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Purple Phoenix Games (2266 KP) rated Macaron in Tabletop Games
Oct 20, 2020
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Purple Phoenix Games (2266 KP) rated Kingdoms of the Deep in Tabletop Games
Dec 26, 2020
Underwater-themed games are fast becoming some of my favorite to play. I have always enjoyed visiting aquariums (the Ripley’s Aquarium of the Smokies is by far the best I’ve seen) and I have owned many of my own tanks. So I have a soft spot. Couple a great theme with a great publisher and what do we get? A great game? Yep!
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
Purple Phoenix Games (2266 KP) rated Small Islands in Tabletop Games
Oct 13, 2021
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
Purple Phoenix Games (2266 KP) rated The Bloody Inn in Tabletop Games
Feb 12, 2022
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…
The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).
To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.
After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.
A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.
If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.
Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.
Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!
I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.
Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.
I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).
To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.
After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.
A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.
If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.
Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.
Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!
I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.
Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.
I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
Heather Cranmer (2721 KP) rated The Exalted Gate in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>.
I absolutely love the cover of this book. It is gorgeous!! Anyway, this book has ten stories in it, so I will review and rate each one individually.
*
Boots
Judith (of an undisclosed age) is a girl that hates wearing shoes. However, she is in a play where she has to play a Polish tramp. She doesn't want to wear shoes, but the director says even tramps wear shoes. She finds some beat up looking boots in the prop room and puts them on. As soon as they are on her feet, it's like they have a mind of their own. They take Judith where they want to go. What ensues in an adventure that Judith won't soon forget.
I thought the story of Boots was a really cute and interesting read. I definitely think this will appeal to children of all ages. The only slight problem was with punctuation, but that's nothing that major. Judith is an interesting girl. I'd recommend this story.
I'd give Boots a 4.5 out of 5.
*
Five Gifts
Lonia is a thirteen year old girl whose parents are already nagging her to get married. (Yeah, it's a bit much, but it does say in the story that this was way back in the day). She'd rather spend her days in the children's glade talking to her elf friend, Pintak. One day, Pintak is kidnapped by a mean old wizard, and Lonia decides that she must go rescue him. She is given five gifts from different creatures of the forest to help her on her quest.
I was impressed with this story, and I found it quite interesting. There's also a lesson to be learned about experimenting on animals. Lonia was definitely a brave little girl and was willing to risk everything to save her friend. There are a few punctuation mistakes and a mispelt word, but other than that, this story was a good one.
I'd give Five Gifts a 5 out of 5.
*
Sintinko
Sintinko is a story set in Japan back when it was all emperors and generals. The emperor is jealous of Sintinko and wants to have him killed. It's only because of Ilyo, Sintinko's love interest, that the emperor spares his life. However, Sintinko is banished from Japan until he can find a maple tree that can sit in the hand of the emperor. Ilyo and Sintinko know that they will most likely never see each other. Unbeknownst to Sintinko and everyone else, Ilyo disguises herself as a geisha to help Sintinko on his journey. Love and loss are the themes of this story.
This was such a bittersweet love story. I felt sorry for both Sintinko and Ilyo. Sintinko thought he would never see his beloved again and swore off any type of relationship. Ilyo had her beloved right there in front of her, yet she couldn't do anything about it.
The names, being Japanese, were a bit hard to pronounce, but it's easy to get past that since the story is so strong. Speaking of names, this story even lets us know how the Bonsai tree got its name.
There's a few punctuation mistakes, but nothing that takes away from the story.
I think this story would be better suited for ages 11+. Personally, I found the story a bit slow, but not painfully slow.
I'd give Sintinko a 3.5 out of 5.
*
Tivurambhat
Tivurambhat is the story of a ghost by the same name of the title who helps people out in times of need in India. A mean man forces people to work for him by letting them borrow money, putting the interest up, and paying them such low wages they can never afford to pay him pack. One man decides to do something about it and goes to Tivurambhat for help.
I loved the message behind the story. Towards the ending, it even had me smiling. I couldn't pronounce the names since they were all Indian names, so I just shortened them so my American self could pronounce them. I loved the character of Tiv. He kind of reminded me of an American version of Casper for some reason. I really enjoyed the conversation between Pradesh and Tiv the most. This was such a happy story!
Again, there's some punctuation mistakes and a few grammar ones as well, but the story itself was excellent.
I'd give Tivurambhat a 5 out of 5.
*
St. Penalyn's Well
St Penalyn's Well tells the story of Rebecca (of an undisclosed age) who ventures into an overgrown garden with her dog. She stumbles across a well with an inscription. It is while reading this inscription that she becomes trapped in the well. Lucky for her, she meets an elf named Opickle who keeps her company and gives her the inspiration she needs to find her way out.
