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Lottie disney bookworm (1056 KP) rated The Kingdom in Books
Sep 20, 2020
“Where Happily Ever After is not just a promise, but a rule”
I mean with a tag line like that you can’t not be drawn in by this book! If that doesn’t grab you then the gorgeous cover art will.
Once you get past the wonderful aesthetics; the ‘Disney x Westworld x Big Little Lies’ reality that Jess Rothenberg conjures is sure to captivate you. Rothenberg manages to describe her Kingdom in such minute detail without it seeming contrite: the brazen references to meet and greets, monorails and “the park” are like catnip to a Disney geek like myself; whilst the proclamation from the outset that a crime has occurred appeals to the (slightly) more mature side of this 32 year old bookworm.
The Kingdom is a magical place where dreams come true: or is it? The star attractions: the princesses; are beautiful, perfect, always say the right thing and…are Artificial Intelligence. Their sophisticated technology, wireless signals and encyclopaedic knowledge ensure the princesses are as perfect as possible but it quickly becomes apparent that the princesses are, in fact, prisoners: constantly under surveillance, tracked by GPS implants in their wrists and strapped to their beds at “downtime”.
Ana is our princess and storyteller, opening her world to the reader and introducing us to her “sisters”, “mother” and “father” as well as those who have slightly less favourable views towards the AI, or Fantasists as they are known. There is no doubt that Ana is advanced in comparison to other Fantasists that we meet: she is aware of the park’s wireless blind spots and admits she becomes weary of some songs, unruly children and fathers with wandering eyes. Ironically, Ana is a profoundly human character with whom the reader immediately allies themselves with. Despite clearly being a suspect in the ongoing murder trial, I can’t see any reader convicting Ana. On the contrary, it is a real testament to Jess Rothenberg’s writing that the reader identifies with the Fantasists over and above every human character in her novel. Even Owen, the main human character, is never entirely trustworthy and does not reveal his intentions readily.
The format of The Kingdom is unlike anything else out there at the moment, in my opinion. The mix of prose, advertisements, interviews, trial transcripts and even apps allow our Fantasist to tell her story but also allows the reader to meet personnel and witness events that Ana would never see. This aspect is crucial to the murder mystery vibe of The Kingdom and Rothenberg leaves the reader guessing right to the very end and begging for a sequel.
Rothenberg’s kingdom is quick to show its murkier, thornier side. Those who question their surroundings are made an example of; nature is manipulated for entertainment and nothing is what it seems. If you haven’t guessed by now, I absolutely adored this book. It had me gripped from beginning to end. If you read one Disney book this year- read this one!
I mean with a tag line like that you can’t not be drawn in by this book! If that doesn’t grab you then the gorgeous cover art will.
Once you get past the wonderful aesthetics; the ‘Disney x Westworld x Big Little Lies’ reality that Jess Rothenberg conjures is sure to captivate you. Rothenberg manages to describe her Kingdom in such minute detail without it seeming contrite: the brazen references to meet and greets, monorails and “the park” are like catnip to a Disney geek like myself; whilst the proclamation from the outset that a crime has occurred appeals to the (slightly) more mature side of this 32 year old bookworm.
The Kingdom is a magical place where dreams come true: or is it? The star attractions: the princesses; are beautiful, perfect, always say the right thing and…are Artificial Intelligence. Their sophisticated technology, wireless signals and encyclopaedic knowledge ensure the princesses are as perfect as possible but it quickly becomes apparent that the princesses are, in fact, prisoners: constantly under surveillance, tracked by GPS implants in their wrists and strapped to their beds at “downtime”.
