/powers for use during play. For example, every Night phase, the Seer can silently ask the Moderator whether a single player is a Werewolf or not. That can definitely help in the Day phase when it is time to accuse people! The addition of these roles helps to enhance the strategic gameplay by offering more for players to do, rather than just blindly accuse and guess each round. Included in the tuck box are even some blank role cards for you to create your own roles/powers if you so choose.


The major downside to any version of Werewolf is that once a player has been killed off, if they were not the Werewolf, they are out of the game for good. So even if the game lasts for 20 more minutes, that player just has to sit there in silence.
Components. This particular Werewolf consists of a deck of role cards, rules, and a guide for the Moderator. The quality of the cards is nice, and they are easy to manipulate and are sturdy. The artwork is very minimalistic in this game, and it actually works pretty well since Werewolf really isn’t a component-based game. All in all, a good quality deck of cards.

Overall, this is just a normal game of Werewolf. Honestly, you don’t really even need any components to play – as long as everyone knows the rules and roles, you are good to go. Does having a deck of cards help? In some ways, yes. But it kind of just feels redundant to me, since I already knew how to play the game. If you’re wanting to introduce someone to the Werewolf-type game, this little deck of cards would be a good way to do it. Personally, this type of game appealed to me more as a child/teen, and it kind of falls flat to me now as an adult, thus my low score. I don’t see this game staying in my collection forever, but it had a decent run while it was here. Purple Phoenix Games gives it a calculated 4 / 12. If you’ve played any variation of Werewolf before, there’s really no need to check out this particular iteration.
  
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Bob Mann (459 KP) rated Logan (2017) in Movies

Sep 29, 2021  
Logan (2017)
Logan (2017)
2017 | Action, Adventure
“When the man comes around”
At last – a superhero movie with real heart… (and not just the chunks over the knuckle blades!). Logan is a bit of a revelation. I was reluctant to go and see it, since a) I’m a lukewarm X-Men fan at best and b) I hadn’t seen either of the previous two Wolverine spin-off films. (Seeing the other Wolverine films, by the way, is not a pre-requisite for enjoying this one). After a long day at work, my choice was “Logan” or “Kong: Skull Island”. I voted for this one, and I’m so glad I did.
 
It’s now 2029. Hugh Jackman plays Wolverine, but this is not a Wolverine we have seen before. This is an aged and deteriorating superhero: his self-healing powers are waning; a limp is developing; and his fighting prowess (although still legendary) doesn’t show the stamina it once did. This is a Wolverine that is also an unlikely carer, looking after a mentally degenerating Professor Xavier (Patrick Stewart), now 90 years old and finding it increasingly difficult to keep his devastating mental superpowers under control. This is a Wolverine trying desperately to avoid the limelight, working diligently as a limo-driver in an effort to save money for the dream of buying a ‘Sunseeker’ and sailing off with Xavier into the sunset, gaining true anonymity among the boating fraternity.

Life doesn’t play ball though. A brutal encounter with a gang on the highway outside El Paso advertises Wolverine’s presence and brings him into contact with a strange eleven-year-old girl (Dafne Keen) with impressive powers of her own. The girl is being pursued by a “reiver” (Boyd Holbrook, “Run all Night”) supported by a small private army. Against his will, Wolverine is forced into a memorable road trip with the old man and the young girl that leaves a trail of bloodied bodies behind them.
 
For, be warned, this is an *extremely* violent film, with much dismemberment and ‘blade work’ that must have kept the prosthetics department busy for months. It’s also quite emotionally brutal, particularly within a central segment set in a “Field of Dreams” style idyll (featuring Eriq La Salle from E.R.) that you know in your gut is not going to end with “Goodnight John Boy” pleasantries.

The well-choreographed and frenetic action within the road-trip segment reminded me at times of the harsh cinematography and dynamics of “Mad Max: Fury Road” – a great compliment.
But the film also takes time to pause, in uncharacteristic Marvel-ways, for character development and genuinely intelligent dialogue. These interludes allow the acting to shine, and it is first-rate. We all know (from “Les Miserables” for instance) that Hugh Jackman can act, but this is arguably his best-ever performance: a meaty role (he actually has two in the film) that affords him tremendous range and emotion. At one point towards the end of the film I thought “this has genuine Oscar show-reel potential”. He will surely never get nominated – a Marvel film? Get Away! But wouldn’t it make a refreshing change if he was? Recognizing good acting, regardless of the context.
Patrick Stewart is a great Shakespearean actor, and here he also gets given full rein to impress as he hasn’t had chance to in most of his movie roles to date.

Claiming the prize so far this year for the most unusual casting decision is Stephen Merchant as the albino helper Caliban, unrecognizable to me at first until he had some lengthy dialogue to flex his Bristol accent on! A non-comic and dramatic role, Merchant does really well with it.

Finally, I can’t leave the acting without doffing my cap to young Dafne Keen whose mesmerising feral stare would probably put the fear of God into every parent of a pre-teen girl! Even though she has only a handful of lines, this is an impressive feature film debut. I predict we will see much more of this young lady.

Less convincing to me was Richard E Grant as the evil mastermind behind the scheme, who never quite seemed nasty enough to me to be believable: in one scene he could be calling back a dog that’s run off down the beach rather than desperately trying to gain control of an out of control situation!
 
Directed by James Mangold (“Walk the Line”, “Knight and Day”), who co-wrote the piece with Scott Frank (“Minority Report”) and Michael Green (“Green Lantern”… yes, really!), this was a gritty and well constructed movie. If you can stomach the gore and the body count (I would see it as very lucky to have got away with its UK ’15’ certificate) this is a rollercoaster of a movie that is recommended.
By the way, to save you from sitting through the end titles (although you do get a Johnny Cash classic to enjoy) there is no “monkey” at the end of this Marvel film. (I’m no stranger to still be sitting there as the lights come up… but many of the crowd that were left looked vaguely embarrassed!)
In terms of my rating, I’m not a fanboy for Marvel or DC properties, but here I award a rating I have only previously bestowed on two superhero films before: the quirky “Ant Man” and the anarchic “Deadpool“….