This was definitely an interesting story. I was hooked all the way through. It's a story about friendship amongst diversity and not giving up. I found Opickle to be just a tad bit of a snob but not enough to put me off the story.
A few punctuation mistakes throughout the story but not enough to be distracting.
St. Penalyn's Well gets a 5 out of 5 from me.
*
Quint and Trout's Mistake
Quint and Trout's Mistake is a story I didn't finish because of the name calling and making fun of someone who is overweight. It starts out innocently enough. A lake is being overrun by a white smelly substance. Two brothers, Quint and Trout, talk their friend Ned into investigating why this is happening. Ned swims down to the bottom of the lake and finds an overweight creature living in a cave who has been kicked out of his house. This is when the name calling starts, and I stopped reading.
I do not like stories aimed at children that condone name calling of any sort whether it be because of weight, disabilities, race, etc. Children do not need to read something like this and feel bad about themselves or view it as an excuse to tease others. I was very disappointed something like this was in a children's book.
Quint and Trout's Mistake gets a 0 out of 5 from me. What a vile story!
*
Densus
Densus is a boy who was born with blue fingernails and blue streaks in his hair. This is because he has a destiny to fulfill. When a crab named Arnold asks him if he'd go tell a giant that he has found a perfect wife for him, Densus agrees because it's his destiny even if there's a possibility the giant could kill him.
This is a story about destinies. It lets us know that we all have destinies if only we weren't too busy trying to find out what they are. This is a fun story which I think children would love! I loved Arnold the crab!! I think a majority of children would love him.
Again, there's a few punctuation and grammar mistakes but nothing major.
I'd give Densus a 5 out of 5.
*
Alice's Granddaughter
Alice's Granddaughter takes place years after Alice in Wonderland. Alice's granddaughter, Alicia, is recruited by a thief named Cheng to go down into a rabbit hole to get him a yellow dragon. Alicia discovers that things in Wonderland haven't changed much.
I thoroughly enjoyed this story! I'm a sucker for everything Alice in Wonderland-esque, and this was no exception! I loved how the author still managed to preserve the original Wonderland in his tale and how he even managed to keep the style of writing similar to that of Lewis Carroll. My favorite character was definitely the talking table. My only gripe is that I wish this story would've been longer!
As like with the previous story, there are some punctuation and grammar mistakes that can be overlooked.
Alice's Granddaughter gets a bit 5 out of 5.
*
The Dragon
The Dragon is a story about death. In this story, we follow a dragon in her very last moments as she dies of what I assume to be old age. We get to see her memories of when she was her prime and when she takes her last breath.
This is a sad story and probably one for the older children unless younger children can handle the topic of death. It's not written in a morbid way though. It's actually written quite beautifully especially when we get to see the memory of the dragon in her prime. I think this story can show that death is not always bad.
There are grammar and punctuation mistakes but nothing that deters from the story.
The Dragon gets a 3.75 out of 5.
*
The Wisdom of a Dog
The Wisdom of a Dog is about a man named Keith and his dog who go on an adventure and wind up in a crystal city. Keith must found out who is destroying the city and save it.
This story was a good read, and I think most children would enjoy it especially as it involves a talking dog. I enjoyed how the author even placed his own dialogue in the story. This is a good versus bad story that shows that bad people never win.
Again, there are grammar and punctuation mistakes, but it doesn't take away from the story.
The Wisdom of a Dog gets a 3.5 out of 5.
*
The Exalted Gate by Daniel Nanavati averages out to a 3.5 out of 5. I'd definitely recommend this book to old and young alike!
(I received a free physical copy of this title from the publisher in exchange for a fair and honest review).
I absolutely love the cover of this book. It is gorgeous!! Anyway, this book has ten stories in it, so I will review and rate each one individually.
*
Boots
Judith (of an undisclosed age) is a girl that hates wearing shoes. However, she is in a play where she has to play a Polish tramp. She doesn't want to wear shoes, but the director says even tramps wear shoes. She finds some beat up looking boots in the prop room and puts them on. As soon as they are on her feet, it's like they have a mind of their own. They take Judith where they want to go. What ensues in an adventure that Judith won't soon forget.
I thought the story of Boots was a really cute and interesting read. I definitely think this will appeal to children of all ages. The only slight problem was with punctuation, but that's nothing that major. Judith is an interesting girl. I'd recommend this story.
I'd give Boots a 4.5 out of 5.
*
Five Gifts
Lonia is a thirteen year old girl whose parents are already nagging her to get married. (Yeah, it's a bit much, but it does say in the story that this was way back in the day). She'd rather spend her days in the children's glade talking to her elf friend, Pintak. One day, Pintak is kidnapped by a mean old wizard, and Lonia decides that she must go rescue him. She is given five gifts from different creatures of the forest to help her on her quest.