Ana is our princess and storyteller, opening her world to the reader and introducing us to her “sisters”, “mother” and “father” as well as those who have slightly less favourable views towards the AI, or Fantasists as they are known. There is no doubt that Ana is advanced in comparison to other Fantasists that we meet: she is aware of the park’s wireless blind spots and admits she becomes weary of some songs, unruly children and fathers with wandering eyes. Ironically, Ana is a profoundly human character with whom the reader immediately allies themselves with. Despite clearly being a suspect in the ongoing murder trial, I can’t see any reader convicting Ana. On the contrary, it is a real testament to Jess Rothenberg’s writing that the reader identifies with the Fantasists over and above every human character in her novel. Even Owen, the main human character, is never entirely trustworthy and does not reveal his intentions readily.
The format of The Kingdom is unlike anything else out there at the moment, in my opinion. The mix of prose, advertisements, interviews, trial transcripts and even apps allow our Fantasist to tell her story but also allows the reader to meet personnel and witness events that Ana would never see. This aspect is crucial to the murder mystery vibe of The Kingdom and Rothenberg leaves the reader guessing right to the very end and begging for a sequel.
Rothenberg’s kingdom is quick to show its murkier, thornier side. Those who question their surroundings are made an example of; nature is manipulated for entertainment and nothing is what it seems. If you haven’t guessed by now, I absolutely adored this book. It had me gripped from beginning to end. If you read one Disney book this year- read this one!

Eleanor Luhar (47 KP) rated The Outs in Books
Jun 24, 2019
Well this was... an interesting read...
Just gonna quickly put a little trigger warning in here, as there is graphic and emotional descriptions of depression and suicide. But the story isn't about these things, and they aren't properly talked about until far later in the novel.
You're thrown right into the deep end from page one, having to put the pieces together as the plot progresses. We meet one of our protagonists, Caleb, in an unfamiliar room with mysterious men and a random little girl. He ends up taking her with him as he runs, trying to figure out what he did during the Outs.
The Outs are kinda confusing. They're moments in time where electrical appliances all fail, and anything that happens is forgotten as soon as the Outs end. Oh, and anyone killed during the Outs is resurrected from the dead.
I'm really not sure how to describe this book. The plot is super confusing - Caleb and his aphasic friend, Kitzi, take this weird little girl (Amanda) who somehow has powers over everyone and everything, in an attempt to stop Deeds and his army of Deadheaders. Caleb has a psychopathic voice in his head called Crimes, Amanda's dreams come true, Kitzi's suicide happens to have taken place at the same time the Outs started, she can smell the truth - and somehow they're all connected to the Outs? These three individuals - and many others along the way - each have a big part in what is happening. But how?
Honestly, I cannot explain it. There are so many little ties and strings throughout this book that all add up, and I couldn't possibly include them all.
It definitely is a unique book. The idea is pretty good, too - the whole "nightmares becoming real" and all. But I just didn't connect; I don't know if it was the pacing or what, but I just didn't feel involved in it.
I feel like I should've been able to sympathise with the characters more - they had good backstories, emotional and family issues that different people should be able to relate to. And the narration following Kitzi often makes references to comic books which I personally really appreciated. But I just didn't quite feel them. Maybe it's just me - there's nothing wrong with the writing in particular, so maybe it's just personal preference. I don't know.
I had a few typos in my copy but I received an ARC, not a final copy, so that shouldn't affect anyone buying the book. I loved the cover, and the art at each chapter start was great. Also, the inclusion of "Notes From Last Night" (a site where people recorded notes during the outs for after they forget) was awesome, too. It added a whole other dimension to the world, an extra little bit of interest.
I wanted to like this, I really did. And I didn't dislike it - but it didn't feel like anything special to me. 3 stars for The Outs.
Just gonna quickly put a little trigger warning in here, as there is graphic and emotional descriptions of depression and suicide. But the story isn't about these things, and they aren't properly talked about until far later in the novel.
You're thrown right into the deep end from page one, having to put the pieces together as the plot progresses. We meet one of our protagonists, Caleb, in an unfamiliar room with mysterious men and a random little girl. He ends up taking her with him as he runs, trying to figure out what he did during the Outs.
The Outs are kinda confusing. They're moments in time where electrical appliances all fail, and anything that happens is forgotten as soon as the Outs end. Oh, and anyone killed during the Outs is resurrected from the dead.
