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Glass Road is the official digital version of Uwe Rosenberg's Glass Road board game. STORY: The...
Goddess in the Stacks (553 KP) rated Wintersong in Books
Dec 27, 2018
So I knew this was inspired by Jim Henson's Labyrinth. That's partially why I picked it up, as I love that movie and David Bowie as the Goblin King. I didn't expect to get, basically, Labyrinth fanfiction. That was my first impression. As the book carries on, though, and especially as you get into the second book, it's more like a musician's fever-dream of their favorite childhood movie. There are so many elements taken from the movie, but they are deconstructed and put back together in such unexpected ways.
You'll recognize a line or two from the movie. The fairies still bite. The Goblin King is still beautiful and angular and strange. Liesl's after a stolen sibling. But Liesl and her family live in rural, probably 18th century Bavaria. She is not a spoiled, baby-sitting half-sister. Her grandmother has taught her the old stories, and unbeknownst to her, she's played music for The Goblin King her entire childhood.
The first book concerns Liesl's first foray into the Underground to save her sister when The Goblin King steals her to be his bride. This is where the acid trip starts. If you're familiar with Labyrinth, remember the ballroom scene? With people whirling about and appearing and disappearing and mirrors and the sense of disorientation as it all falls apart? Yeah, that's basically the entire time in the Underground. Though there is a ball scene, and it is especially trippy.
While Liesl manages to save her sister (that's a spoiler, but it isn't much of one), she has a harder time saving herself. Whether she actually does or not could be debated.
The second book of the duology, Shadowsong, has an interesting author's note in the front of it. The author first gives a content warning for self-harm, suicidal ideations, addiction, and reckless behaviors. She goes on to say Liesl has bipolar disorder, and further, that so does she. (The author.) She says Wintersong was her bright mirror, and Shadowsong her dark one. I can see that. Wintersong is a much happier book than Shadowsong, but the story would be incomplete without both books. Wintersong does end in a satisfactory conclusion, but Shadowsong just completes the tale in a way that I, at least, really enjoyed.
Shadowsong also contains more throwbacks to the movie - she falls and is caught by goblin hands; goblins form a giant face that talks to her about the old laws. These things don't happen in the same scene, though.
I loved the elements of music woven throughout the story; Liesl is a composer, and music - her music - is almost a character in its own right. It's definitely a huge plot element. It's in her connection to her brother, and her connection to The Goblin King. It's her way into the Underground, and her way out, and her way to reach back in.
It's an enchanting duology; I don't know if it would be as good for someone who didn't love Labyrinth the way I do. If you dislike the movie, I would probably advise against reading these. But if you like it or have simply never seen it, these would be good, atmospheric books to read in the dead of winter.
You can read all my reviews at http://goddessinthestacks.com
You'll recognize a line or two from the movie. The fairies still bite. The Goblin King is still beautiful and angular and strange. Liesl's after a stolen sibling. But Liesl and her family live in rural, probably 18th century Bavaria. She is not a spoiled, baby-sitting half-sister. Her grandmother has taught her the old stories, and unbeknownst to her, she's played music for The Goblin King her entire childhood.
The first book concerns Liesl's first foray into the Underground to save her sister when The Goblin King steals her to be his bride. This is where the acid trip starts. If you're familiar with Labyrinth, remember the ballroom scene? With people whirling about and appearing and disappearing and mirrors and the sense of disorientation as it all falls apart? Yeah, that's basically the entire time in the Underground. Though there is a ball scene, and it is especially trippy.
While Liesl manages to save her sister (that's a spoiler, but it isn't much of one), she has a harder time saving herself. Whether she actually does or not could be debated.
The second book of the duology, Shadowsong, has an interesting author's note in the front of it. The author first gives a content warning for self-harm, suicidal ideations, addiction, and reckless behaviors. She goes on to say Liesl has bipolar disorder, and further, that so does she. (The author.) She says Wintersong was her bright mirror, and Shadowsong her dark one. I can see that. Wintersong is a much happier book than Shadowsong, but the story would be incomplete without both books. Wintersong does end in a satisfactory conclusion, but Shadowsong just completes the tale in a way that I, at least, really enjoyed.
Shadowsong also contains more throwbacks to the movie - she falls and is caught by goblin hands; goblins form a giant face that talks to her about the old laws. These things don't happen in the same scene, though.
I loved the elements of music woven throughout the story; Liesl is a composer, and music - her music - is almost a character in its own right. It's definitely a huge plot element. It's in her connection to her brother, and her connection to The Goblin King. It's her way into the Underground, and her way out, and her way to reach back in.
It's an enchanting duology; I don't know if it would be as good for someone who didn't love Labyrinth the way I do. If you dislike the movie, I would probably advise against reading these. But if you like it or have simply never seen it, these would be good, atmospheric books to read in the dead of winter.
You can read all my reviews at http://goddessinthestacks.com
Goddess in the Stacks (553 KP) rated Shadowsong (Wintersong #2) in Books
Dec 27, 2018
So I knew this was inspired by Jim Henson's Labyrinth. That's partially why I picked it up, as I love that movie and David Bowie as the Goblin King. I didn't expect to get, basically, Labyrinth fanfiction. That was my first impression. As the book carries on, though, and especially as you get into the second book, it's more like a musician's fever-dream of their favorite childhood movie. There are so many elements taken from the movie, but they are deconstructed and put back together in such unexpected ways.
You'll recognize a line or two from the movie. The fairies still bite. The Goblin King is still beautiful and angular and strange. Liesl's after a stolen sibling. But Liesl and her family live in rural, probably 18th century Bavaria. She is not a spoiled, baby-sitting half-sister. Her grandmother has taught her the old stories, and unbeknownst to her, she's played music for The Goblin King her entire childhood.
The first book concerns Liesl's first foray into the Underground to save her sister when The Goblin King steals her to be his bride. This is where the acid trip starts. If you're familiar with Labyrinth, remember the ballroom scene? With people whirling about and appearing and disappearing and mirrors and the sense of disorientation as it all falls apart? Yeah, that's basically the entire time in the Underground. Though there is a ball scene, and it is especially trippy.
While Liesl manages to save her sister (that's a spoiler, but it isn't much of one), she has a harder time saving herself. Whether she actually does or not could be debated.
The second book of the duology, Shadowsong, has an interesting author's note in the front of it. The author first gives a content warning for self-harm, suicidal ideations, addiction, and reckless behaviors. She goes on to say Liesl has bipolar disorder, and further, that so does she. (The author.) She says Wintersong was her bright mirror, and Shadowsong her dark one. I can see that. Wintersong is a much happier book than Shadowsong, but the story would be incomplete without both books. Wintersong does end in a satisfactory conclusion, but Shadowsong just completes the tale in a way that I, at least, really enjoyed.
Shadowsong also contains more throwbacks to the movie - she falls and is caught by goblin hands; goblins form a giant face that talks to her about the old laws. These things don't happen in the same scene, though.
I loved the elements of music woven throughout the story; Liesl is a composer, and music - her music - is almost a character in its own right. It's definitely a huge plot element. It's in her connection to her brother, and her connection to The Goblin King. It's her way into the Underground, and her way out, and her way to reach back in.
It's an enchanting duology; I don't know if it would be as good for someone who didn't love Labyrinth the way I do. If you dislike the movie, I would probably advise against reading these. But if you like it or have simply never seen it, these would be good, atmospheric books to read in the dead of winter.