I was impressed with this story, and I found it quite interesting. There's also a lesson to be learned about experimenting on animals. Lonia was definitely a brave little girl and was willing to risk everything to save her friend. There are a few punctuation mistakes and a mispelt word, but other than that, this story was a good one.
I'd give Five Gifts a 5 out of 5.
*
Sintinko
Sintinko is a story set in Japan back when it was all emperors and generals. The emperor is jealous of Sintinko and wants to have him killed. It's only because of Ilyo, Sintinko's love interest, that the emperor spares his life. However, Sintinko is banished from Japan until he can find a maple tree that can sit in the hand of the emperor. Ilyo and Sintinko know that they will most likely never see each other. Unbeknownst to Sintinko and everyone else, Ilyo disguises herself as a geisha to help Sintinko on his journey. Love and loss are the themes of this story.
This was such a bittersweet love story. I felt sorry for both Sintinko and Ilyo. Sintinko thought he would never see his beloved again and swore off any type of relationship. Ilyo had her beloved right there in front of her, yet she couldn't do anything about it.
The names, being Japanese, were a bit hard to pronounce, but it's easy to get past that since the story is so strong. Speaking of names, this story even lets us know how the Bonsai tree got its name.
There's a few punctuation mistakes, but nothing that takes away from the story.
I think this story would be better suited for ages 11+. Personally, I found the story a bit slow, but not painfully slow.
I'd give Sintinko a 3.5 out of 5.
*
Tivurambhat
Tivurambhat is the story of a ghost by the same name of the title who helps people out in times of need in India. A mean man forces people to work for him by letting them borrow money, putting the interest up, and paying them such low wages they can never afford to pay him pack. One man decides to do something about it and goes to Tivurambhat for help.
I loved the message behind the story. Towards the ending, it even had me smiling. I couldn't pronounce the names since they were all Indian names, so I just shortened them so my American self could pronounce them. I loved the character of Tiv. He kind of reminded me of an American version of Casper for some reason. I really enjoyed the conversation between Pradesh and Tiv the most. This was such a happy story!
Again, there's some punctuation mistakes and a few grammar ones as well, but the story itself was excellent.
I'd give Tivurambhat a 5 out of 5.
*
St. Penalyn's Well
St Penalyn's Well tells the story of Rebecca (of an undisclosed age) who ventures into an overgrown garden with her dog. She stumbles across a well with an inscription. It is while reading this inscription that she becomes trapped in the well. Lucky for her, she meets an elf named Opickle who keeps her company and gives her the inspiration she needs to find her way out.
This was definitely an interesting story. I was hooked all the way through. It's a story about friendship amongst diversity and not giving up. I found Opickle to be just a tad bit of a snob but not enough to put me off the story.
A few punctuation mistakes throughout the story but not enough to be distracting.
St. Penalyn's Well gets a 5 out of 5 from me.
*
Quint and Trout's Mistake
Quint and Trout's Mistake is a story I didn't finish because of the name calling and making fun of someone who is overweight. It starts out innocently enough. A lake is being overrun by a white smelly substance. Two brothers, Quint and Trout, talk their friend Ned into investigating why this is happening. Ned swims down to the bottom of the lake and finds an overweight creature living in a cave who has been kicked out of his house. This is when the name calling starts, and I stopped reading.
I do not like stories aimed at children that condone name calling of any sort whether it be because of weight, disabilities, race, etc. Children do not need to read something like this and feel bad about themselves or view it as an excuse to tease others. I was very disappointed something like this was in a children's book.
Quint and Trout's Mistake gets a 0 out of 5 from me. What a vile story!
*
Densus
Densus is a boy who was born with blue fingernails and blue streaks in his hair. This is because he has a destiny to fulfill. When a crab named Arnold asks him if he'd go tell a giant that he has found a perfect wife for him, Densus agrees because it's his destiny even if there's a possibility the giant could kill him.
This is a story about destinies. It lets us know that we all have destinies if only we weren't too busy trying to find out what they are. This is a fun story which I think children would love! I loved Arnold the crab!! I think a majority of children would love him.
Again, there's a few punctuation and grammar mistakes but nothing major.
I'd give Densus a 5 out of 5.
*
Alice's Granddaughter
Alice's Granddaughter takes place years after Alice in Wonderland. Alice's granddaughter, Alicia, is recruited by a thief named Cheng to go down into a rabbit hole to get him a yellow dragon. Alicia discovers that things in Wonderland haven't changed much.
I thoroughly enjoyed this story! I'm a sucker for everything Alice in Wonderland-esque, and this was no exception! I loved how the author still managed to preserve the original Wonderland in his tale and how he even managed to keep the style of writing similar to that of Lewis Carroll. My favorite character was definitely the talking table. My only gripe is that I wish this story would've been longer!
As like with the previous story, there are some punctuation and grammar mistakes that can be overlooked.