I'm really not sure how to describe this book. The plot is super confusing - Caleb and his aphasic friend, Kitzi, take this weird little girl (Amanda) who somehow has powers over everyone and everything, in an attempt to stop Deeds and his army of Deadheaders. Caleb has a psychopathic voice in his head called Crimes, Amanda's dreams come true, Kitzi's suicide happens to have taken place at the same time the Outs started, she can smell the truth - and somehow they're all connected to the Outs? These three individuals - and many others along the way - each have a big part in what is happening. But how?
Honestly, I cannot explain it. There are so many little ties and strings throughout this book that all add up, and I couldn't possibly include them all.
It definitely is a unique book. The idea is pretty good, too - the whole "nightmares becoming real" and all. But I just didn't connect; I don't know if it was the pacing or what, but I just didn't feel involved in it.
I feel like I should've been able to sympathise with the characters more - they had good backstories, emotional and family issues that different people should be able to relate to. And the narration following Kitzi often makes references to comic books which I personally really appreciated. But I just didn't quite feel them. Maybe it's just me - there's nothing wrong with the writing in particular, so maybe it's just personal preference. I don't know.
I had a few typos in my copy but I received an ARC, not a final copy, so that shouldn't affect anyone buying the book. I loved the cover, and the art at each chapter start was great. Also, the inclusion of "Notes From Last Night" (a site where people recorded notes during the outs for after they forget) was awesome, too. It added a whole other dimension to the world, an extra little bit of interest.
I wanted to like this, I really did. And I didn't dislike it - but it didn't feel like anything special to me. 3 stars for The Outs.

Colt Express
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The game officially transposed from Colt Express, the famous train robbery boardgame. Plot your...
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Purple Phoenix Games (2266 KP) rated Lonely Undead in Tabletop Games
May 24, 2021
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!
Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.
Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.
When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.
Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).
In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.
That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.
In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.
I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.
CHOMP!

Daniel Boyd (1066 KP) rated Rick and Morty - Season 2 in TV
Jul 21, 2017
Absolute insanity (1 more)
Will leave you in stitches throughout
The Universe Is A Crazy and Chaotic Place…
Rick & Morty was one of those shows that totally flew under the radar for me while it was on the air for months, then all of a sudden almost every podcast and youtuber that I subscribe to were recommending it. Though by the time that I was recommended it, I was aware it was an Adult Swim show, so I assumed each episode would only be around six or seven minutes long and put it on the backburner. Then one day I had run out of things to watch, I was up to date on all of my youtube videos and decided to give it a shot. Whilst I didn’t fall in love with it immediately, it did hook me right away and I was pleased to learn each episode was 20 minutes long and because the episodes are so short, I decided to watch a few episodes in a row and by the time I had finished watching Anatomy Park, the third episode of the first season, I realised how great this show was. The writing is so off the wall and insane yet dry that it works and the characters and the dynamic that they have is honestly hilarious, the comedic timing is also spot on. If you haven’t seen the show, think a blend of Family Guy style animation, with a backdrop of a Back To The Future or Doctor Who kind of universe and sprinkled with Always Sunny In Philadelphia style comedy. There is so much about this show that makes it funny, the sheer insanity and traumatisation that Rick exposes his grandchildren to, only to then brush it off as if it is totally normal as it is them that are overreacting and then there is Gerry and Beth’s broken marriage that only exists because Gerry got Beth pregnant with Summer when they were teenagers. Rick and Gerry are probably my two favourite characters in the show, Rick because you know he has seen so many insane things all over the galaxy over the years that literally nothing bothers him anymore and everything is normal to him, no matter how insane it seems to us and the other characters in the show and Gerry because of his exceptional mediocrity and impressive amount of general naivety. Also it would be criminal not to mention the other vast array of fantastically hilarious characters that we meet throughout the show, from Mr Meeseeks, (look at me!) to Mr Poopybutthole, to Birdperson, the list goes on getting more and more crazy as it does. The show is two seasons in so far, with a total of 21 episodes and I can honestly say that there is not one episode that I don’t like. I do have my favourites however, like M Night Shamaliens, when Rick, Morty and Gerry are stuck in a simulation of the real world and Gerry thinks he is having the greatest day of his life, or Rick Potion No.9, where said potion makes everybody fall in love with Morty, then transform into grotesque monsters, so they simply leave that reality behind and move into a fresh one, or Raising Gazorpazorp, where Morty goes through fatherhood in the space of a day, or Mortynight Run where they leave Gerry in a nursing home full of other Gerrys, I don’t want to spoil too much for those who haven’t seen it, but if you haven’t then stop watching this review right now and go watch Rick & Morty. The animation uses an odd art style, which may be initially off-putting, but a few episodes in, it becomes clear that this animation is to a high standard, just done in an odd style. The voice acting also seems fairly amateur at first, but as the show goes on and you get to know the characters and the world, the voice acting actually works perfectly in unison with the way that the show is written.