You can read all my reviews at http://goddessinthestacks.com
You'll recognize a line or two from the movie. The fairies still bite. The Goblin King is still beautiful and angular and strange. Liesl's after a stolen sibling. But Liesl and her family live in rural, probably 18th century Bavaria. She is not a spoiled, baby-sitting half-sister. Her grandmother has taught her the old stories, and unbeknownst to her, she's played music for The Goblin King her entire childhood.
The first book concerns Liesl's first foray into the Underground to save her sister when The Goblin King steals her to be his bride. This is where the acid trip starts. If you're familiar with Labyrinth, remember the ballroom scene? With people whirling about and appearing and disappearing and mirrors and the sense of disorientation as it all falls apart? Yeah, that's basically the entire time in the Underground. Though there is a ball scene, and it is especially trippy.
While Liesl manages to save her sister (that's a spoiler, but it isn't much of one), she has a harder time saving herself. Whether she actually does or not could be debated.
The second book of the duology, Shadowsong, has an interesting author's note in the front of it. The author first gives a content warning for self-harm, suicidal ideations, addiction, and reckless behaviors. She goes on to say Liesl has bipolar disorder, and further, that so does she. (The author.) She says Wintersong was her bright mirror, and Shadowsong her dark one. I can see that. Wintersong is a much happier book than Shadowsong, but the story would be incomplete without both books. Wintersong does end in a satisfactory conclusion, but Shadowsong just completes the tale in a way that I, at least, really enjoyed.
Shadowsong also contains more throwbacks to the movie - she falls and is caught by goblin hands; goblins form a giant face that talks to her about the old laws. These things don't happen in the same scene, though.
I loved the elements of music woven throughout the story; Liesl is a composer, and music - her music - is almost a character in its own right. It's definitely a huge plot element. It's in her connection to her brother, and her connection to The Goblin King. It's her way into the Underground, and her way out, and her way to reach back in.
It's an enchanting duology; I don't know if it would be as good for someone who didn't love Labyrinth the way I do. If you dislike the movie, I would probably advise against reading these. But if you like it or have simply never seen it, these would be good, atmospheric books to read in the dead of winter.
You can read all my reviews at http://goddessinthestacks.com
Gareth von Kallenbach (980 KP) rated BloodRayne (2006) in Movies
Aug 14, 2019
Turning a video game into a feature film is often a daunting task. With a large built in audience, gamers tend to be very picky over film adaptations and agitate very easily over even the slightest deviation from the source material.
Often in games, storylines are kept to the basic elements in order to keep the action flowing, unhindered by dialogue, character development, and plot twists as the notion is that gamers want action and will become bored if they have to wait through the elements listed above.
It is ironic that in films bases on games, the paring down of plot and characters in favor of a more linear setup and action often draws the wrath of critics and gamers for doing what game makers have been doing for years, letting gamers get to the goods.
In the new film Bloodrayne based on the hit game series of the same name by Majesco, Director Uwe Boll has crafted a film that explores the how and whys of the game series, focusing on the origins of the title character Rayne (Kristanna Loken), who toils as the half-human, half-vampire Dhampir in remote 18th century Romania as a freak in a traveling circus. Here ability to be burned by water yet healed by the blood of animals is a big drawing card to the circus, who has no problem exploiting her only to lock her in an animal cage when the show is over.
Unknown to Rayne, her fate is about to become entwined with a man named Vladamir (Michael Madsen), a vampire hunter and member of a secret society dedicated to eliminating the threat they pose. It is learned that the land is under the control of a powerful vampire named Kagan (Ben Kinglsey), who is seeking to locate and reunite three vampire relics in an effort to gain absolute power.
In time Rayne is brought into the order that sees her as a tool for fighting back the ever increasing army of Kagan. This movie is not met well by certain members of the group, especially Katarin (Michelle Rodriquez), who is not certain that bringing a person who is part vampire into their midst is a good idea.
Despite rising tensions and a steamy attraction to a hunter named Sebastian (Matt Davis), Rayne soon finds herself part of the group and firmly matched up against Kagan and his minions with the fate of the world in the balance.
While the film has some issues such as a thin plot and at times stiff acting and basic dialogue it is a marked improvement for Boll who has received harsh criticisms of his past works. Bloodrayne blends exotic visuals with classic gothic touches in a manner that compliments the material and is never heavy handed. The action scenes while gory are engaging and abundant, especially the inclusion of so called Boss battles that are common in video games.
While Bloodrayne has its blemishes, the film has its moments and is not nearly as bad as several mean spirited campaigns against it and Boll have suggested.
I have seen far worse films in the last 6 months such as The Cave, Into the Blue and Bewitched to name a few. As vampire films go, Bloodrayne is better than most of the horror offerings we have been inundated with in recent years less we forget “Wrong Turn” and “House of Wax”
Often in games, storylines are kept to the basic elements in order to keep the action flowing, unhindered by dialogue, character development, and plot twists as the notion is that gamers want action and will become bored if they have to wait through the elements listed above.
It is ironic that in films bases on games, the paring down of plot and characters in favor of a more linear setup and action often draws the wrath of critics and gamers for doing what game makers have been doing for years, letting gamers get to the goods.
In the new film Bloodrayne based on the hit game series of the same name by Majesco, Director Uwe Boll has crafted a film that explores the how and whys of the game series, focusing on the origins of the title character Rayne (Kristanna Loken), who toils as the half-human, half-vampire Dhampir in remote 18th century Romania as a freak in a traveling circus. Here ability to be burned by water yet healed by the blood of animals is a big drawing card to the circus, who has no problem exploiting her only to lock her in an animal cage when the show is over.
Unknown to Rayne, her fate is about to become entwined with a man named Vladamir (Michael Madsen), a vampire hunter and member of a secret society dedicated to eliminating the threat they pose. It is learned that the land is under the control of a powerful vampire named Kagan (Ben Kinglsey), who is seeking to locate and reunite three vampire relics in an effort to gain absolute power.
In time Rayne is brought into the order that sees her as a tool for fighting back the ever increasing army of Kagan. This movie is not met well by certain members of the group, especially Katarin (Michelle Rodriquez), who is not certain that bringing a person who is part vampire into their midst is a good idea.
Despite rising tensions and a steamy attraction to a hunter named Sebastian (Matt Davis), Rayne soon finds herself part of the group and firmly matched up against Kagan and his minions with the fate of the world in the balance.
While the film has some issues such as a thin plot and at times stiff acting and basic dialogue it is a marked improvement for Boll who has received harsh criticisms of his past works. Bloodrayne blends exotic visuals with classic gothic touches in a manner that compliments the material and is never heavy handed. The action scenes while gory are engaging and abundant, especially the inclusion of so called Boss battles that are common in video games.
While Bloodrayne has its blemishes, the film has its moments and is not nearly as bad as several mean spirited campaigns against it and Boll have suggested.
I have seen far worse films in the last 6 months such as The Cave, Into the Blue and Bewitched to name a few. As vampire films go, Bloodrayne is better than most of the horror offerings we have been inundated with in recent years less we forget “Wrong Turn” and “House of Wax”
Sophia (Bookwyrming Thoughts) (530 KP) rated Marie Antoinette, Serial Killer in Books
Jan 23, 2020
I only picked up <i>Marie Antoinette, Serial Killer</i> for two reasons: 1) Marie Antoinette is a serial killer. I <i>had</i> to see it. 2) I'm in need of a book that's less of a romance. Oh, and I need a break from all of the books out there that do before I blow a gasket. Really, it's for everyone's benefit.