Alice's Granddaughter gets a bit 5 out of 5.
*
The Dragon
The Dragon is a story about death. In this story, we follow a dragon in her very last moments as she dies of what I assume to be old age. We get to see her memories of when she was her prime and when she takes her last breath.
This is a sad story and probably one for the older children unless younger children can handle the topic of death. It's not written in a morbid way though. It's actually written quite beautifully especially when we get to see the memory of the dragon in her prime. I think this story can show that death is not always bad.
There are grammar and punctuation mistakes but nothing that deters from the story.
The Dragon gets a 3.75 out of 5.
*
The Wisdom of a Dog
The Wisdom of a Dog is about a man named Keith and his dog who go on an adventure and wind up in a crystal city. Keith must found out who is destroying the city and save it.
This story was a good read, and I think most children would enjoy it especially as it involves a talking dog. I enjoyed how the author even placed his own dialogue in the story. This is a good versus bad story that shows that bad people never win.
Again, there are grammar and punctuation mistakes, but it doesn't take away from the story.
The Wisdom of a Dog gets a 3.5 out of 5.
*
The Exalted Gate by Daniel Nanavati averages out to a 3.5 out of 5. I'd definitely recommend this book to old and young alike!
(I received a free physical copy of this title from the publisher in exchange for a fair and honest review).
LilyLovesIndie (123 KP) rated Honour in Books
Nov 5, 2018
This review was originally carried out as part of a blog tour on Lily Loves Indie and can be seen here http://lilylovesindie.co.uk/?p=209
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
* * * * * *
I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
* * * * * *
I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
Purple Phoenix Games (2266 KP) rated The Grimm Forest in Tabletop Games
Apr 9, 2021
I am so psyched to be reviewing another board game based on fairytale lore. The Brothers Grimm material is such an enchanting (eh? eh?) theme and games can be taken in so many wonderful directions. Though I have never actually read any of the Grimm’s Fairy Tales (I know, I know), I have seen most of the movies based on the stories. I also know that the source material happens to be way darker than what Disney puts out, so when I heard we would be receiving The Grimm Forest to review, and not having really researched it much beforehand, I had a feeling it would be darker fare. But how dark does it go? Let’s find out.
The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.
After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.
The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.
The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.
Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.
Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.
I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.
So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
The Grimm Forest is a simultaneous action selection, set collection, take that game for four family members of the infamous Three Little Pigs. As fantasy contractors players are tasked with constructing three houses as sturdy and quickly as they can. However, these contractors will have competition for limited resources, as well as the occasional interference from scary creatures and buddies of opponents. Like the baseball movie says, “If you build it, you will win the contract to build more stuff.” Or something like that.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the Location boards on the table for the Fields, Forest, and Brickyard (for a three-player game, as below). The First Builder Bonus tokens are placed below the matching Locations as well as the resources that can be harvested. One of each Mega Resource (5 Straw, 4 Wood, 3 Brick) are placed on the matching Location at the beginning of each round. The Friend and Fable decks are shuffled and placed nearby, as are the House sections (Floors, Walls, Roofs – Rooves?), and the Monster minis. Each player chooses a color and collects the Player board, Pig mini, and Gather cards matching that color. The first player is given the Starting Player tome token and the game may now begin!
The Grimm Forest is played over a series of rounds with each pig having a multi-step turn. Initially, however, the pigs will be deciding from which Location they would like to harvest resources by laying the corresponding Gather card from their hand to the table face-down. Once all pigs have laid their card, the Gather cards are flipped and revealed simultaneously. If any pig had chosen to also play one Fable card it would have been revealed and possibly resolved prior to this step. Players will place their Pig mini on the Location board they chose and then harvesting of resources may begin, unless a player has a Fable card that resolves at this point in the turn. If a Pig is alone in a Location they receive all resources currently found there. If Pigs share a Location then the shared minis will share the resources equally, keeping any remaining resources on the Location for the next round. If any player used a Fable card that activates at the end of the Gather phase, it is resolved now.
After the Gather phase, the Pigs will be able to take actions. On their turn, in turn order, each Pig may choose to perform two of the following actions in any order they wish (actions may be repeated except for Friend Special Actions): Draw a Fable card, Gain 1 Resource, Build, Special Actions. Drawing a Fable card is self-explanatory and players will keep their Fable cards secret from the other players. They may choose to play one of these Fable cards during the choosing of Gather cards portion of the beginning phase of a turn. A Pig may instead wish to gain one resource of their choosing and add it to their collection. As mentioned earlier, a Pig may also use their active Friend card’s (which is earned by building a Wall section) Special Action once per turn, should they have collected one earlier.