There isn’t much more to say, this show has hardly any negative qualities, it is one of the best animated shows that I have seen in the last decade and it is totally my kind of humour.
There isn’t much more to say, this show has hardly any negative qualities, it is one of the best animated shows that I have seen in the last decade and it is totally my kind of humour.

Sophia (Bookwyrming Thoughts) (530 KP) rated The Vault of Dreamers in Books
Jan 23, 2020
I've always wanted to read a book about dreams. Nothing too specific – but the synopsis for O'Brien's latest novel piqued my interest because it was just that. Dreams. A book on dreams may have been on my reading bucket list of unique books, and now I can happily cross it off. An impossible bucket list item is to complete my TBR pile. If not, at least 50% – that'll only happen if I add no more books, which isn't happening anytime soon.
The Vault of Dreamers had a completely different concept that I had been dreaming of, but despite the fact I was thinking of something else entirely, the idea behind The Vault of Dreamers was perfect. Dreams = Hope. What better way than placing that in a prestigious school of art, competition, and to top it off – a reality show? Definitely a dream come true for some – as much as I want to try my hand in acting one day, a camera stalking my every move 24/7 is NOT my dream come true.
Rosie Sinclair is one of the students attending the school – called the Forge School, and the show is called the Forge Show. Not exactly a creative name in my opinion (Forge???). Though, as you read the book and as Rosie finds out what's really happening at night at the Forge School, the name makes a lot of sense. Especially when you take a peek at forge's etymology.
Rosie's sort of different from other characters I read – she's rebellious from the start. She doesn't find anything amiss among the school at first, so her breaking rules straight from the beginning is simple – she misses night. Most I come across are say... going with the flow. Everything's happy until something sinister happens or said character finds something sinister about something. Rosie, well, she's all "I'm a rebellious person, and I'll be breaking rules after laying low for awhile."
The voices Rosie has is really weird as well. O'Brien writes those as though Rosie is two people – she even replies with her thoughts to that voice! If that's not odd, I don't know what is. Actually, I can think of a lot of other things that can be more odd, but that's beside the point.
What I still don't get, however, is why Rosie went to the Forge School when a) she hates cameras and prefers being behind them instead and b) she knew full well when she applied that she would be watched 24/7. The Forge Show isn't one of those shows that go blah – it's widely popular. And with the Internet still existing in Rosie's world, why isn't there a YouTube of sorts? Is everyone that addicted to The Forge Show that there's nothing else to watch? Or is it just the thrill of watching 12 hours – even AGT isn't that long! – of students in grades 10-12 competing for fame? No wonder reality shows are flying up the charts – guys, what happened to the wondrous days of Code Lyoko? :p
As much as I enjoyed following Rosie around as she tries to find out what's going on at night at The Forge School, I was sort of disappointed in the ending. Well, the last chapter, which technically counts as the end. The run down? <spoiler>Rosie gets caught breaking the rules twice, finds out the actual truth of what's going on, dean and co tries to stop her, which results in her being whisked away from the world forever. Essentially, Rosie is dead, yet not dead. Until she's 18, but how much time passes between getting caught and the last chapter, I have no clue. The ending's all very open-ended – which CAN have it's perks – but I don't know what's going to happen with Rosie. However... it's rare the villain wins.</spoiler>
The Vault of Dreamers will most likely appeal to those interested in reading about a reality show where everything is not what it may seem behind cameras. I may look into O'Brien's other works.
