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Merissa (13619 KP) rated Ice on Fire (Treble and the Lost Boys #1) in Books
Apr 27, 2018
Ice on Fire (Treble and the Lost Boys #1) by G.R. Lyons
Ice on Fire is the first book in the new series, Treble and the Lost Boys. Set in the same world as the Shifting Isles series, it can nevertheless be read without any prior knowledge of that series.
Zac is leading a double life - he is the violinist in Treble, and the guitar player in Inferno. He can't tell his longtime friend in Inferno that he plays violing as they will see it as 'gay'. So he definitely can't tell them that he is, in fact, gay too. So he pretends, and hates every minute of it. His family life is a good one, but he is worried about telling them he is gay as well. So, all in all, Zac is firmly in the closet. The only bright spot, which he keeps to himself, is seeing the mysterious Mr Shadow when he plays with Treble. This unknown man is the root of all his fantasies.
Adrian is also leading a double life, but although it looks like he has it all, he is actually more trapped than Zac. Suffering with acute anxiety, he has to toe the line his strict father lays down, or he will be kicked out with no money to his name. He manages to go to the club every time Treble are playing though. There is no way he would miss out on seeing the vibrant and passionate violinist.
These two definitely have a bumpy road, and both of them annoyed me at times. It was heartbreaking to see their relationship splinter under the pressure of studies and exhaustion. With high expectations, and only manageable reality, we see them fall apart and can only hope for a HEA, or at least a HFN!
I thoroughly enjoyed this book, and can't wait to continue with this series. A brilliant start to the series, and I am waiting patiently for Rylie's story! Absolutely recommended.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Zac is leading a double life - he is the violinist in Treble, and the guitar player in Inferno. He can't tell his longtime friend in Inferno that he plays violing as they will see it as 'gay'. So he definitely can't tell them that he is, in fact, gay too. So he pretends, and hates every minute of it. His family life is a good one, but he is worried about telling them he is gay as well. So, all in all, Zac is firmly in the closet. The only bright spot, which he keeps to himself, is seeing the mysterious Mr Shadow when he plays with Treble. This unknown man is the root of all his fantasies.
Adrian is also leading a double life, but although it looks like he has it all, he is actually more trapped than Zac. Suffering with acute anxiety, he has to toe the line his strict father lays down, or he will be kicked out with no money to his name. He manages to go to the club every time Treble are playing though. There is no way he would miss out on seeing the vibrant and passionate violinist.
These two definitely have a bumpy road, and both of them annoyed me at times. It was heartbreaking to see their relationship splinter under the pressure of studies and exhaustion. With high expectations, and only manageable reality, we see them fall apart and can only hope for a HEA, or at least a HFN!
I thoroughly enjoyed this book, and can't wait to continue with this series. A brilliant start to the series, and I am waiting patiently for Rylie's story! Absolutely recommended.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Paul Kellett (118 KP) rated Dawn of the Zeds (Third edition) in Tabletop Games
May 20, 2019
Staged rules to ease you in slowly (1 more)
Strong solo game plus team and 1 Vs many rules
The Ultimate Zombie Tower Defense
I've been wanting DotZ for some time so jumped on the reprint and expansions when they hit Kickstarter last year.
As a solo player, having a town defense game designed as a solo game first was a big draw for me and the game certainly doesn't disappoint.
After hearing so much about it and the complexity, I was surprised to find it a lot smaller than I expected - the board is smaller than most modern board games and there aren't anywhere near as many chits and cards as other wargames. The game will play easily on a coffee table.
The first thing you see are the 5 rule books, but these are handily split into a "Start Here" basic game book which lets you quickly jump in and play a basic game, just your heroes fending off the Zeds from reaching the town, the advanced rules which lead you through the next level of difficulty, adding in extra rules, the set-up guide with all the instructions for each difficulty level plus epilogues to see how well you did. Next there is the Farmingdale Dossier - a reference book with all the various hero and zombie special skills and finally, the complete rules A-Z with rules for all difficulty levels and game modes.
The levels are all colour coded so it is easy to sort and set up the desired difficulty level and the rules are similarly split up and each rule numbered so you can quickly find what you need.
Gameplay is tight and atmospheric, you really feel like you are holding back the zombie hoardes. Careful planning and strategy is vital as actions are limited (and you never actually know how many actions you will get from turn to turn making you make some hard choices as to what is best to do each turn.
Overall a very satisfying game that will keep me busy for a long time and the ability to add more advanced rules when I feel comfortable is great.
As a solo player, having a town defense game designed as a solo game first was a big draw for me and the game certainly doesn't disappoint.