The true hero of The Grimm Forest is the Build action as this is what propels players to victory. Pigs may Build any house type they wish, as long as that type is not currently under construction elsewhere on their board. Also note that houses must be built from the ground up so Floors must be present before Walls can be built and Walls need to be constructed in order to hold up a Roof. Pigs may build these sections of houses by discarding the appropriate number and type of resources they have gathered previously: two resources for a Floor, four resources for Walls, and six resources for a Roof. Once a Pig completes construction of the first house of a type they will grab the matching First Builder Bonus token and reap its rewards.
The game continues in this fashion until one player has built three houses of any type, or multiple players have completed their three houses by the end of the round. Those tied players then check for sturdiness to break their tie: brick houses are sturdier than wood, which are sturdier than straw. The winner is the player with the sturdiest collection of houses, and then all players are invited to share a plate of bacon in celebration of the win (not in the rules, but I added that for… flavor).
Components. This game is chocked full of killer components. I do not oftentimes compliment boxes and inserts, but when a game comes with GameTrayz already, you know that the publisher cared a ton about the game. Everything sets up and tears down so much nicer and quicker with a GameTrayz insert that I wish every game would come with them. Yeah, I know, $$$. Outside of the insert (or inside?) the other components in the game are simply stellar. Everything from the card backs resembling book covers, the incredible plastic house pieces, and amazing minis, just makes this one sing when on the table. The art is done by the incredible Mr. Cuddington, and they are quickly becoming some of my favorite board game artists.
Wait, there are monster minis? But I didn’t talk about that in my overview. Well, yes, that’s correct. These monsters come into play from certain Fable cards, and when they are played it instructs the player to introduce the appropriate monster mini on the playing area. This can be done with such dramatic flair that you truly get a sense of dread that little piggies may feel. If you have seen Stranger Things (not a sponsor) and remember the part when the Demogorgon mini hits the table, then you understand how I introduce my monster minis. These monsters wreak havoc on the players and sometimes deny them resources, and other chaos to mess with pigs.
Overall, I am so enamored with this game. It has nearly everything I love about games. It has amazing theme and art. That is always big with me. The components are super high quality, as all Druid City Games/Skybound Games usually are, and the game is so smooth once it is learned. All phases and turn components work together well, and there are plenty of choices each player makes every round. The game comes with advanced rules and components as well once all players are comfortable with the base game, and I love when games come with that added complexity and difficulty.
I have nothing bad to say about this game at all, which makes me sad, because I can usually find something to improve with every game I play. Okay wait, I just thought of one: I appreciate that the player colors include both orange and purple, but then the others are blue and green. I think the player colors could have come with some different choices as I feel blue, green, and purple are within similar color bands. Maybe pink and aqua would be better choices for my taste? I don’t know, and I am sure research was done to decide on the player colors, but like I said, I needed to find SOMETHING to complain about.
So it is certainly no surprise that I love this game and rated so highly. I doubt it will ever truly break into my Top 10, but I feel it ticks all of my boxes for a great game and a 6 from me. Purple Phoenix Games as a whole gives this one a porky 15 / 18. If you are looking for a great game that is admittedly lighter, but gives great gameplay throughout, features incredible art and components, and offers opportunities for role-play then you definitely need to grab a copy of The Grimm Forest. I will be recommending this to so many gamers in the future, and I will be pushing the floor of the age suggestion on the box once my son decides he wants to learn to read. I think I am going to go try out the Advanced rules now, and remember: don’t eat an apple that a scary person gave you at the door.
Dana (24 KP) rated Crooked Kingdom in Books
Mar 23, 2018
This post will 100% be full of spoilers for both the first book and this book, so if you have not read either, please leave the post now, because you need to read this series. The review will be here when you get back, I promise.
Can I just say that Leigh Bardugo is a phenomenal writer? I just want to put that out there first, so we can move on to some more interesting stuff, but damn. That woman is a genius when it comes to the written word! Her plot lines are almost always amazing and her characters are just, wow!
Okay, so let's start off with the overall plot arc. As much as I hated the beginning because Inej wasn't with the crew, it was so cool to get the other characters working together to try to help save her. I do enjoy the fact that saving her wasn't the biggest aspect of the plot. If it was, I don't think it would have been as convincing of a story. Then we move on to revenge as the rest of the plot. I just want to say that I freaking love revenge plots. They give purpose to everything that each character does, and just moves the story along well!
The fact that we weren't just tied to this book was great too! I loved how we got characters from the Grisha Trilogy in here. I was hoping that we would get more than just the mention that was given to us in the last book, but we got Genya, Zora and freaking Nikolai! They were amazing and brought more depth to the story that we may not have gotten without them.
I loved how Kaz was able to plan out every step in detail, assuming what people would do next. He is a master at his craft, I will tell you that.
