| | |  | Personal Lubricants | Home » » Pjur Backdoor Glide 100 ml Lube Personal Lubricant | | | | | | | Description: | | Long-lasting silicone lube designed for men specifically to enhance the pleasure of anal intercourse. Like Pjur AnalyseMe! but with a higher concentration of ingredients. Jojoba extracts help relax the anal sphincter enhancing the experience. | | | Features: | |
• Long-lasting silicone lube designed for men specifically to enhance the pleasure of anal intercourse. Like Pjur AnalyseMe! but with a higher concentration of ingredients. Jojoba extracts help relax the anal sphincter enhancing the experience.
| | | Product Details: | | | Package Length:
| 5.5 inches | | Package Width:
| 1.3 inches | | Package Height:
| 1.1 inches | | Package Weight:
| 0.25 pounds | | Average Customer Rating:
| based on 2 reviews |
| | | | Customer Reviews: | |
Average Customer Review:
( 2 customer reviews )
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Most Helpful Customer Reviews
10 of 10 found the following review helpful:
good and slipperyJan 22, 2009
By i miss the 80's i really liked the consistency of this product. it feels great, but is quite slippery; so the bottle and everything else gets slightly oily feeling in use. Plus, it would be much more useable if it had some sort of hands-free top like a pop top or something. you have to screw it on and off and it's just not quite practical. so, i love the feel of the product but wish it was a different packaging presentation
0 of 1 found the following review helpful:
WowMay 20, 2012
By Atlantis I'll start by reminding people that this is not a self-contained game, this is an expansion pack of new characters for the board game Defenders of the Realm. This has been a public service announcement.
*Cough*
I love the quality of the card stock and the outstanding artwork on this -- and all -- Defenders of the Realm products. The minis in this set are especially good, particularly the imposing, two-piece Captain of the Guard (he's bigger than every enemy general except Sapphire!) and the newly enlarged Paladin. The four new heroes in this set (yes, only FOUR -- the Paladin on the cover is only a new MINI to keep him from being dwarfed by the Captain, not a new card) are well balanced against each other in terms of what they are most useful at. I would say play the core game several times at least, until you are kind of tired with the hero choices there, before you spend the money to add these to your set. If you are only going to buy one expansion, I'd recommend either this set or possibly Pack #2 (for the Elf Lord). Pack #3's Shaman can be interesting, but his "GEE WHIZ" attack (his biggest new gimmick) is arguably rather similar to the Chaos Wizard here in Pack #1, so if you aren't buying all the packs, I think you are better off with this one. (Oh, but do pick up the Defenders Of The Realm: The Barbarian Expansion if you like turning the tide against minions in rapid, hack-and-slash order!)
GLOBAL EFFECTS CARDS: In addition to the four new hero character cards and five new minis, this set contains new global effects cards that you can optionally use to replace the five ALL IS QUIET cards in your Darkness Spreads deck. These are interesting and can have anything from DRASTIC to NO effect depending on when they come up and how long they stay in effect (all end when the next general moves or when replaced by another global effect card). Again, these are completely optional, so if you don't enjoy them, you can just go back to using your ALL IS QUIET cards and still play the new hero classes.
NEW HEROES. Obviously YMMV based on your play style and that of your group. In fact, if I was playing with your group instead of mine, I might feel differently about these new heroes. That's part of the brilliance, I think, of this expansion: the designer (who frequents the forums at [...]) really seemed to have certain play-styles in mind when he designed each of these new heroes; so the reason I might find one boring might be the exact reason another player reaches for them time and again. That's why I've included a "WHO SHOULD PLAY" recommendation in each hero's rundown, though again those are just my opinion from experience or watching others play the card. So consider the below just the barest road map to how they might play out in one of your campaigns, and for reference, I'm an OFFENSE guy, in particular I like wiping out lots of minions. My favorite character is the BARBARIAN. Hope that helps you put the below in perspective.
CAPTAIN OF THE GUARD: Adds an interesting selfless element to an already cooperative game. * GEE WHIZ POWER: May give unused action points to other heroes to use on their next turn -- Usefulness: Very Good, especially if the receiving hero needs to heal or activate a general fight after doing some housework. * Can travel on horseback (2 spaces) without using a horse card -- Usefulness: Good * Rolls 1 extra attack die on his first attack in each location (represents charging into battle) -- Usefulness: Very Good * Declares a color before drawing DS cards, thereby restricting the number of that color's minions to 1 per space -- Usefulness: Not Very Good. Requires luck in choosing a color that lines up with the cards drawn, and only has any effect if the card was going to put two minions into a space (or three with a general move). This can be a one-turn life saver if you are running low on a certain color minion, but when you consider how infrequently you find cards that call for two spaces of the same color to get two minions each, you really find this power only saving you one minion most of the time you're lucky enough to even get the color right. Obviously, it will become more useful late in the game, the more DS cards you are drawing. WHO SHOULD PLAY: The altruistic team player who likes to support others as much as fight on their own. Anyone who has often found themselves with leftover action points at the ends of their turns. SUMMARY: (B) There is a certain type of player who might like this hero, and he's useful to the group as long as he's got extra points to give. Consider the situation where the Captain is sitting on the general already and can't do much more than wait for the rest of the players to arrive. If he hands out his four give-away action points to the inbound group, that lets them take care of some other chores on the way to the general, or might make the difference between one player reaching the spot or not. But the Captain's main power of giving points to others makes him too much of a "sit back and watch" type for my tastes. NOTE: The Captain's mini is freaking EPIC -- it's not a mini it's a MAXI! It's actually a separate rider and horse. He's so monstrous they had to include a bigger paladin in this set to keep the latter from looking like the Captain of the Guard's page boy.
