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Jordan Binkerd (567 KP) rated Star Wars, Vol. 2: Showdown on the Smuggler's Moon in Books
Aug 9, 2019
I very much enjoyed the first volume of Marvel’s ongoing Star Wars series, but many other reviewers took issue with it for playing things safe and giving us a story like many we’d seen before. These criticisms are not completely unfounded, I’ll admit, but neither are they completely fair. Either way, this is not a problem the series has going forward…. This second volume also includes the one-off flashback story THE LAST OF HIS BREED, featuring Obi-Wan Kenobi adjusting to his exile on Tatooine, which is discussed separately below.
Luke Skywalker has successfully escaped the clutches of the bounty hunter Boba Fett, but all he got for his troubles was the journal of Obi-Wan Kenobi–no small prize, but probably not all that helpful in furthering his Jedi training. So what’s the next logical step in learning about the Jedi? Try and sneak onto Coruscant to infiltrate the old Jedi Temple, of course! But when his attempt to find a discreet ship and pilot in a seedy bar on Nar Shaddaa goes horribly awry, Luke finds himself the prisoner of Grakkus the Hutt. In addition to the traditional crime and vice, Grakkus has made a name for himself as one of the foremost collectors of Jedi artifacts. Now Luke faces the battle of his life in Grakkus’ arena, billed as “the last Jedi” and pitted against a fearsome creature for the amusement of Grakkus’ fellow crime lords….Meanwhile, Han and Leia are out scouting potential locations for a new Rebel base when they run across a figure from Han’s past. Her name is Sana, and she claims to be his wife….
As with the previous volume, this was some stellar work. Jason Aaron nails the banter between Han & Leia, to the point where you can almost hear Carrie Fisher and Harrison Ford delivering the lines, and Luke’s mix of cockiness and self-doubt is spot-on for his character and situation. Also of note is Stuart Immonen’s spectacular artwork. From the character closeups to the panoramic vistas, this was pure Star Wars. Also amusing was watching our entire cast wade into battle wielding lightsabers. Did Luke manage to salvage anything of value from Grakkus’ stash on his way out? I guess we’ll have to wait and see….
Then there’s the Obi-Wan backup story. It’s been seven years since the rise of the Empire, seven years since the death of the Jedi and the Republic. Formerly one of the greatest Jedi of his generation, now Obi-Wan Kenobi lives a life of obscurity on the desert planet of Tatooine. Where once he protected the innocent of the galaxy, now “Old Ben” forces himself to look the other way lest he draw the Empire’s notice as Jabba’s thugs extort water from the locals. All that matters is protecting the boy, Luke Skywalker, on whose unknowing shoulders rest the fate of the galaxy. But there are limits to the patience of even the greatest of Jedi….
This was a good one. The story was solid, and it’s always interesting to see Obi-Wan’s state of mind during his exile. Was this done better in John Jackson Miller’s KENOBI? Yes. That goes without saying, if only because he had more than twenty-four pages to tell his story. At any rate, KENOBI isn’t canon anymore, so we’ll not dwell on it. Simone Bianchi’s art here was stellar, I must say, and his Kenobi managed to blend Ewan McGregor and Alec Guinness superbly. I would very much like to see more of these one-off excerpts from Obi-Wan’s journal appear in future issues of the comic.
CONTENT: Moderate violence, not too gruesome most of the time. Mild profanity. Mild sexual innuendo and flirting.
Original posts: Main story (https://jordanbinkerd.wordpress.com/2015/11/23/review-star-wars-showdown-on-the-smugglers-moon-by-jason-aaron-stuart-immonen/) & Obi-Wan Flashback (https://jordanbinkerd.wordpress.com/2015/11/23/review-star-wars-the-last-of-his-breed-by-jason-aaron-simone-bianchi/)

