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Debbiereadsbook (1650 KP) rated Conrad (Assassin's To Order #4) in Books
Oct 13, 2023
This is book 4 in the Assassins To Order series, and I strongly recommend you read books 1 to 3 first. OR at least, book 3 Duron. The Devil pops up first in that book.
I think, for me, Sayle and Oliver saved the best for last! I LOVED this, the final book.
Conrad is an assassin, and Kylo a police officer in Paraguay where the lost boys seem to originate from. Kylo has been chasing The Devil for 20 years and calling for an assassin to finally help him seemed like a good idea. Until Conrad gets off the plane and they scent each other: mates!
What I especially liked about this one was that Conrad is fully aware of his sexuality, while his brothers had not been. And Kylo calls to his Dom, much like his lion. And while Kylo is an Alpha male, a panther, he doesn't question Conrad and his connection and what Conrad can do for him, he just goes with it, and accepts what the Fates have planned for him.
Loved that Wyatt pops up, and who with and how THAT all plays out! Kinda saw that coming in the last book, but loved that it gets explained.
The Devil and what happens with all that was a surprise, and I loved the showdown! I'm still not entirely sure how many animals Conrad has, but they range from a blue dragon to a spider and everything inbetween. What happens between them all at the showdown was shocking but Kylo took it all in his stride. Loved that, while Conrad's lion is his most Dominant animal, the dragon has to have the last say!
There is talk of the other assassins, but only Wyatt pops up, The Thalassa guys are mentioned as well, but none appear here. I kinda missed them!
I'll miss ALL these guys, now both series are finished, but I think this really was a fitting end. I do hope we get some follow ups shorts!
I was waiting for this, and it did not disappoint.
5 full and shiny stars
*same worded review will appear elsewhere
ClareR (6062 KP) rated Savage Beasts in Books
Jul 4, 2023
I thought it was really clever how the Greek myth was woven into Meena’s story, and showed the impact of colonialism. Great Britain doesn’t come out of this well. James’ uncle, Sir Peter Chilcott, is a powerful man in the East India Company. He’s cold, unforgiving, and sees Meena, Indians, Bengali’s, and anyone from anywhere foreign, as below him and little better than an animal.
It made for really uncomfortable reading, and made me so angry!
Meena comes across as being so young but desperate to be older. She’s determined to make a good life for herself and her child - despite how difficult James and his reprehensible family make it for her.
Honestly, by the end I firmly believed they deserved whatever was coming their way!
I listened to this on audiobook, kindly sent to me via NetGalley by HarperCollins UK Audio. The narrator, Shazia Nicholls, really was outstanding. It always amazes me how a good narrator can make all the characters sound so different - especially in this case, the men. Sir Peter came across as a sneering, superior, calculating monster, and in contrast, Meena was both young and wise - and it felt as though she was really there, speaking for herself. Shazia read with such emotion that it became entirely believable. This could well have been an historical memoir as much as a piece of fiction.
Yes, this is described as a Greek retelling, but it has been made into something all of its own. If you know the story of Medea, then you’ll see where in particular it is borrowing from that story - but this is a great story in its own right. It’s powerful, feminist and it’s about colonialism. It’s a story about family, trust and the devastation of betrayal.
Highly recommended!
Purple Phoenix Games (2266 KP) rated Roar and Write! in Tabletop Games
Jul 2, 2020
A new ruler in The Animal Kingdoms is needed and it is up to you to appease the five sitting council members for consideration. By giving them exactly what they want you will be able to improve your standing and possibly rise to the top in this quick-playing dice game.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be 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 back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
Setup for Roar and Write! is simple. Choose a difficulty level to be played, assign the required council leaders, each with their own requirements to satisfy, deal each player a pencil, scoresheet, and one Personal Agenda card (secret goals to satisfy throughout the game). You are now ready to begin appeasing!
Roar and Write! takes place over five ages (rounds) and each age consists of three dice rolls. Each time the dice are rolled, players may choose which, or all, dice results to be used to influence the council members on their sheet. Any leftover dice results can be used in the Kingdoms area at the top of the sheet – first number is free each roll, but will cost a Council Offering spot for every Kingdom result added thereafter. Example – I use three 4s for Council Offerings, and the remaining results are two 5s and a 1. I want to use the two 5s so I mark both of them up in the Kingdom area and mark one Council Offering box with an X to decrease my ability to fill more spots there. A sacrifice and a gamble. Gotta love it!
Each Council member has unique requirements to satisfy, and players can only concentrate on one Council member per age, and choosing one early in the age to complete has advantages in extra points scored. Players also have their secret Personal Agendas (agendae?) to consider each age as well. Play continues through three rolls in each of the five ages. Once the final roll has been completed and players have done what they can to score as many points as possible, end game scoring happen to determine the winner of the game and the next ruler of the Animal Kingdom!
Components. Again, this is a prototype copy of the game, and certain components will probably be adjusted throughout the course of a successful Kickstarter campaign. That said, what we were shipped is a GORGEOUS game in a Tiny Epic-sized box. The table footprint is excellently small, the artwork is simply stunning, and I truly cannot wait to see what upgrades the KS campaign will bring.
What I love about roll and writes is probably true about most games in the genre: being able to see what is rolled and create my own strategy. Players aren’t rolling to move ahead more spaces than other players. They aren’t attacking each other. They are simply trying to get the best score. To maximize the usage of the resources provided to them. That said, this game has no player interaction whatsoever. I typically frown upon games where it is, “multiplayer solitaire” (thanks Duke Alex). However, Roar and Write is so fast and so engaging, that I really didn’t have time to worry about other players, nor did I really care what they were doing. In the end, it’s all about the points, and that’s what makes this a great game – I can play it with any group size, and I have been pleasantly surprised at how happy I was to play it solo as well.
So, if you are in the market for a roll and write game that is small in size, packs a decent crunchy punch, and has simply amazing art, Roar and Write! should be next on your wish list. Please consider backing it on Kickstarter, which will be launching at the end of June, 2020. I know I’ll be on the prowl to be gifting these little cuties to my friends and family!
Purple Phoenix Games (2266 KP) rated Com-Pet-Ability in Tabletop Games
Apr 14, 2020
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.