This book is a fantastic break for me – it's <b>not a fluffy book set in Paris with a Paris romance</b> (though there <i>is</i> a sort-of Paris romance I'm totally peachy with), despite the fact Alender starts things off with a gruesome murder involving a head being chopped off by a ghost.
No, I did not actually enjoy reading a person getting her head chopped off by a flying broken mirror shard caused by a ghost. I might be a ninja and secretly evil, but I don't actually enjoy those kinds of things.
France's history in the late 18th century is quite intriguing – from helping the US with the American Revolution against the British and then entering their own Revolution against the monarchy a little over a decade later. Alender's book is <b>full of rich details involving French history and culture circulating the Revolution</b> (despite the fact some facts were liberated by Alender to fit the overall plot of the story) as Colette tours France with her classmates, questions her roots and her friendship with Hannah, and tries to figure out why she's seeing a Marie Antoinette lookalike everywhere.
<b>The amount of French the author uses throughout the book isn't overwhelming</b> – it's enough to keep the intrigue, but not enough where it'll be overly confusing and categorizing the book as a piece of French literature. Then again, it's probably helpful when 1) the main character isn't entirely proficient at French, and 2) the romance languages are so similar, I pretty much understand the basis of the conversations with my sliver understanding of Spanish and Italian.
On the overall basis of the book being well written, I had mixed feelings for Colette for awhile – she's both likable and not likable at the same time. She's not likable because <b>she just seems to have a very snobby attitude of sorts, tries too hard to fit in with the rich and wealthy at her private school, and spends her time being a doormat in the beginning of the book for fear of facing Hannah's wrath</b>. As the book goes on and everyone makes Colette questions her friendship with Hannah, Colette slowly becomes likable – someone who isn't snobby after all, and her ending with Hannah is quite fantastic. Of course, it does become a little obvious there's some sort of gap between their friendship (and growing) since Colette secretly rebels at times without Hannah's knowledge.
All in all, <i>Marie Antoinette, Serial Killer</i> is <b>a book about deception, loyalty, and how even the dead can come back for revenge to complete unfinished business before they can finally rest in peace.</b>
<a href="https://bookwyrmingthoughts.com/review-marie-antoinette-serial-killer-by-katie-alender/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
This book is a fantastic break for me – it's <b>not a fluffy book set in Paris with a Paris romance</b> (though there <i>is</i> a sort-of Paris romance I'm totally peachy with), despite the fact Alender starts things off with a gruesome murder involving a head being chopped off by a ghost.
No, I did not actually enjoy reading a person getting her head chopped off by a flying broken mirror shard caused by a ghost. I might be a ninja and secretly evil, but I don't actually enjoy those kinds of things.
France's history in the late 18th century is quite intriguing – from helping the US with the American Revolution against the British and then entering their own Revolution against the monarchy a little over a decade later. Alender's book is <b>full of rich details involving French history and culture circulating the Revolution</b> (despite the fact some facts were liberated by Alender to fit the overall plot of the story) as Colette tours France with her classmates, questions her roots and her friendship with Hannah, and tries to figure out why she's seeing a Marie Antoinette lookalike everywhere.
<b>The amount of French the author uses throughout the book isn't overwhelming</b> – it's enough to keep the intrigue, but not enough where it'll be overly confusing and categorizing the book as a piece of French literature. Then again, it's probably helpful when 1) the main character isn't entirely proficient at French, and 2) the romance languages are so similar, I pretty much understand the basis of the conversations with my sliver understanding of Spanish and Italian.
On the overall basis of the book being well written, I had mixed feelings for Colette for awhile – she's both likable and not likable at the same time. She's not likable because <b>she just seems to have a very snobby attitude of sorts, tries too hard to fit in with the rich and wealthy at her private school, and spends her time being a doormat in the beginning of the book for fear of facing Hannah's wrath</b>. As the book goes on and everyone makes Colette questions her friendship with Hannah, Colette slowly becomes likable – someone who isn't snobby after all, and her ending with Hannah is quite fantastic. Of course, it does become a little obvious there's some sort of gap between their friendship (and growing) since Colette secretly rebels at times without Hannah's knowledge.
All in all, <i>Marie Antoinette, Serial Killer</i> is <b>a book about deception, loyalty, and how even the dead can come back for revenge to complete unfinished business before they can finally rest in peace.</b>
<a href="https://bookwyrmingthoughts.com/review-marie-antoinette-serial-killer-by-katie-alender/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Melanie Caldicott (6 KP) rated The Lost Apothecary in Books
Apr 29, 2021
Thanks to the publishers and NetGalley for the ARe-copy in exchange for this honest review. You can also read my review on my blog - https:roamingthroughbooks.wordpress.com
The Lost Apothecary by Sarah Penner is a novel which switches between the storylines of a female apothecary in the 1790s who sells poisons to women to kill men who have wronged them and the present day, in which Caroline happens upon a clue which leads her to investigate the apothecary’s story.
Well, the idea of an apothecary dispensing poison for women to use for murder was enticing to say the least. This book had the potential to weave a thought-provoking, adventurous tale, developing themes about womanhood, oppression and doing evil for good. Sadly, for me it did not quite meet the mark.
The narratives switch between three characters, Caroline, our present-day historian, Nella, the apothecary, and Eliza, a servant girl who becomes friends with Nella over the course of the book.
As I said, I was expecting this novel to grapple with challenging themes, which could have been very emotive and dark. Yet, it turned out to be just a bland bit of light fiction never dwelling on anything for too long, skimming over the surface of most of the characters, their motives and their reactions and lacking depth on any of the parallel-running plotlines.
It is surprising how a book surrounding multiple murders, historical medicine and herbalism and women trapped in marriages with infidels, letches and rapists could be quite so vanilla. It was a pleasant enough read, but lacked the substance I was hoping for.
I found Nella, the apothecary to be a bit of an enigma. We do learn about her back story and gain some insight into her motives for dispensing the poisons. However, for a woman who was resourceful enough to construct the whole clandestine operation we meet her in a weakened state and I grew frustrated with how she seemed to fall into an oblivious kind of dream-like manner becoming swept along by circumstance with no clear influence on the events or people around her.
Eliza, was a naïve girl who met Nella whilst running an errand for her mistress. It is not really clear why the friendship between Nella and Eliza develops, it seems to be more for the convenience of the plot than due to real concrete reasoning. However, an intimacy develops between them which has the potential to bring new colour to the characters. But yet again, Penner seems to skim the surface of going to any depths and I was left feeling robbed of any insight into the emotional and kindred aspects of their friendship.
Finally, Caroline’s story in the present day brought a different perspective to the themes of womanhood running through this book. She parallels the wronged women of the 18th century by escaping to London on a trip she was supposed to take with her husband to celebrate their tenth wedding anniversary, but was instead travelling alone having discovered her husband had been having an affair.
I initially enjoyed Caroline’s historical investigations as they took her to The British Library and researching documents and newspapers there. As an avid genealogist I appreciated the details Penner gives about the sources of Caroline’s research and the challenges of finding the truth from historical documents.