Okay, so now onto some character studies:
I am going to start out with Nina. That girl has been through so much already, and it never fully gets better for her. From having to deal with the side effects of the withdrawls from Jurda Parem, having her best friend kidnapped, to having to find out her powers have been altered, to having the love of her life ripped from her, she does not have a good time in this book! I just wanted to wrap her up in a coat and feed her waffles, but she doesn't even really get those either! I just hope that she is able to find peace in Ravka with her fellow Grisha.
Now onto Matthias. He was honestly one of my favorite characters. The way he would try not to like or agree with the Dregs' way of doing things was just so hilarious and when he would try to fend off Nina's advances, I would actually cackle. He was the signal of change in the book. The proof that things could get better, but even that failed him. In his attempt to share the light of truth onto another Druskelle, he was inevitably killed for his beliefs. At least he finally got to kiss Nina, even if it was one of his final acts.
Now we are moving on to Jeseper. We got to meet his dad! Woo!! That was a really interesting relationship and backstory. I really like how sassy he is at all times, even if his sarcasm gets him in to trouble more times than not. Also, I love how he is a great shot because of his innate Grisha abilities. That was freaking amazing and I am so damn happy about it. I also love how smitten he is with Wylan. Like, for Christ's sake he calls him Wy when he starts crying. They are each others' rocks in the seas of shit that they cling to for dear life.
It's Wylan's turn! I hated how he wasn't fully himself for most of the book, but mostly I hated how inadequate he made himself feel. He is a genius and he shouldn't think anything less of himself. His relationship with his mother (who ISN'T dead?!?!?!?) is so sweet. But his brutality and unforgiving nature that shows up throughout the book was kind of a shock. He had been so mousy and quiet in the first book, but boy did that boy spit fire once he found out his father's assholishness. His back story is so tragic, like his father tried to straight up have him murdered when he thought he was just going off to a school that could actually make him happy. Jan Van Ick (lol) deserved every bit of punishment he got. I am glad he got what he wanted out of life. I also am in love with how he and Jesper first met.
Kuwei's got to get a little paragraph too. He is kind of annoying. I decided I didn't overly like him when he tricked Jesper into kissing him. Like, I totally understand, Jes is amazing, but he is TAKEN by my favorite ginger. Step back! I do, however, hope he is successful in finding a cure for Parem and making sure it does not get into the wrong hands.
Off to my boy Kaz. He makes himself out to be this stone cold guy with no feelings, but we all know how much of a lie that is. Holy hell, that boy is smitten with Inej. He takes every precaution he possibly can with her, much to her chagrin, but he just wants her safe. I was constantly yelling at my book, and therefore at him, to just take a chance! Tell Inej how you feel and why you are the way you are, but he wouldn't!!! It was so frustrating! But then, that moment when he is changing her bandages was so freaking tense. Like, they didn't even do anything, but damn, the tension in that room could have hurt someone. And then, at the end when he got her the boat AND found her parents, I almost died. I was so freaking happy he finally did something with his feelings, even if he didn't fully tell her, I think she got the hint. He even got the Menagerie to be shut down and burned, if that doesn't scream romance (from him), I don't know what does! And him getting the Dregs back was such a cool power move! He got every bit of revenge he wanted, including scaring the shit out of Pekka Rollins. So freaking good! Brick by brick bitches!
And finally, it's time for my favorite: Inej. Just like Nina, she has been through too much shit for her being such a youngin'. I am so glad she is okay and that she got her family (all of her family, including the Dregs) back in her life! She has a boat and she gets to go stop human trafficking (something that is really important and actually needs to be done in real life! Go to GAATW.org to find more information on how to stop this human rights violation). I think Inej is so strong in everything she does, but she still has those moments of doubt. When she goes against her "shadow" as she calls her, there are hesitations. She is only able to succeed when she gives in to all of her, both the Wraith and the Acrobat. That is something I think is really striking about her as a character. She isn't just one thing, she compartmentalizes herself, but once she comes together as a whole person, she is better for it. I think Leigh did a great job making Inej into someone to emulate toward (you know, minus the killing thing).
I'm going to write some of my favorite quotes out here, so bear with me for a bit:
"You are forsaken. As you have turned your back on me, so will they turn their backs on you." Inej, 64
"People point guns at each other all the time in Ketterdam. It's basically a handshake." Jesper, 79.