Hazel (1853 KP) rated Timmy Failure: The Cat Stole My Pants in Books
Sep 12, 2017
For fans of Diary of a Wimpy Kid (Kinney, 2004) is a juvenile series by American author, Stephan Pastis, about a young boy who believes he is the world’s greatest detective. A series that is continually growing, the sixth Timmy Failure story is now available for fans and new readers. Subtitled The Cat Stole My Pants, Timmy Failure embarks on an adventure of mystery and crime solving whilst getting himself into all sorts of mischief.
Emulating both real and fictional detectives, Timmy has established his own agency, Failure, Inc., of which he is the sole employee after the flight of his (imaginary) ex-business partner, Total the polar bear, who is currently seeking political asylum in Cuba. Unfortunately, Timmy has been forced to join his mother and Doorman Dave on their honeymoon in Key West, Florida, along with Doorman Dave’s nephew, Emilio.
“Crime doesn’t take a holiday. Neither does greatness.” Determined to continue solving crimes, Timmy hires Emilio as an unpaid intern and sets off searching for crimes, greatly over exaggerating every little piece of “evidence” he finds. However, it soon appears that someone is out to get Timmy and he, along with Emilio, is determined to find out whom.
Timmy is a melodramatic, unconventional child with a large ego and is constantly getting told off. From annoying adults to having his pants stolen by a polydactyl cat – or so he claims – there is no end to the hilarious situations he causes.
The cat that stole Timmy’s pants only makes a brief appearance in the book, therefore the subtitle is more to attract the attention of young readers with its silliness rather than be suggestive of a certain storyline.
Despite his grand claims, Timmy is not a very good detective and a lot of his unsolved crimes have been invented by his overactive imagination. This adds to the humour because, although he seems like an intelligent child, his ideas are completely silly.
Adorned with childish drawings and diagrams, Timmy Failure narrates the story from his subjective point of view, inflating his successes and blaming any failure on poor Emilio. No one takes Timmy seriously, which is something many of the target readers may appreciate, although they should also understand how futile Timmy’s attempts are at being a detective.
The storyline is not particularly clear until the final chapters of the book. Up until that moment, the book is full of disastrous, imaginary detective endeavours that prove Timmy to be nothing more than an annoying, inventive boy.
Some of the language may be above children’s reading capabilities, however, the humour is directly on their level. Whereas an adult may not find the idea of a cat stealing someone’s pants amusing, a child would find that hysterical.
There is no reason to read the Timmy Failure books in order, so if you, like me, read book six first, there is no problem. The stories are particularly aimed at young boys and will hopefully encourage the demographic to start reading more. Whilst it may not be a great feat of literature, it is a good enough introduction to the world of books.

Naomi Forrest (42 KP) rated The Missing Barbegazi in Books
Jan 4, 2019
A Barbegazi, in case you are wondering as I did, is a type of Swiss mountain/snow elf with a long beard that can only live in freezing conditions and has a severe intolerance to iron. The story is told from the point of view of Tessa, a young skier and Gaiwon, a barbegazi who is hunting for his missing sister. No-one believes the barbegazi exist anymore except Tessa. The only other believer was her recently deceased opa (grandad) and a professor who wrote about them years before. The barbegazi, for their part, rescue humans who have been trapped and injured in avalanches, erasing their memories afterwards. They are extremely mistrusting of humans.
. Norup's passion for skiing, the Alps and magic are clear throughout the novel and I think this is what makes the story so captivating. I loved the development of Tessa from grieving for her grandfather and wanting everybody to believe he was right about the barbegazi to realising that fame and proving a point are less important than trust and friendship. She never wavers in her faith that the barbegazi still exist and is a headstrong and loveable character.
The highlight for me was definitely reading about the barbegazi themselves. I particularly love that despite being more than a hundred old, Gaiwon's parents still treat him like a child. I loved the argument between Gaiwon and his father as Gaiwon shouts "I cannot wait to get my own cave" and his father retorts: "You can build one right now. And take your sesquicentennial hormones with you." This highlights that Norup doesn't 'write down' to the target audience but includes wide ranging vocabulary, as well as her own inventions, such as 'potzblitz', an emphatic expression of the barbegazi.
There is peril throughout the book though this is very mild. Tessa learns that people are not always as trustworthy as they seem. I always love the text-book sections that punctuate the novel (see photo below), describing features and traits of the barbegazi. This is really effective with ambitious vocabulary for children and introduces them to another style of writing, combining fictive and non-fiction styles. The book is set between Boxing Day and New Year's Eve, that magical time when you don't know what day it really is and we are all enjoying the post-Christmas days where we live in our pyjamas, eat too much and don't really do much of anything except relax and catch up. It was simply the most perfect time to read this book and imagine I was in a gorgeous Alpine ski lodge, surrounded by magical folk who will keep me safe in the snow. This is a fantastic debut novel and I really can't wait to see what Norup offers up next. Thanks for making my Christmas even more magical, Helle!