Yet, again her story became somewhat contrived. It seemed unlikely that she would make some of the discoveries she did and her investigation became constructed around coincidence and unrealistic serendipity. Even the parallel storylines surrounding her relationship and those from the apothecary’s timeline seemed somewhat silly and phoney.
For me, the conclusion of the book yet again did not fully reconcile itself and therefore left me unmoved and feeling somewhat apathetic about the ending and the novel as a whole.
The Lost Apothecary by Sarah Penner is a novel which switches between the storylines of a female apothecary in the 1790s who sells poisons to women to kill men who have wronged them and the present day, in which Caroline happens upon a clue which leads her to investigate the apothecary’s story.
Well, the idea of an apothecary dispensing poison for women to use for murder was enticing to say the least. This book had the potential to weave a thought-provoking, adventurous tale, developing themes about womanhood, oppression and doing evil for good. Sadly, for me it did not quite meet the mark.
The narratives switch between three characters, Caroline, our present-day historian, Nella, the apothecary, and Eliza, a servant girl who becomes friends with Nella over the course of the book.
As I said, I was expecting this novel to grapple with challenging themes, which could have been very emotive and dark. Yet, it turned out to be just a bland bit of light fiction never dwelling on anything for too long, skimming over the surface of most of the characters, their motives and their reactions and lacking depth on any of the parallel-running plotlines.
It is surprising how a book surrounding multiple murders, historical medicine and herbalism and women trapped in marriages with infidels, letches and rapists could be quite so vanilla. It was a pleasant enough read, but lacked the substance I was hoping for.
I found Nella, the apothecary to be a bit of an enigma. We do learn about her back story and gain some insight into her motives for dispensing the poisons. However, for a woman who was resourceful enough to construct the whole clandestine operation we meet her in a weakened state and I grew frustrated with how she seemed to fall into an oblivious kind of dream-like manner becoming swept along by circumstance with no clear influence on the events or people around her.
Eliza, was a naïve girl who met Nella whilst running an errand for her mistress. It is not really clear why the friendship between Nella and Eliza develops, it seems to be more for the convenience of the plot than due to real concrete reasoning. However, an intimacy develops between them which has the potential to bring new colour to the characters. But yet again, Penner seems to skim the surface of going to any depths and I was left feeling robbed of any insight into the emotional and kindred aspects of their friendship.
Finally, Caroline’s story in the present day brought a different perspective to the themes of womanhood running through this book. She parallels the wronged women of the 18th century by escaping to London on a trip she was supposed to take with her husband to celebrate their tenth wedding anniversary, but was instead travelling alone having discovered her husband had been having an affair.
I initially enjoyed Caroline’s historical investigations as they took her to The British Library and researching documents and newspapers there. As an avid genealogist I appreciated the details Penner gives about the sources of Caroline’s research and the challenges of finding the truth from historical documents.
Yet, again her story became somewhat contrived. It seemed unlikely that she would make some of the discoveries she did and her investigation became constructed around coincidence and unrealistic serendipity. Even the parallel storylines surrounding her relationship and those from the apothecary’s timeline seemed somewhat silly and phoney.
For me, the conclusion of the book yet again did not fully reconcile itself and therefore left me unmoved and feeling somewhat apathetic about the ending and the novel as a whole.
Lottie disney bookworm (1056 KP) rated The Wendy (Tales of The Wendy #1) in Books
Dec 29, 2020
Contains spoilers, click to show
If I am being completely honest, Peter Pan has never been my favourite Disney film. Oh sure the lost boys and Michael were cute; Tink was sassy and Hook was a good villain but why did everyone moon over Peter so much? And Wendy was always a bit, well a bit wet!
Enter Erin Michelle Sky and Steven Brown with their Tales of Wendy series to prove me wrong! The Wendy is the first in this series but I am already desperate to finish the second book, The Navigator before their third is released at the end of this year.
The Wendy, as you may expect, centres around Wendy Darling. However, this is not the prissy, mother-idolising figure I love to roll my eyes at: oh no, this Wendy Darling is growing up in the late 1700s in a London orphanage. In a world where her sole career option seems to be to become a mother, this feisty ten-year-old would prefer to “marry Davy Jones than grow up and look after babies”. This Wendy Darling is the one I have been waiting for.
Wendy’s dream is to join the Navy and sail the world. Unlike the rest of 18th Century Britain, she doesn’t see why being a girl should prevent this.
Therefore, over the years she becomes adapt at mathematics, science, navigation, marksmanship and swordsmanship. Nevertheless, despite being just as good, if not better than her childhood friend Charlie, he earns the rank of Officer in the British Navy whilst Wendy is assigned to the Home Office as a Diviner, one who can detect the presence of magic: a post to be filled only by women and dogs.
It is here that the reader meets John and Michael: Wendy’s “brothers-in-arms but in no way related, despite what you may have heard”. They are all stationed in Dover Castle, along with the Brigade’s dog Nana (who else?!). Their mission: to protect Britain from a magical threat, the innisfay or “everlost”, whom are known to kidnap orphans. Sound familiar?
The Wendy is definitely the best retelling of Peter Pan I have read so far. Despite the presence of all our favourite names, the characters are a far cry from their animated counterparts. Michael and John are wonderfully dry and sarcastic; Hook is powerful and attractive; Tink is a shape shifter; Peter, despite possessing a pair of wings and armour, is essentially the same and Wendy is an ambitious, feisty, yet beautifully flawed protagonist.
There are many little nods to the film which are greatly appreciated. Wendy “moving out of the nursery” means leaving the orphanage and gaining an apprenticeship and “thinking happy thoughts” as a means of flight is a practical joke by Peter to make Wendy smile.
Sky and Brown’s conversationalist style of writing makes this a very easy read, despite Wendy galloping all over the South of England with a variety of characters. It also allows the reader to really bond with Wendy and empathise with her and her struggles to achieve the employment she has longed so for since childhood.
As you may have gathered, sexism plays a large part in Wendy’s uphill struggle: as the only main female character she is constantly undermined in her ambition to become a sailor. Even when she proves to be useful in her post within the Home Office she is removed to the country “for her own safety”. Those men whom do not undermine her moon after her romantically: it truly is infuriating.
In some situations, this ingrained attitude was slightly heart-breaking but equally a sign of the times in which this novel was set: Wendy’s thoughts often returned to the propriety of her actions and the danger she experiences just through wearing “men’s clothes” is powerful moment. However, Wendy never lets these attitudes halt her ambition, ending her first novel as a true inspiration to girls following in her footsteps: Navigator Darling.
I can’t wait to discover the next step in her journey which, conveniently, lays past the second star to the right and straight on till morning!
Enter Erin Michelle Sky and Steven Brown with their Tales of Wendy series to prove me wrong! The Wendy is the first in this series but I am already desperate to finish the second book, The Navigator before their third is released at the end of this year.
The Wendy, as you may expect, centres around Wendy Darling. However, this is not the prissy, mother-idolising figure I love to roll my eyes at: oh no, this Wendy Darling is growing up in the late 1700s in a London orphanage. In a world where her sole career option seems to be to become a mother, this feisty ten-year-old would prefer to “marry Davy Jones than grow up and look after babies”. This Wendy Darling is the one I have been waiting for.