"Vile, ruthless, amoral. Isn't that why you hired Kaz in the first place? Becouse he does the things that no one else dares? Go on, Van Eck. Break my legs and see what happens. Dare him." Inej, 104
"When you were outgunned and out manned, you sought the less defended targets." Matthais, 107
"I would come for you. And if I couldn't walk, I'd crawl to you, and no matter how broken we were, we'd fight our way out together--knives drawn, pistols blazing. Because that's what we do. We never stop fighting." Kaz, 185
"Because through it all, he'd believed that he deserved his father's contempt, and now he could admit that somewhere, in some buried place, he'd hoped there might still be a way back to his father's good favor. Well, his father could keep that good favor and see what it brought him when Kaz Brekker was finished." Wylan, 223
"You aren't a flower, you're every blossom in the world blooming at once. You are a tidal wave. You're a stampede. You are overwhelming." Matthias, 233
"When Inej was on the high wire, it became her world. She could feel its tilt and pull. It was a planet and she was its moon. There was a simplicity to it that she never felt on the swings, where she was carried away by momentum. She loved the stillness she could find on the wire, and it was something no one else understood." Inej, 272
"After all she'd endured, he was the weak one. But she would never know what it was like for him to see Nina pull her close, watch Jesper loop his arm though hers, what it was to stand in doorways and against walls and know he could never draw nearer." Kaz, 364
"Wylan summoned every bit of bravado he'd learned from Nina, the will he's learned from Matthias, the focus he'd studied in Kax, the courage he'd learned from Inej, and the wild, reckless hope he learned from Jesper, the belief that no matter the odds, somehow they would win." Wylan, 427
"But just as surely as life connected everything, so did death. It was that endless, fast-running river. She'd dipped her fingers into its current, held the eddy of its power n her hand. She was the Queen of Mourning, and in its depths, she would never drown." Nina, 455
"But what about the rest of us? What about the nobodies and the nothings, the invisible girls? We learn to hold our heads as if we wear crowns. We learn to wring magic from the ordinary. That was how you survived when you weren't chosen, when there was no royal blood in your veins. When the world owed you nothing, you demanded something of it anyway." Inej, 460
Overall, I freaking loved this series. I am so sad to see it go, but I was glad to be a part of it. Leigh, if you read this (which I doubt you will, but whatever) I want to thank you for your phenomenal writing in this world and I cannot wait to see what you do next!
Can I just say that Leigh Bardugo is a phenomenal writer? I just want to put that out there first, so we can move on to some more interesting stuff, but damn. That woman is a genius when it comes to the written word! Her plot lines are almost always amazing and her characters are just, wow!
Okay, so let's start off with the overall plot arc. As much as I hated the beginning because Inej wasn't with the crew, it was so cool to get the other characters working together to try to help save her. I do enjoy the fact that saving her wasn't the biggest aspect of the plot. If it was, I don't think it would have been as convincing of a story. Then we move on to revenge as the rest of the plot. I just want to say that I freaking love revenge plots. They give purpose to everything that each character does, and just moves the story along well!
The fact that we weren't just tied to this book was great too! I loved how we got characters from the Grisha Trilogy in here. I was hoping that we would get more than just the mention that was given to us in the last book, but we got Genya, Zora and freaking Nikolai! They were amazing and brought more depth to the story that we may not have gotten without them.
I loved how Kaz was able to plan out every step in detail, assuming what people would do next. He is a master at his craft, I will tell you that.
Okay, so now onto some character studies:
I am going to start out with Nina. That girl has been through so much already, and it never fully gets better for her. From having to deal with the side effects of the withdrawls from Jurda Parem, having her best friend kidnapped, to having to find out her powers have been altered, to having the love of her life ripped from her, she does not have a good time in this book! I just wanted to wrap her up in a coat and feed her waffles, but she doesn't even really get those either! I just hope that she is able to find peace in Ravka with her fellow Grisha.
Now onto Matthias. He was honestly one of my favorite characters. The way he would try not to like or agree with the Dregs' way of doing things was just so hilarious and when he would try to fend off Nina's advances, I would actually cackle. He was the signal of change in the book. The proof that things could get better, but even that failed him. In his attempt to share the light of truth onto another Druskelle, he was inevitably killed for his beliefs. At least he finally got to kiss Nina, even if it was one of his final acts.
Now we are moving on to Jeseper. We got to meet his dad! Woo!! That was a really interesting relationship and backstory. I really like how sassy he is at all times, even if his sarcasm gets him in to trouble more times than not. Also, I love how he is a great shot because of his innate Grisha abilities. That was freaking amazing and I am so damn happy about it. I also love how smitten he is with Wylan. Like, for Christ's sake he calls him Wy when he starts crying. They are each others' rocks in the seas of shit that they cling to for dear life.
It's Wylan's turn! I hated how he wasn't fully himself for most of the book, but mostly I hated how inadequate he made himself feel. He is a genius and he shouldn't think anything less of himself. His relationship with his mother (who ISN'T dead?!?!?!?) is so sweet. But his brutality and unforgiving nature that shows up throughout the book was kind of a shock. He had been so mousy and quiet in the first book, but boy did that boy spit fire once he found out his father's assholishness. His back story is so tragic, like his father tried to straight up have him murdered when he thought he was just going off to a school that could actually make him happy. Jan Van Ick (lol) deserved every bit of punishment he got. I am glad he got what he wanted out of life. I also am in love with how he and Jesper first met.