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Purple Phoenix Games (2266 KP) rated Fray: Champions of the Everyverse in Tabletop Games
Jul 1, 2020
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 pending Kickstarter campaign, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -L
Fray: Champions of the Every-Verse (referred to as just Fray from now on) is a game of dice rolling, grid movement, and fighting in which players are trying to eliminate all opponents and be the last remaining player in the arena. Before setting up to play, you must first determine how many Champions each player will control. Controlling only 1 Champion is considered “Single Mode” and makes for a quicker play-time. Players can control up to 3 Champions in a single game. After determining how many Champions each player will control, set up the game as described in the rulebook. You are now ready to begin!
A game of Fray is divided into a number of rounds, and to begin each round, all players must select one of their Champions to be the round leader, then roll a d6, and add the appropriate Initiative modifier. This determines the turn order for the round – the highest Initiative gets to go first, and so on in descending numerical order. It is important to note that in future rounds when determining Initiative, you may not select the same Champion to lead for consecutive rounds. After Initiative has been determined, player turns begin. On your turn, you will perform 2 Phases: an Item Phase and a Champion Phase. During the Item Phase, you have the opportunity to play as many Item cards from your hand as you wish. Item cards can give you special abilities or buffs for future turns, or can be played as reactions to opponent’s actions, depending on the card.
Once your Item Phase is done, you move to the Champion Phase. To begin your Champion Phase, choose which Champion you are using and roll the 3 Battle Dice. These dice help activate abilities on your turn. The chosen Champion may now move a number of squares as stated on their card. After movement, your Champion can now activate 1 action from the following: Attack, Defend, or Champion Ability. All actions require you to spend a number of resources in order to perform them, so this is where the Battle Dice come into play. Once you have performed your action, resolve abilities as needed (rolling a save against an attack, rolling the damage die, etc.). If, after resolving abilities, you still have unused Battle Dice, you can choose to store up to 2 of them for use on your next turn. You then repeat the entire Champion Phase with your next available Champion. Once you have used all of your Champions, your turn ends.
After all players have had their turns in a round, you move to the Loot Phase. Any player with any Champion within 3 spaces of the Loot Marker on the board gets to draw 1 Loot card. The first player then rolls a d6 and the Scatter die, and moves the Loot Marker appropriately for the next round. The new round is ready to begin, with all players rolling for Initiative once again. During play, if a Champion is reduced to 0 hit points, that Champion leaves the game. The player with the last remaining Champion on the board is the winner!
Ok, I know that seems like a lot, but the gameplay is actually pretty intuitive and streamlined. Here’s how a turn breaks down: play Item cards, roll Battle Dice, move Champion, perform 1 action, resolve, repeat with your other Champions, turn ends. That’s it! After going through the steps with my first Champion, the process just clicked and the gameplay flowed pretty seamlessly. It admittedly seemed pretty daunting at first when I was reading through the rules, but in the actual game, it is easy to pick up.
With the purpose of this game being knocking out all your opponents, obviously strategy is a pretty big aspect of the gameplay. All Champions have special abilities, attack combos, and types of attacks. Some Champions are only melee fighters and can interact with opponents 1 square away, others are only short- or long-ranged and must be at a distance to attack, and some have the option to be either melee or ranged. Each Champion requires a bit of a different strategy to be played successfully, and you’ve got to be able to adapt on the fly. That being said, this is a competitive combat game, so some players might not like being pitted directly against opponents and being targeted by others. The other strategic aspect to consider is the location of the Loot Marker on the board. The only way you ever get to draw Item cards is if you are within 3 squares of the Loot Marker at the end of the round. Are you willing to risk combat for a chance to gain an Item card? Or are you content with skirting the battlefield and letting your opponents take each other out? All things to consider when playing Fray.
The biggest drawback of Fray for me has to do with some components, or lack thereof. But as I stated earlier, this is only a prototype copy of the game, and I am sure that these things will be addressed in the final production copies! For starters, I’d like to see Turn Order Markers. Since the turn order varies each round based on Initiative, it would be nice to have some numbered markers to help players keep track of the order for the round. Along those lines, maybe a Turn Order Reference card for players could be added as well. The turn steps are generally pretty straightforward, but just having a reminder of the different types of movement, or what resources are required for which actions would be nice. And my final consideration for edits would be to include on each Champion card whether that Champion is a melee, short-ranged, or long-ranged fighter. That breakdown is in the rulebook, but having it on the card would be beneficial as well! Besides those three notes, the components of this prototype copy are phenomenal. The board, cards, and chits are all nice and sturdy. All of the game dice are high quality and easy to read. I know Brain Sandwich Games has plans for sculpted minis for the Champions, but even the simple standees in this copy are easily identifiable and will withstand many plays. The art of the cards is very detailed and awesome to look at. All in all, already a pretty great quality game!
Ultimately, I think Fray is a great game. It may need a little polishing up with some components, but the current gameplay is ready for production. I am not typically someone who enjoys directly competitive games, but Fray was one that I thoroughly loved. It has enough elements of strategy, combat, and luck of the dice rolls that it doesn’t feel targeting or confrontational. I am eager to follow the Kickstarter campaign and see what else Brain Sandwich Games has in store for an already awesome game! I would definitely recommend checking this one out – it’s a unique twist on a standard arena combat game.

TIME Magazine South Pacific
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TIME, the world’s leading weekly news magazine, is read by millions of readers for its in-depth...

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TIME, the world’s leading weekly news magazine, is read by millions of readers for its in-depth...