Wendy’s dream is to join the Navy and sail the world. Unlike the rest of 18th Century Britain, she doesn’t see why being a girl should prevent this.
Therefore, over the years she becomes adapt at mathematics, science, navigation, marksmanship and swordsmanship. Nevertheless, despite being just as good, if not better than her childhood friend Charlie, he earns the rank of Officer in the British Navy whilst Wendy is assigned to the Home Office as a Diviner, one who can detect the presence of magic: a post to be filled only by women and dogs.
It is here that the reader meets John and Michael: Wendy’s “brothers-in-arms but in no way related, despite what you may have heard”. They are all stationed in Dover Castle, along with the Brigade’s dog Nana (who else?!). Their mission: to protect Britain from a magical threat, the innisfay or “everlost”, whom are known to kidnap orphans. Sound familiar?
The Wendy is definitely the best retelling of Peter Pan I have read so far. Despite the presence of all our favourite names, the characters are a far cry from their animated counterparts. Michael and John are wonderfully dry and sarcastic; Hook is powerful and attractive; Tink is a shape shifter; Peter, despite possessing a pair of wings and armour, is essentially the same and Wendy is an ambitious, feisty, yet beautifully flawed protagonist.
There are many little nods to the film which are greatly appreciated. Wendy “moving out of the nursery” means leaving the orphanage and gaining an apprenticeship and “thinking happy thoughts” as a means of flight is a practical joke by Peter to make Wendy smile.
Sky and Brown’s conversationalist style of writing makes this a very easy read, despite Wendy galloping all over the South of England with a variety of characters. It also allows the reader to really bond with Wendy and empathise with her and her struggles to achieve the employment she has longed so for since childhood.
As you may have gathered, sexism plays a large part in Wendy’s uphill struggle: as the only main female character she is constantly undermined in her ambition to become a sailor. Even when she proves to be useful in her post within the Home Office she is removed to the country “for her own safety”. Those men whom do not undermine her moon after her romantically: it truly is infuriating.
In some situations, this ingrained attitude was slightly heart-breaking but equally a sign of the times in which this novel was set: Wendy’s thoughts often returned to the propriety of her actions and the danger she experiences just through wearing “men’s clothes” is powerful moment. However, Wendy never lets these attitudes halt her ambition, ending her first novel as a true inspiration to girls following in her footsteps: Navigator Darling.
I can’t wait to discover the next step in her journey which, conveniently, lays past the second star to the right and straight on till morning!
Hadley (567 KP) rated Cigarette Teeth in Books
Dec 4, 2020
Great writing (1 more)
Amazing descriptions
In this day-and-age, everyone is willing to do anything to get what they want. People leave their morals and values behind at the drop of a hat. Partly, because of this, mental illness is at an all-time high and happiness is at an all-time low.
What if I told you there was a phone number you could call that would give you whatever you wanted...for a simple favor in return? Enter : Cigarette Teeth. The horror novel concerns two different places that exist in our world: the Pleasure Palace, where the Magician resides in an overcast of red light where he helps make peoples' 'dreams' come true, and our reality - - - the world as we've grown to know it.
Our main character, Mike Hadley, can't remember his past or how he ended up working for the Magician, but he's more than happy to do what he's told in Cigarette Teeth. Some things seem familiar to him, like his working partner, Tommy; but if you asked him what he did last night for the Magician, he wouldn't be able to tell you or remember it himself. Harper, a man Hadley meets early on in the story, who is the stereo-typical hardened detective, tells Hadley that he knows that the Pleasure Palace has been the cause of hundreds of disappearances - - - including Harper's own brother and sister- - - and demands that Hadley help him get into the Palace to find them.
Hadley is kidnapped by Harper while people working for the Pleasure Palace begin to come after them, trying to kill them. Unlike Hadley, Harper has done a lot of detective work on the Pleasure Palace and knows much more than he does. For Hadley, a lot of things begin to make sense and no sense at the same time, like people who work for the Pleasure Palace can't die, instead they regenerate in a very gruesome way- - - something he had never seen happen before. Now, being away from the Palace, whenever Hadley falls asleep, memories start to come back to him in the form of dreams; most of them take place in metaphorical places that slowly unwrap his tragic past to the reader.
I often found myself fascinated by the characters Hewish came up with that live in the Pleasure Palace. One being the Zipper Sisters: "Kela and and Lua Von Zipper. Conjoined twins; connected at the hip and zipped into the one gigantic pinched- leather corset. Two heads, two arms, and four legs, all sealed in an ornate, Victorian-style leather dress hemmed with black lace.
Their makeup was corpse-white, their lipstick blood red. Their eyes were shadowed with a weeping pastel green, like something from a carnival sideshow. Their 18th-century dress continued with ruffles and lacy stockings, all the colour of snow. The two pairs of shoes they wore- - - shiny little school shoes, the ones with the clasps over the top- - - completed the look. It gave these sinister twins a suggested air of innocence- - - the filthiest of lies. "
When the pair meet with the Architect of the Pleasure Palace (Horitoshi Li), the story really begins to take off. The information given to them by Li about the Magician is the real start to their journey to stop the Palace and find Harper's missing siblings, as long as they include Li in the plan.
As expected, a friend of Harper's, named Sophie, gets caught up in their journey- - - saving their lives more than once, thanks to her nursing background. Sophie felt like a filler character at first, but in the end, I think she was needed to make the story well-rounded, like her insight of psychology: "...But...it's just interesting. Did you know the second most common dream people have is about their teeth? After the 'being chased' phenomenon that usually coincides with a hallway and a door. Most notable psychologists don't really offer insight on dreams- - - the most popular consensus is that they're nothing more than cerebral static, just garbled images and words that occasionally form to make something that seems to have weight..."
Though I want to say so much more about the novel, it would give away a lot of the surprises that are hidden inside. Hewish's writing is gold; the way he describes scenes is beautifully done, but he did waste some of this talent on places where the characters weren't even there for more than a scene (and nothing really came of it). Also, Harper states one time early in the book that he has killed Hadley before... this is never explained or spoken of again. I think that was a very important part to this story, especially with how things turn out between Harper and Hadley.
There were only a few inconsistencies that are completely able to be looked over and don't ruin the novel. This is master storytelling, and I am looking very forward to more work by Hewish! I would recommend this book to fans of the show "Twin Peaks," and the video game (because I love horror video games) "Evil Within." Highly recommend!
What if I told you there was a phone number you could call that would give you whatever you wanted...for a simple favor in return? Enter : Cigarette Teeth. The horror novel concerns two different places that exist in our world: the Pleasure Palace, where the Magician resides in an overcast of red light where he helps make peoples' 'dreams' come true, and our reality - - - the world as we've grown to know it.
Our main character, Mike Hadley, can't remember his past or how he ended up working for the Magician, but he's more than happy to do what he's told in Cigarette Teeth. Some things seem familiar to him, like his working partner, Tommy; but if you asked him what he did last night for the Magician, he wouldn't be able to tell you or remember it himself. Harper, a man Hadley meets early on in the story, who is the stereo-typical hardened detective, tells Hadley that he knows that the Pleasure Palace has been the cause of hundreds of disappearances - - - including Harper's own brother and sister- - - and demands that Hadley help him get into the Palace to find them.