------------------
Advanced review copy provided by Macmillan for review
Original Rating: 3.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/09/arc-review-the-vault-of-dreamers-by-caragh-m-obrien.html">Bookwyrming Thoughts</a>
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The Vault of Dreamers had a completely different concept that I had been dreaming of, but despite the fact I was thinking of something else entirely, the idea behind The Vault of Dreamers was perfect. Dreams = Hope. What better way than placing that in a prestigious school of art, competition, and to top it off – a reality show? Definitely a dream come true for some – as much as I want to try my hand in acting one day, a camera stalking my every move 24/7 is NOT my dream come true.
Rosie Sinclair is one of the students attending the school – called the Forge School, and the show is called the Forge Show. Not exactly a creative name in my opinion (Forge???). Though, as you read the book and as Rosie finds out what's really happening at night at the Forge School, the name makes a lot of sense. Especially when you take a peek at forge's etymology.
Rosie's sort of different from other characters I read – she's rebellious from the start. She doesn't find anything amiss among the school at first, so her breaking rules straight from the beginning is simple – she misses night. Most I come across are say... going with the flow. Everything's happy until something sinister happens or said character finds something sinister about something. Rosie, well, she's all "I'm a rebellious person, and I'll be breaking rules after laying low for awhile."
The voices Rosie has is really weird as well. O'Brien writes those as though Rosie is two people – she even replies with her thoughts to that voice! If that's not odd, I don't know what is. Actually, I can think of a lot of other things that can be more odd, but that's beside the point.
What I still don't get, however, is why Rosie went to the Forge School when a) she hates cameras and prefers being behind them instead and b) she knew full well when she applied that she would be watched 24/7. The Forge Show isn't one of those shows that go blah – it's widely popular. And with the Internet still existing in Rosie's world, why isn't there a YouTube of sorts? Is everyone that addicted to The Forge Show that there's nothing else to watch? Or is it just the thrill of watching 12 hours – even AGT isn't that long! – of students in grades 10-12 competing for fame? No wonder reality shows are flying up the charts – guys, what happened to the wondrous days of Code Lyoko? :p
As much as I enjoyed following Rosie around as she tries to find out what's going on at night at The Forge School, I was sort of disappointed in the ending. Well, the last chapter, which technically counts as the end. The run down? <spoiler>Rosie gets caught breaking the rules twice, finds out the actual truth of what's going on, dean and co tries to stop her, which results in her being whisked away from the world forever. Essentially, Rosie is dead, yet not dead. Until she's 18, but how much time passes between getting caught and the last chapter, I have no clue. The ending's all very open-ended – which CAN have it's perks – but I don't know what's going to happen with Rosie. However... it's rare the villain wins.</spoiler>
The Vault of Dreamers will most likely appeal to those interested in reading about a reality show where everything is not what it may seem behind cameras. I may look into O'Brien's other works.
------------------
Advanced review copy provided by Macmillan for review
Original Rating: 3.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/09/arc-review-the-vault-of-dreamers-by-caragh-m-obrien.html">Bookwyrming Thoughts</a>
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Prom Dress Designer 3D: Fashion Studio for Girls
Lifestyle and Games
App
*** Design your own magical prom dress in this fascinating prom salon fashion game! *** * Girls,...

Purple Phoenix Games (2266 KP) rated Evo (second edition) in Tabletop Games
Oct 11, 2019
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We 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 online or from your FLGS. -T
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We 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 online or from your FLGS. -T
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.