Kuwei's got to get a little paragraph too. He is kind of annoying. I decided I didn't overly like him when he tricked Jesper into kissing him. Like, I totally understand, Jes is amazing, but he is TAKEN by my favorite ginger. Step back! I do, however, hope he is successful in finding a cure for Parem and making sure it does not get into the wrong hands.
Off to my boy Kaz. He makes himself out to be this stone cold guy with no feelings, but we all know how much of a lie that is. Holy hell, that boy is smitten with Inej. He takes every precaution he possibly can with her, much to her chagrin, but he just wants her safe. I was constantly yelling at my book, and therefore at him, to just take a chance! Tell Inej how you feel and why you are the way you are, but he wouldn't!!! It was so frustrating! But then, that moment when he is changing her bandages was so freaking tense. Like, they didn't even do anything, but damn, the tension in that room could have hurt someone. And then, at the end when he got her the boat AND found her parents, I almost died. I was so freaking happy he finally did something with his feelings, even if he didn't fully tell her, I think she got the hint. He even got the Menagerie to be shut down and burned, if that doesn't scream romance (from him), I don't know what does! And him getting the Dregs back was such a cool power move! He got every bit of revenge he wanted, including scaring the shit out of Pekka Rollins. So freaking good! Brick by brick bitches!
And finally, it's time for my favorite: Inej. Just like Nina, she has been through too much shit for her being such a youngin'. I am so glad she is okay and that she got her family (all of her family, including the Dregs) back in her life! She has a boat and she gets to go stop human trafficking (something that is really important and actually needs to be done in real life! Go to GAATW.org to find more information on how to stop this human rights violation). I think Inej is so strong in everything she does, but she still has those moments of doubt. When she goes against her "shadow" as she calls her, there are hesitations. She is only able to succeed when she gives in to all of her, both the Wraith and the Acrobat. That is something I think is really striking about her as a character. She isn't just one thing, she compartmentalizes herself, but once she comes together as a whole person, she is better for it. I think Leigh did a great job making Inej into someone to emulate toward (you know, minus the killing thing).
I'm going to write some of my favorite quotes out here, so bear with me for a bit:
"You are forsaken. As you have turned your back on me, so will they turn their backs on you." Inej, 64
"People point guns at each other all the time in Ketterdam. It's basically a handshake." Jesper, 79.
"Vile, ruthless, amoral. Isn't that why you hired Kaz in the first place? Becouse he does the things that no one else dares? Go on, Van Eck. Break my legs and see what happens. Dare him." Inej, 104
"When you were outgunned and out manned, you sought the less defended targets." Matthais, 107
"I would come for you. And if I couldn't walk, I'd crawl to you, and no matter how broken we were, we'd fight our way out together--knives drawn, pistols blazing. Because that's what we do. We never stop fighting." Kaz, 185
"Because through it all, he'd believed that he deserved his father's contempt, and now he could admit that somewhere, in some buried place, he'd hoped there might still be a way back to his father's good favor. Well, his father could keep that good favor and see what it brought him when Kaz Brekker was finished." Wylan, 223
"You aren't a flower, you're every blossom in the world blooming at once. You are a tidal wave. You're a stampede. You are overwhelming." Matthias, 233
"When Inej was on the high wire, it became her world. She could feel its tilt and pull. It was a planet and she was its moon. There was a simplicity to it that she never felt on the swings, where she was carried away by momentum. She loved the stillness she could find on the wire, and it was something no one else understood." Inej, 272
"After all she'd endured, he was the weak one. But she would never know what it was like for him to see Nina pull her close, watch Jesper loop his arm though hers, what it was to stand in doorways and against walls and know he could never draw nearer." Kaz, 364
"Wylan summoned every bit of bravado he'd learned from Nina, the will he's learned from Matthias, the focus he'd studied in Kax, the courage he'd learned from Inej, and the wild, reckless hope he learned from Jesper, the belief that no matter the odds, somehow they would win." Wylan, 427
"But just as surely as life connected everything, so did death. It was that endless, fast-running river. She'd dipped her fingers into its current, held the eddy of its power n her hand. She was the Queen of Mourning, and in its depths, she would never drown." Nina, 455
"But what about the rest of us? What about the nobodies and the nothings, the invisible girls? We learn to hold our heads as if we wear crowns. We learn to wring magic from the ordinary. That was how you survived when you weren't chosen, when there was no royal blood in your veins. When the world owed you nothing, you demanded something of it anyway." Inej, 460
Overall, I freaking loved this series. I am so sad to see it go, but I was glad to be a part of it. Leigh, if you read this (which I doubt you will, but whatever) I want to thank you for your phenomenal writing in this world and I cannot wait to see what you do next!