Hadley is kidnapped by Harper while people working for the Pleasure Palace begin to come after them, trying to kill them. Unlike Hadley, Harper has done a lot of detective work on the Pleasure Palace and knows much more than he does. For Hadley, a lot of things begin to make sense and no sense at the same time, like people who work for the Pleasure Palace can't die, instead they regenerate in a very gruesome way- - - something he had never seen happen before. Now, being away from the Palace, whenever Hadley falls asleep, memories start to come back to him in the form of dreams; most of them take place in metaphorical places that slowly unwrap his tragic past to the reader.
I often found myself fascinated by the characters Hewish came up with that live in the Pleasure Palace. One being the Zipper Sisters: "Kela and and Lua Von Zipper. Conjoined twins; connected at the hip and zipped into the one gigantic pinched- leather corset. Two heads, two arms, and four legs, all sealed in an ornate, Victorian-style leather dress hemmed with black lace.
Their makeup was corpse-white, their lipstick blood red. Their eyes were shadowed with a weeping pastel green, like something from a carnival sideshow. Their 18th-century dress continued with ruffles and lacy stockings, all the colour of snow. The two pairs of shoes they wore- - - shiny little school shoes, the ones with the clasps over the top- - - completed the look. It gave these sinister twins a suggested air of innocence- - - the filthiest of lies. "
When the pair meet with the Architect of the Pleasure Palace (Horitoshi Li), the story really begins to take off. The information given to them by Li about the Magician is the real start to their journey to stop the Palace and find Harper's missing siblings, as long as they include Li in the plan.
As expected, a friend of Harper's, named Sophie, gets caught up in their journey- - - saving their lives more than once, thanks to her nursing background. Sophie felt like a filler character at first, but in the end, I think she was needed to make the story well-rounded, like her insight of psychology: "...But...it's just interesting. Did you know the second most common dream people have is about their teeth? After the 'being chased' phenomenon that usually coincides with a hallway and a door. Most notable psychologists don't really offer insight on dreams- - - the most popular consensus is that they're nothing more than cerebral static, just garbled images and words that occasionally form to make something that seems to have weight..."
Though I want to say so much more about the novel, it would give away a lot of the surprises that are hidden inside. Hewish's writing is gold; the way he describes scenes is beautifully done, but he did waste some of this talent on places where the characters weren't even there for more than a scene (and nothing really came of it). Also, Harper states one time early in the book that he has killed Hadley before... this is never explained or spoken of again. I think that was a very important part to this story, especially with how things turn out between Harper and Hadley.
There were only a few inconsistencies that are completely able to be looked over and don't ruin the novel. This is master storytelling, and I am looking very forward to more work by Hewish! I would recommend this book to fans of the show "Twin Peaks," and the video game (because I love horror video games) "Evil Within." Highly recommend!
Gareth von Kallenbach (980 KP) rated Greedfall in Video Games
Oct 31, 2019
Greedfall the latest action-adventure roleplaying game from the folks at Spider and Focus Home Interactive is set in the far-off land of Teer Fradee where numerous factions vie for dominance over the continent (and its native inhabitants) while searching for an elusive cure for the Malichor, an insidious disease that threatens to wipe out the inhabitants. The story begins in the plague-ridden streets of Serene, where you immediately get a sense of what it must have been like in Europe while the black plague threatened to wipe out entire societies. You play the role of De Sardet, a young noble who sets sail for the new world in an effort to bring back a cure and assist his cousin who has taken over as the newly appointed governor. Using your skills of diplomacy, sword play, and stealth you’ll have to befriend not only the other factions, but the natives if you wish to bring a cure home.
Greedfall is a beautiful game, taking place in large expansive cities reminiscent of Paris or London in the 18th century and the lush forest landscape of Teer Fradee. Each character is costumed in what could only be considered French Musketeer and the island natives’ representative of what early European settlers in North America must have encountered. The sense of scale between the massive cities, and the vast expanse of the frontier provides a sense of openness that rival many other titles.
It’s this sense of openness however, where Greedfall initially stumbles. Much like games such as Dragon Age, the illusion of an open world environment is regularly halted by “invisible” walls that impede your progress. Looking through a small grove of trees you see your objective but are unable to pass through them directly. Instead, you must follow the path and climb a rock ledge to reach it. Several times while attempting to get to my highlighted objective, I’d get stuck on small bushes, or my path stopped by what should be easily passable brush. There are moments where it’s uncertain whether or not I could pass through the environment, so I’d have to refer to my map to see if that was the correct path, or I had to follow some other indirect route to get there. While this game style is hardly new (and had been common in the past until advancements in both computing power and storage space allowed for larger environments) the inconsistencies of what was passable and impassable lead to a bit more frustration then it should.
Combat is quick and easy to pick up with a light and heavy attack and a block or dodge for defense. Each successful attack also builds up your fury meter which allows for stronger strikes against enemy opponents. You and your opponents also benefit from armor and health attributes. Armor can help defend against health damage, but once the armor is depleted there is little standing between you and certain death at the end of a musket or blade. Numerous spells and potions can be used to buff up your character, cause elemental damage or provide quick healing when needed. Besides swords, maces and axes there are also an assortment of pistols and rifles for ranged attack. If you so choose, you can also create magic wielding warriors who can utilize spells and magic rings in combat as well. Various skill points can be added to your offensive and defensive capabilities that allows for stronger strikes, better mobility (unlocking the ability to roll away from danger is something that I highly recommend) and increase the length of spells.
The story and character voice acting is typically top notch, the one glaring exception to this was the accent used by the natives. As much as I hoped I would get used to it, the worse it tended to get. While creating an accent that is supposed to be unique to the people who share it should be applause worthy, it often felt forced and in most cases entirely TOO artificial. The cut scenes that are used throughout to further along the story are outstanding, and while the facial expressions generally left a lot to be desired, it didn’t detract too much from what was being said. The amount of voice acting and cut scenes puts it on par with far larger budget titles and outside of those few gripes feel they are done well overall.
Technically the game tends to suffer from some annoying and immersion breaking problems. While I played the game using a Nvidia GTX 2080 Super, there were times when the frame rates would drop from the typical 80+ on my ultra-wide screen down to 15 or 20. These slowdowns didn’t last long but seemed to come at times I wouldn’t have expected them. In my attempts to isolate them, I tried lowering a number of the graphical settings, but in most cases, it didn’t seem to have much effect. These have improved somewhat with the latest patches to the game, but still exist from time to time. There are also the random crashes to desktop for no reason at all, thankfully the game autosaves frequently enough (and allows you to manually save as often as you wish) that I never lost much progress when these occurred, but it’s something to be aware of. Characters and animals occasionally get stuck on the environment, I one time found myself stuck in a small hole that I should have easily been able to walk out of, and another time a large deer was stuck running in place next to a large rock. While these glitches didn’t cause any serious quest ending problems, they are just additional polish issues that still need to be worked out. As other reviewers have pointed out, there are some issues going from light to dark environments where it seems to take awhile for the lighting to adjust as it should.
Greedfall even with the inconsistent accents and technical difficulties is still an easy game to recommend for folks looking for a change of pace from the standard Dungeons and Dragons tropes. There is plenty of political intrigue and mysteries to unravel on Teer Fradee and no one faction that can be singled out as good or evil. Sacrifices have to be made when dealing with each faction and doing something for one will almost always cause a conflict with another. While the choices you make, do impact how others see you, they aren’t as world changing as they could have been. Greedfall is a long game easily 40+ hours depending on how many side quests you choose to complete on your search for a cure and it tells an interesting enough story to keep you engaged throughout.