CHAOS WIZARD: This out-of-control magic user can do as much harm as good and brings a strong random element with him. * GEE WHIZ POWER: Can draw a hero card to attack that card's location from wherever he is, winning on everything but a 1, but also damaging heroes in that space. There is also risk of damage to the wizard if he draws purple on this attack. -- Usefulness: Fluctuates depending on board conditions. There is so much luck involved that it only really becomes useful late in the game when there are minions on practically every space, at which point the CW can stand still and spend all his action points drawing and blasting from afar. Heroes beware! * Teleport to any color for which you discard a Hero Card. -- Usefulness: Very Good. (Makes him a great candidate to become the "slayer" of each general for the minion elimination power, as it is a little less random than his ability to blast at random from afar.) * Add +1 to each die when fighting in a tainted space but natural 1's wound local heroes and the CW himself -- Usefulness: Good to Very Good depending on your taint/overrun situation. WHO SHOULD PLAY: That Leeroy Jenkins in every group who triggers traps to see what they will do, opens doors before anyone checks them and launches a 10th level fireball at the boring NPC giving your party backstory. Someone who would set off a string of firecrackers at their graduation ceremony. SUMMARY: (B-) The Chaos Wizard was the most interesting concept in this pack, but in play there is so much luck-of-the-draw involved, especially early on, that his lack of success may frustrate exactly the type of impatient, "make it happen!" kind of player he's designed for. Also, I've never had hero wounds assert much impact onto a game, so the penalty of a single wound to heroes in the event of the CW's magic misfiring doesn't create much apprehension.
ASSASSIN: Game too hard? Bring this deadly murderess into the mix, with her powerful blend of offense, defense and mobility, and you'll find your win percentage increasing. * GEE WHIZ POWER: Can VANISH from a space at the end of her turn, suffering no damage from remaining minions (including fear) and then reappear on her next turn up to three spaces away. -- Usefulness: Insanely Good. This is a potent cocktail of defense and mobility. * Instant kill one minion (even blue!) in each space prior to rolling the first attack. -- Usefulness: Very Good. Anything that thins blues without rolling is a potential game saver. * Gets to choose her place in the order of attack on any general (doesn't choose the whole order, just her place). -- Usefulness: Zilch. Of use only to the Assassin player. * Can roll one final die at +1 if her group's attack on a general ends leaving the general with one (and only one) hit point. -- Usefulness: Good. If nothing else, it adds an extra bit of drama and excitement. WHO SHOULD PLAY: The "my way" player who doesn't like to lose, and doesn't necessarily like to take orders from the group. SUMMARY: (A+) The Assassin is the diamond in this particular Cracker Jack box. She is, by some estimations, overpowered. She has boosts to offense (insta-kill one minion), defense (vanish) and mobility (reappear 3 spaces away) and can selfishly position herself to be the general slayer in every group attack on a boss. If your group also plays D&D, your rogue player is going to backstab you to always get this card.
ADVENTURER: A card collector who otherwise doesn't add any offensive or defensive power. * GEE WHIZ POWER: May keep up to 14 Hero Cards in her hand. Yep. -- Usefulness: Good * Draw one extra Hero Card when ending a turn in an Inn, and call 2 colors (vice 1) when performing Rumors at the Inn -- and keep ALL purple cards regardless. -- Usefulness: Good, if you actually do Rumors at the Inn (my group rarely does) * Gain an extra Hero Card ending her turn on Treasure Chest spaces if she rolls a 5 or 6 (out of 3 dice) -- Usefulness: Huh? Uh, yeah, whatever. * Add one die to non-combat Quest Card rolls -- Usefulness: Pretty good, I guess. WHO SHOULD PLAY: Not me, for starters. A player who likes to run quests, do Rumors at the Inn, and gather cards waiting for general fights while the rest of us are out saving the world. SUMMARY (C-) The adventurer is sort of the antithesis of the Chaos Wizard (or more accurately the Barbarian, if you have that lone expansion card). Where those two are crowd-control masters and minion slayers, the adventurer patiently gathers cards waiting for general fights. Let her get all the way to 14 cards and she can't help but be useful in laying down the hurt on SOMEBODY, and meanwhile she may have drawn many special cards that help the game along; but her only offensive bonus is the potential number of cards she'll have against a given general due to her 40% higher card capacity and increased draw rate under certain conditions (Inns and Treasure Chests). She otherwise gets no attack bonuses -- which can help against Varkolak, of course, since he negates attack bonuses. But that's one general out of four, man. Meanwhile, this hero just felt to me like the most vanilla experience ever -- no attack bonuses, no defense bonuses, no mobility bonuses, just cards, cards, cards. And since my group rushes to attack generals early anyway (a strategy which has proved mostly successful), my Adventurer never really had a chance to build her hand up to 14. However, if your group has a player who regularly finds him/herself discarding cards past the 10-card cap, then perhaps they will want to try the Adventurer.
OVERALL: I think this is the best pack of the three full hero packs. (I love the Barbarian, but I think she's not priced equitably considering how much more you get in these full sets.) The other sets each have at least one compelling hero, and I'm not giving an A to any in this pack except the Assassin, but I still think the blend of options represented by the heroes in this pack is the most balanced and interesting. To be fair, we haven't tried every hero in every pack. We've played all these Pack 1 heroes several times, and I have a hard time getting my other players off the Assassin, Captain of the Guard and Pack #2's Elf Lord. So, to wrap it all up, I'll end by saying I think this expansion pack is well worth the money and a good way to shake up your original game without the drastic, player-crushing impact of the Dragon Age expansion.
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