After hearing so much about it and the complexity, I was surprised to find it a lot smaller than I expected - the board is smaller than most modern board games and there aren't anywhere near as many chits and cards as other wargames. The game will play easily on a coffee table.
The first thing you see are the 5 rule books, but these are handily split into a "Start Here" basic game book which lets you quickly jump in and play a basic game, just your heroes fending off the Zeds from reaching the town, the advanced rules which lead you through the next level of difficulty, adding in extra rules, the set-up guide with all the instructions for each difficulty level plus epilogues to see how well you did. Next there is the Farmingdale Dossier - a reference book with all the various hero and zombie special skills and finally, the complete rules A-Z with rules for all difficulty levels and game modes.
The levels are all colour coded so it is easy to sort and set up the desired difficulty level and the rules are similarly split up and each rule numbered so you can quickly find what you need.
Gameplay is tight and atmospheric, you really feel like you are holding back the zombie hoardes. Careful planning and strategy is vital as actions are limited (and you never actually know how many actions you will get from turn to turn making you make some hard choices as to what is best to do each turn.
Overall a very satisfying game that will keep me busy for a long time and the ability to add more advanced rules when I feel comfortable is great.
Stickman Downhill - Motocross
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Stickman Downhill - Motocross, the sequel to the number #1 downhill game with more than 10 million...
Purple Phoenix Games (2266 KP) rated My First Stone Age: The Card Game in Tabletop Games
Apr 7, 2021
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog you down with a million rules…
My First Stone Age: The Card Game (that’s a mouthful) is a quick and easy card game that can be played by any child of any age assuming they have the attention span for it (mine didn’t the first couple times). It focuses on memory skills and set collection mechanics.
Setting up is easy. Shuffle the Hut Cards and give each player one. Shuffle the Goods Cards and deal nine face-down in a circle. Place the rest of the deck in the middle of the circle face-up. Plop Martin, the mammeeple (mammoth meeple) on or near one of the face-down cards and you’re ready to play!
The winner of the game is they who is able to build three huts first. Players can build huts by moving Martin around the circle clock-wise 1-4 spaces, collecting the card if it matches the players’ hut card, and then building the hut by discarding the goods used. Each turn players will be able to move Martin, flip a card to see if it matched their hut card, and build a hut. The game continues in this fashion until the winner has built their third hut!
This is a very light game that has very simple rules, and not a ton for the players to have to keep track of or remember. Perfect for young ones and not-so-young ones alike. We love the artwork on the cards and being able to move a large mammeeple around the table searching for fish or arrowheads. While the game is competitive in that there is a winner and therefore also losers, we mitigate that by saying that, “if I win then you get to tickle me, but if you win I get to tickle you!” That usually quells any upset youngsters pretty quickly.
We love this game and it is a great first step into gateway games that target older audiences. It is simple and quick, and a minimal investment for a good few minutes!
My First Stone Age: The Card Game (that’s a mouthful) is a quick and easy card game that can be played by any child of any age assuming they have the attention span for it (mine didn’t the first couple times). It focuses on memory skills and set collection mechanics.
Setting up is easy. Shuffle the Hut Cards and give each player one. Shuffle the Goods Cards and deal nine face-down in a circle. Place the rest of the deck in the middle of the circle face-up. Plop Martin, the mammeeple (mammoth meeple) on or near one of the face-down cards and you’re ready to play!
The winner of the game is they who is able to build three huts first. Players can build huts by moving Martin around the circle clock-wise 1-4 spaces, collecting the card if it matches the players’ hut card, and then building the hut by discarding the goods used. Each turn players will be able to move Martin, flip a card to see if it matched their hut card, and build a hut. The game continues in this fashion until the winner has built their third hut!
This is a very light game that has very simple rules, and not a ton for the players to have to keep track of or remember. Perfect for young ones and not-so-young ones alike. We love the artwork on the cards and being able to move a large mammeeple around the table searching for fish or arrowheads. While the game is competitive in that there is a winner and therefore also losers, we mitigate that by saying that, “if I win then you get to tickle me, but if you win I get to tickle you!” That usually quells any upset youngsters pretty quickly.
We love this game and it is a great first step into gateway games that target older audiences. It is simple and quick, and a minimal investment for a good few minutes!
Police Scanner+
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50% Off Sale Today Only The most updated and #1 rated police scanner app now has the most stations...
El Parchís
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Parchís is one of the most popular board games in Spain. It is an adaptation of the Indian game...
Empire Four Kingdoms - MMO War
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Build a fortress, fight an army and conquer enemies in this epic multiplayer game! Use your strategy...