What I liked: Interesting factions, Beautiful scenery, Unique setting
What I liked less: Invisible walls, Technical glitches, Inconsistent voice acting
Greedfall is a beautiful game, taking place in large expansive cities reminiscent of Paris or London in the 18th century and the lush forest landscape of Teer Fradee. Each character is costumed in what could only be considered French Musketeer and the island natives’ representative of what early European settlers in North America must have encountered. The sense of scale between the massive cities, and the vast expanse of the frontier provides a sense of openness that rival many other titles.
It’s this sense of openness however, where Greedfall initially stumbles. Much like games such as Dragon Age, the illusion of an open world environment is regularly halted by “invisible” walls that impede your progress. Looking through a small grove of trees you see your objective but are unable to pass through them directly. Instead, you must follow the path and climb a rock ledge to reach it. Several times while attempting to get to my highlighted objective, I’d get stuck on small bushes, or my path stopped by what should be easily passable brush. There are moments where it’s uncertain whether or not I could pass through the environment, so I’d have to refer to my map to see if that was the correct path, or I had to follow some other indirect route to get there. While this game style is hardly new (and had been common in the past until advancements in both computing power and storage space allowed for larger environments) the inconsistencies of what was passable and impassable lead to a bit more frustration then it should.
Combat is quick and easy to pick up with a light and heavy attack and a block or dodge for defense. Each successful attack also builds up your fury meter which allows for stronger strikes against enemy opponents. You and your opponents also benefit from armor and health attributes. Armor can help defend against health damage, but once the armor is depleted there is little standing between you and certain death at the end of a musket or blade. Numerous spells and potions can be used to buff up your character, cause elemental damage or provide quick healing when needed. Besides swords, maces and axes there are also an assortment of pistols and rifles for ranged attack. If you so choose, you can also create magic wielding warriors who can utilize spells and magic rings in combat as well. Various skill points can be added to your offensive and defensive capabilities that allows for stronger strikes, better mobility (unlocking the ability to roll away from danger is something that I highly recommend) and increase the length of spells.
The story and character voice acting is typically top notch, the one glaring exception to this was the accent used by the natives. As much as I hoped I would get used to it, the worse it tended to get. While creating an accent that is supposed to be unique to the people who share it should be applause worthy, it often felt forced and in most cases entirely TOO artificial. The cut scenes that are used throughout to further along the story are outstanding, and while the facial expressions generally left a lot to be desired, it didn’t detract too much from what was being said. The amount of voice acting and cut scenes puts it on par with far larger budget titles and outside of those few gripes feel they are done well overall.
Technically the game tends to suffer from some annoying and immersion breaking problems. While I played the game using a Nvidia GTX 2080 Super, there were times when the frame rates would drop from the typical 80+ on my ultra-wide screen down to 15 or 20. These slowdowns didn’t last long but seemed to come at times I wouldn’t have expected them. In my attempts to isolate them, I tried lowering a number of the graphical settings, but in most cases, it didn’t seem to have much effect. These have improved somewhat with the latest patches to the game, but still exist from time to time. There are also the random crashes to desktop for no reason at all, thankfully the game autosaves frequently enough (and allows you to manually save as often as you wish) that I never lost much progress when these occurred, but it’s something to be aware of. Characters and animals occasionally get stuck on the environment, I one time found myself stuck in a small hole that I should have easily been able to walk out of, and another time a large deer was stuck running in place next to a large rock. While these glitches didn’t cause any serious quest ending problems, they are just additional polish issues that still need to be worked out. As other reviewers have pointed out, there are some issues going from light to dark environments where it seems to take awhile for the lighting to adjust as it should.
Greedfall even with the inconsistent accents and technical difficulties is still an easy game to recommend for folks looking for a change of pace from the standard Dungeons and Dragons tropes. There is plenty of political intrigue and mysteries to unravel on Teer Fradee and no one faction that can be singled out as good or evil. Sacrifices have to be made when dealing with each faction and doing something for one will almost always cause a conflict with another. While the choices you make, do impact how others see you, they aren’t as world changing as they could have been. Greedfall is a long game easily 40+ hours depending on how many side quests you choose to complete on your search for a cure and it tells an interesting enough story to keep you engaged throughout.
What I liked: Interesting factions, Beautiful scenery, Unique setting
What I liked less: Invisible walls, Technical glitches, Inconsistent voice acting
Purple Phoenix Games (2266 KP) rated Horreos in Tabletop Games
Jan 23, 2022
I’m not a huge history buff or anything, but I am definitely interested in my family lineage/ancestry. What does that have to do with this game? Well, with the last name Rodriguez, I’m sure you guessed that there’s some Spanish heritage in my background. My Dad will often talk about how our family originally came from Spain a loooooong time ago. Specifically from Galicia, Spain. So when I saw this ButtonShy game based on the real-life location of Galicia, my roots were calling to me and I had to get it. Hórreos gives us a small glimpse into life in 18th century Galicia – and it sounds pretty great!
Hórreos is a 2-player game in which players are competing to build the most effective and aesthetically pleasing hórreo in town. What is a hórreo? It is a building for storing grain, elevated from the ground to prevent rodents from infiltrating the structure. So in this game, players are building long and ornate hórreos that not only look stunning, but can keep the rats out of the grain! To setup for a game, each player receives 2 Action cards and the Hórreo cards are shuffled. The deck is placed between the players, and the top card is placed beside the deck to form a 2-card Market. The Leader card is placed beside the Market, facing the starting player. Pictured below is the setup for the beginning of a game.
Over a series of rounds, players will be taking 1 of 4 possible actions as they attempt to build the highest-scoring structure. Each player has 2 Action cards at their disposal. Each Action card has 2 possible Actions on it – one card is Sabotage or Plan, the other is Steal or Build. Both players will secretly choose whichever Action they wish to perform this turn, and place their card face-down in front of them. Players will then simultaneous reveal their chosen Actions, and they will be resolved in the following order – Sabotage, Plan, Steal, and Build. If a player has chosen to Sabotage, they will rotate their opponent’s Action card, forcing them to perform the other listed action this round. To perform the Plan action, the player will select one of the cards from the Market to be placed into their personal supply tableau. If you have chosen to Steal, you will select a card from your opponent’s supply, and take it into your own supply tableau. And finally, to Build is to move a card from your supply to your hórreo. Cards in your hórreo cannot be stolen. As with many other ButtonShy games, cards in your hórreo may be placed adjacent to, or even overlapping, previously played cards – cards may never be tucked under cards in your existing hórreo.
If both players have chosen the same action, the player with the Leader card facing them gets to decide which player will resolve their action first. The Leader card is then rotated to face the opposite player, and so on, for future ‘ties’. An important note – you cannot pick the same Action twice in a row, you must pick one of the other 3 Actions. So take that strategic tidbit into consideration when deciding what to do each round! The game continues in this fashion, with players selecting/simultaneously revealing Actions, resolving their Actions in order, and building their hórreo until there is 1 or fewer cards left in the Market and the players’ supplies at the end of a round. At that point, the game ends, points are tallied, and the winner is declared!
