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Azul
Tabletop Game
Introduced by the Moors, azulejos (originally white and blue ceramic tiles) were fully embraced by...
Boardgames ArtGames BeautifulGames
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Brushstrokes from the Past (Soli Hansen Mysteries #4)
Book
WWII and the mid-seventeenth century are entwined in this fourth dual timeline novel about Nazi art...
Historical Fiction Mystery Sweet
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Lyndsey Gollogly (2893 KP) rated The Muse in Books
Jan 30, 2022
18 of 230
Book
The Muse
By Jessie Burton
⭐️⭐️
Seductive, exhilarating and suspenseful, The Muse is an unforgettable novel about aspiration and identity, love and obsession, authenticity and deception – a masterpiece from Jessie Burton, the million-copy bestselling author of The Miniaturist.
A picture hides a thousand words . . .
On a hot July day in 1967, Odelle Bastien climbs the stone steps of the Skelton gallery in London, knowing that her life is about to change forever. Having struggled to find her place in the city since she arrived from Trinidad five years ago, she has been offered a job as a typist under the tutelage of the glamorous and enigmatic Marjorie Quick. But though Quick takes Odelle into her confidence, and unlocks a potential she didn't know she had, she remains a mystery – no more so than when a lost masterpiece with a secret history is delivered to the gallery.
The truth about the painting lies in 1936 and a large house in rural Spain, where Olive Schloss, the daughter of a renowned art dealer, is harbouring ambitions of her own. Into this fragile paradise come artist and revolutionary Isaac Robles and his half-sister Teresa, who immediately insinuate themselves into the Schloss family, with explosive and devastating consequences . . .
Oh it started so well and I was enjoying it but I just got so bored. I really wanted to enjoy this book but I couldn’t find anything to keep me hooked in! The characters were wushu washy and the story lost it appeal. Such a shame!
Book
The Muse
By Jessie Burton
⭐️⭐️
Seductive, exhilarating and suspenseful, The Muse is an unforgettable novel about aspiration and identity, love and obsession, authenticity and deception – a masterpiece from Jessie Burton, the million-copy bestselling author of The Miniaturist.
A picture hides a thousand words . . .
On a hot July day in 1967, Odelle Bastien climbs the stone steps of the Skelton gallery in London, knowing that her life is about to change forever. Having struggled to find her place in the city since she arrived from Trinidad five years ago, she has been offered a job as a typist under the tutelage of the glamorous and enigmatic Marjorie Quick. But though Quick takes Odelle into her confidence, and unlocks a potential she didn't know she had, she remains a mystery – no more so than when a lost masterpiece with a secret history is delivered to the gallery.
The truth about the painting lies in 1936 and a large house in rural Spain, where Olive Schloss, the daughter of a renowned art dealer, is harbouring ambitions of her own. Into this fragile paradise come artist and revolutionary Isaac Robles and his half-sister Teresa, who immediately insinuate themselves into the Schloss family, with explosive and devastating consequences . . .
Oh it started so well and I was enjoying it but I just got so bored. I really wanted to enjoy this book but I couldn’t find anything to keep me hooked in! The characters were wushu washy and the story lost it appeal. Such a shame!
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Lyndsey Gollogly (2893 KP) rated Whispers of the Walker ( The Gateway Trackers book 1) in Books
Oct 11, 2022
184 of 230
Kindle
Whispers of the Walker ( The Gateway Trackers book 1)
By E. E. Holmes
⭐️⭐️⭐️⭐️
It’s been several years since Jess and Hannah Ballard foiled a cataclysmic prophecy that could have destroyed their fellow Durupinen, an ancient clan of women who allow spirits to cross between the worlds of the living and the dead. The girls swore, after the devastation and chaos they endured, they would never get caught up in the inner workings of the Durupinen again.
They were wrong.
After breaking the code of secrecy and facing the judgement of the High Council, Jess and Hannah have no choice but to become Trackers, working to take down those who would exploit the spirit world for profit or power. Their first assignment takes them into the deep South, where Jeremiah Campbell, a self-proclaimed spiritual guru, lures wealthy and desperate devotees with promises of a deeper connection with the dead. As the girls go undercover, it soon becomes clear that Campbell is not merely the con artist they suspected him to be, and that they, and the spirit world they are sworn to protect, are once again in unimaginable danger.