Points are scored in several ways. Most of the hórreo cards are ‘decorated’ with crosses and pikes, and each pair you have in your final hórreo will earn you points. Similarly, the number of doors in your hórreo, as well as adjacent pillars supporting your structure, will earn you points dependent upon the number (the more doors you have, the more points you earn, etc.). As mentioned earlier, you’re trying to keep these pesky rats out of your grain, so any rat pictured on your cards is worth -2 points, but each owl you have pictured eats (cancels out) one rat. And of course, whichever player has build the longest hórreo earns extra points. All points are tallied, and the player with the highest score is the winner!
I have to admit that Hórreos surprised me. The gameplay seems simple enough, so I honestly wasn’t really expecting a lot from this game. For such a small game, Hórreos is all about strategy. Each round, you only have 4 Actions from which to choose, and that really forces you to think long-term with your strategy. But at the same time, since Actions are revealed simultaneously and resolved in a set order, you have to consider what your opponent might do. For example, the Sabotage action forces the opposing player to use the other Action of their chosen card this round. Can you bluff your opponent into playing that Sabotage, forcing you to switch Actions, thus letting you perform the Action you really wanted to perform? That goes hand in hand with the fact that you cannot choose the same Action twice in a row. Can you anticipate your opponents moves to benefit your strategy? Or will you be out of touch, and thus be forced to essentially waste a turn performing an Action that you actually didn’t want to? And don’t forget the Leader card – if players both pick the same Action, the Leader can decide who resolves first. Maybe it’s strategically better to let your opponent resolve first, so then you can just negate what they just did, or vice versa.
To touch on components for a minute, this is a game of 18 cards in a wallet. So nothing out of the ordinary for ButtonShy. That being said, production quality is always top notch with these games, and I have no complaints. the cards are thick and sturdy, and the wallet is nice and supportive. The artwork is thematic and refreshing, while not being too overwhelming. Is it the most beautiful game I’ve ever seen? No. But it is aesthetically and thematically appropriate, and gives a serene and peaceful vibe. ButtonShy has yet to disappoint with their components, so I am definitely a big fan!
Hórreos is a pretty solid game. I’m not personally a huge fan of ‘take that’ type games, and there is an element of that in this gameplay. But there seems to be enough strategy needed to negate some of that direct competitiveness. The game itself is fast to teach, learn, and play, and that adds to the overall appeal. It’s not necessarily my favorite 2-player game, but it’s one that I can see myself pulling out often when I’ve got a quick minute between other games, or when I’ve got a little downtime. Purple Phoenix Games gives this one a structural 4 / 6. Check it out if you’re in the market for something small, yet strategic!
Hórreos is a 2-player game in which players are competing to build the most effective and aesthetically pleasing hórreo in town. What is a hórreo? It is a building for storing grain, elevated from the ground to prevent rodents from infiltrating the structure. So in this game, players are building long and ornate hórreos that not only look stunning, but can keep the rats out of the grain! To setup for a game, each player receives 2 Action cards and the Hórreo cards are shuffled. The deck is placed between the players, and the top card is placed beside the deck to form a 2-card Market. The Leader card is placed beside the Market, facing the starting player. Pictured below is the setup for the beginning of a game.
Over a series of rounds, players will be taking 1 of 4 possible actions as they attempt to build the highest-scoring structure. Each player has 2 Action cards at their disposal. Each Action card has 2 possible Actions on it – one card is Sabotage or Plan, the other is Steal or Build. Both players will secretly choose whichever Action they wish to perform this turn, and place their card face-down in front of them. Players will then simultaneous reveal their chosen Actions, and they will be resolved in the following order – Sabotage, Plan, Steal, and Build. If a player has chosen to Sabotage, they will rotate their opponent’s Action card, forcing them to perform the other listed action this round. To perform the Plan action, the player will select one of the cards from the Market to be placed into their personal supply tableau. If you have chosen to Steal, you will select a card from your opponent’s supply, and take it into your own supply tableau. And finally, to Build is to move a card from your supply to your hórreo. Cards in your hórreo cannot be stolen. As with many other ButtonShy games, cards in your hórreo may be placed adjacent to, or even overlapping, previously played cards – cards may never be tucked under cards in your existing hórreo.
If both players have chosen the same action, the player with the Leader card facing them gets to decide which player will resolve their action first. The Leader card is then rotated to face the opposite player, and so on, for future ‘ties’. An important note – you cannot pick the same Action twice in a row, you must pick one of the other 3 Actions. So take that strategic tidbit into consideration when deciding what to do each round! The game continues in this fashion, with players selecting/simultaneously revealing Actions, resolving their Actions in order, and building their hórreo until there is 1 or fewer cards left in the Market and the players’ supplies at the end of a round. At that point, the game ends, points are tallied, and the winner is declared!
Points are scored in several ways. Most of the hórreo cards are ‘decorated’ with crosses and pikes, and each pair you have in your final hórreo will earn you points. Similarly, the number of doors in your hórreo, as well as adjacent pillars supporting your structure, will earn you points dependent upon the number (the more doors you have, the more points you earn, etc.). As mentioned earlier, you’re trying to keep these pesky rats out of your grain, so any rat pictured on your cards is worth -2 points, but each owl you have pictured eats (cancels out) one rat. And of course, whichever player has build the longest hórreo earns extra points. All points are tallied, and the player with the highest score is the winner!
I have to admit that Hórreos surprised me. The gameplay seems simple enough, so I honestly wasn’t really expecting a lot from this game. For such a small game, Hórreos is all about strategy. Each round, you only have 4 Actions from which to choose, and that really forces you to think long-term with your strategy. But at the same time, since Actions are revealed simultaneously and resolved in a set order, you have to consider what your opponent might do. For example, the Sabotage action forces the opposing player to use the other Action of their chosen card this round. Can you bluff your opponent into playing that Sabotage, forcing you to switch Actions, thus letting you perform the Action you really wanted to perform? That goes hand in hand with the fact that you cannot choose the same Action twice in a row. Can you anticipate your opponents moves to benefit your strategy? Or will you be out of touch, and thus be forced to essentially waste a turn performing an Action that you actually didn’t want to? And don’t forget the Leader card – if players both pick the same Action, the Leader can decide who resolves first. Maybe it’s strategically better to let your opponent resolve first, so then you can just negate what they just did, or vice versa.
To touch on components for a minute, this is a game of 18 cards in a wallet. So nothing out of the ordinary for ButtonShy. That being said, production quality is always top notch with these games, and I have no complaints. the cards are thick and sturdy, and the wallet is nice and supportive. The artwork is thematic and refreshing, while not being too overwhelming. Is it the most beautiful game I’ve ever seen? No. But it is aesthetically and thematically appropriate, and gives a serene and peaceful vibe. ButtonShy has yet to disappoint with their components, so I am definitely a big fan!
Hórreos is a pretty solid game. I’m not personally a huge fan of ‘take that’ type games, and there is an element of that in this gameplay. But there seems to be enough strategy needed to negate some of that direct competitiveness. The game itself is fast to teach, learn, and play, and that adds to the overall appeal. It’s not necessarily my favorite 2-player game, but it’s one that I can see myself pulling out often when I’ve got a quick minute between other games, or when I’ve got a little downtime. Purple Phoenix Games gives this one a structural 4 / 6. Check it out if you’re in the market for something small, yet strategic!