It was good! We pick up with the same characters from The Gateway Trilogy and if you haven’t read those I highly recommend especially before starting this series. It was slight drawn out in a few places but it was good to see where they have all developed. I’m hoping this series is as good as the first this book is definitely on the right track.
Kindle
Whispers of the Walker ( The Gateway Trackers book 1)
By E. E. Holmes
⭐️⭐️⭐️⭐️
It’s been several years since Jess and Hannah Ballard foiled a cataclysmic prophecy that could have destroyed their fellow Durupinen, an ancient clan of women who allow spirits to cross between the worlds of the living and the dead. The girls swore, after the devastation and chaos they endured, they would never get caught up in the inner workings of the Durupinen again.
They were wrong.
After breaking the code of secrecy and facing the judgement of the High Council, Jess and Hannah have no choice but to become Trackers, working to take down those who would exploit the spirit world for profit or power. Their first assignment takes them into the deep South, where Jeremiah Campbell, a self-proclaimed spiritual guru, lures wealthy and desperate devotees with promises of a deeper connection with the dead. As the girls go undercover, it soon becomes clear that Campbell is not merely the con artist they suspected him to be, and that they, and the spirit world they are sworn to protect, are once again in unimaginable danger.
It was good! We pick up with the same characters from The Gateway Trilogy and if you haven’t read those I highly recommend especially before starting this series. It was slight drawn out in a few places but it was good to see where they have all developed. I’m hoping this series is as good as the first this book is definitely on the right track.
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If I Were A Weapon (All These Gifts #1)
Book
See the future. Set things on fire. Fall in love? A superpowered sci-fi romance. When dying alien...
Science Fiction FF Romance
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The Deception (The Secret Tales #2)
Book
A love forged through adversity…. Daughter of an illustrious artist, Lady Charlotte Pheland...
Historical Regency Romance
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Purple Phoenix Games (2266 KP) rated You Said You Could Draw in Tabletop Games
Apr 23, 2021
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
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Purple Phoenix Games (2266 KP) rated Cartooner: The Fast & Furious Game of Drawing Comics in Tabletop Games
Jul 23, 2019
Ok, I need to admit to you all that I am an artist. I am a musician (as we all at Purple Phoenix Games are). Unfortunately, I am nowhere near what anyone would call a competent visual artist (see play pic below for evidence of that). So when I received Cartooner from Japanime Games (thank you!) I was a bit intimidated. I was never good at Pictionary and I thought I was gonna be doomed whilst playing this. If you are like me, please keep reading because I actually did really well with this one.
A typical game of Cartooner will last four rounds and each round will be the same length – five, six, or seven minutes each. During these rounds players will create comics using increasing numbers of panels each round. So Round 1 will be a 2-panel comic, Round 2 will have 4 panels, Round 3 will have 6 panels, and the final round will contain 8 panels to fill with glorious comic gold. This is the basic game flow. Where the actual “game” part comes in is through the use of the two decks of cards.
DISCLAIMER: 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
Three “Theme” cards are dealt at the beginning of the game to each player, which describe the player’s obsessions. Players score points at the end of each round for including their Themes in the comic. This may sound somewhat easy, but the game comes with about 28,000 Theme cards and the combinations can be pretty wonky. For example, for my first game I was dealt Fear of Growing Old, Infidelity, and Desire to Be Famous. My 10-year old niece was dealt Aliens, Flowers, and Animals. I mean, come on! AND her dad is an art teacher (who also played with us and totally killed the art). So I thought I was beaten before we even began. The three Theme cards kept everyone pretty busy in Round 1, but it was about to get harder.
Round 2 introduces a new element to the game that refreshes every round: “Trend” cards. Whomever scored lowest in the previous round will draw Trend cards (the number of which is determined by which round you are currently playing) and choose cards to enact for the upcoming round. Trends are basically bonus cards that you can attempt to incorporate into your comic for the round to score fabulous amounts of points. These are optional, of course, but really can boost those scores for the round, so are not to be ignored.
At the end of each round players will present and read their comics to the group to be scored. Points are awarded for including your Themes, completing objectives from the Trend cards, and also for filling in every panel on your page – which I thought would be a breeze, but apparently eight panels is way too hard for me because I neglected to draw something in the final two panels. Tally up your points from all the rounds and determine the greatest comic artist at the table (it was me)!
Components. This game is a large pad of paper, 28,000 cards, and cardboard VP tokens. You must supply your own writing utensil. As you can see below, I like to live on the edge and used ballpoint pen for my artwork. The tokens are fine and the cards are of good quality. What I really want to highlight is the pad of paper that is provided. Every game each player will need four sheets of paper from the pad, one for each round. These pages are wonderfully organized and include the game rules at the bottom of each page to remind you of what will score points. This helps you to prioritize your panels to include the most VP-worthy elements and to (hopefully) tell a good story as well.
All in all this is a frantic comic drawing game that will have you pulling out your hair trying to compose a somewhat cohesive short visual story including elements that may not, and probably WILL not, fit into that narrative. It is relatively quick, as long as the presentations and arbitrations are held in check for time. We do not have many drawing games in our collections, and I am overjoyed that we now have an enjoyable representative of the genre. Purple Phoenix Games eagerly awards this one a 10/12. Go check it out and test your own illustration skills.
A typical game of Cartooner will last four rounds and each round will be the same length – five, six, or seven minutes each. During these rounds players will create comics using increasing numbers of panels each round. So Round 1 will be a 2-panel comic, Round 2 will have 4 panels, Round 3 will have 6 panels, and the final round will contain 8 panels to fill with glorious comic gold. This is the basic game flow. Where the actual “game” part comes in is through the use of the two decks of cards.
DISCLAIMER: 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
Three “Theme” cards are dealt at the beginning of the game to each player, which describe the player’s obsessions. Players score points at the end of each round for including their Themes in the comic. This may sound somewhat easy, but the game comes with about 28,000 Theme cards and the combinations can be pretty wonky. For example, for my first game I was dealt Fear of Growing Old, Infidelity, and Desire to Be Famous. My 10-year old niece was dealt Aliens, Flowers, and Animals. I mean, come on! AND her dad is an art teacher (who also played with us and totally killed the art). So I thought I was beaten before we even began. The three Theme cards kept everyone pretty busy in Round 1, but it was about to get harder.
Round 2 introduces a new element to the game that refreshes every round: “Trend” cards. Whomever scored lowest in the previous round will draw Trend cards (the number of which is determined by which round you are currently playing) and choose cards to enact for the upcoming round. Trends are basically bonus cards that you can attempt to incorporate into your comic for the round to score fabulous amounts of points. These are optional, of course, but really can boost those scores for the round, so are not to be ignored.
At the end of each round players will present and read their comics to the group to be scored. Points are awarded for including your Themes, completing objectives from the Trend cards, and also for filling in every panel on your page – which I thought would be a breeze, but apparently eight panels is way too hard for me because I neglected to draw something in the final two panels. Tally up your points from all the rounds and determine the greatest comic artist at the table (it was me)!
Components. This game is a large pad of paper, 28,000 cards, and cardboard VP tokens. You must supply your own writing utensil. As you can see below, I like to live on the edge and used ballpoint pen for my artwork. The tokens are fine and the cards are of good quality. What I really want to highlight is the pad of paper that is provided. Every game each player will need four sheets of paper from the pad, one for each round. These pages are wonderfully organized and include the game rules at the bottom of each page to remind you of what will score points. This helps you to prioritize your panels to include the most VP-worthy elements and to (hopefully) tell a good story as well.
All in all this is a frantic comic drawing game that will have you pulling out your hair trying to compose a somewhat cohesive short visual story including elements that may not, and probably WILL not, fit into that narrative. It is relatively quick, as long as the presentations and arbitrations are held in check for time. We do not have many drawing games in our collections, and I am overjoyed that we now have an enjoyable representative of the genre. Purple Phoenix Games eagerly awards this one a 10/12. Go check it out and test your own illustration skills.
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Hazel (1853 KP) rated Start Where You are: A Journal for Self-Exploration in Books
May 30, 2017
Helpful and creative
Start Where You Are is a “self-help” journal put together by an American artist, Meera Lee Patel.It is a book that causes you to think and contemplate about your day, behaviour, life and dreams.
Meera Lee has used her self-taught artistic talents to produce beautiful, hand-rendered typographic compositions for every page of the book. She has selected appropriate quotations that relate to a task she has set the reader on the facing page.
Most of the tasks throughout the book require the reader to think carefully and write down their answers. Each instruction is to help people sort through their true feelings and put their thoughts into some kind of order. For example: “What is something you wish you could leave behind?”
Although Start Where You Are has not (yet) be medically approved by mental health professionals, it contains a lot of deep, meaningful, assignments that can help you to learn more about your own insecurities, anxieties and depression. Meera Lee admits in her introduction that it took her a long time to be comfortable with her own life and spent a lot of time waiting for the future to arrive, but not really knowing how to get there. She discovered that in order to move forward she needed to find out who she really was, what was important to her, and what she wanted out of life. Meera Lee confesses that this is no easy task and warns that some questions within the book will be harder than others – but ultimately Start Where You Are will reveal your true personality, hopes and dreams, and convince you that life is not all doom and gloom.
There is no right or wrong way to complete this book. It is not a course or a linear activity, therefore there is no need to complete the pages in order. Some pages may feel too difficult, which is not a problem – the book’s purpose is not to cause stress – you can skip that task and come back to it when you are ready.
I have found Start Where You Are very interesting so far. I particularly enjoy reading the quotes included in the fantastic artwork. They are all positive and inspiring, showing the brighter side of life. As an artist, I have decided to also use this book as a way of practising my art skills. Recently art journal photographs that have appeared on Pinterest have been inspiring me to make my own. Instead of starting with a blank book I am using Meera Lee’s publication instead. On each page I complete the task given, but instead of merely writing my answers down, I display them in some sort of typographic or illustrative composition. So not only is Start Where You Are benefitting my mental health and thought processes, it is helping to improve my art skills too.
I highly recommend Start Where You Are for everyone feeling a little lost and unsure about the future. Whether you have been diagnosed with a mental disorder or are going through a low period of your life, this book is perfect for you to help pick yourself up again. But please remember this is not a form of therapy and is not going to “fix” you. It will either be a bit of fun or something insightful depending on how you approach it.
Meera Lee has used her self-taught artistic talents to produce beautiful, hand-rendered typographic compositions for every page of the book. She has selected appropriate quotations that relate to a task she has set the reader on the facing page.
Most of the tasks throughout the book require the reader to think carefully and write down their answers. Each instruction is to help people sort through their true feelings and put their thoughts into some kind of order. For example: “What is something you wish you could leave behind?”
Although Start Where You Are has not (yet) be medically approved by mental health professionals, it contains a lot of deep, meaningful, assignments that can help you to learn more about your own insecurities, anxieties and depression. Meera Lee admits in her introduction that it took her a long time to be comfortable with her own life and spent a lot of time waiting for the future to arrive, but not really knowing how to get there. She discovered that in order to move forward she needed to find out who she really was, what was important to her, and what she wanted out of life. Meera Lee confesses that this is no easy task and warns that some questions within the book will be harder than others – but ultimately Start Where You Are will reveal your true personality, hopes and dreams, and convince you that life is not all doom and gloom.
There is no right or wrong way to complete this book. It is not a course or a linear activity, therefore there is no need to complete the pages in order. Some pages may feel too difficult, which is not a problem – the book’s purpose is not to cause stress – you can skip that task and come back to it when you are ready.
I have found Start Where You Are very interesting so far. I particularly enjoy reading the quotes included in the fantastic artwork. They are all positive and inspiring, showing the brighter side of life. As an artist, I have decided to also use this book as a way of practising my art skills. Recently art journal photographs that have appeared on Pinterest have been inspiring me to make my own. Instead of starting with a blank book I am using Meera Lee’s publication instead. On each page I complete the task given, but instead of merely writing my answers down, I display them in some sort of typographic or illustrative composition. So not only is Start Where You Are benefitting my mental health and thought processes, it is helping to improve my art skills too.
I highly recommend Start Where You Are for everyone feeling a little lost and unsure about the future. Whether you have been diagnosed with a mental disorder or are going through a low period of your life, this book is perfect for you to help pick yourself up again. But please remember this is not a form of therapy and is not going to “fix” you. It will either be a bit of fun or something insightful depending on how you approach it.