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Six Crimson Cranes
Six Crimson Cranes
Elizabeth Lim | 2021 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Wow!
Where do I start?
Wow!
In a kingdom which has banned magic and banished all demons to the Holy Mountains, Princess Shiori must hide her magical blood from those around her, in particular her six brothers, her mysterious stepmother and her father, the Emperor.
However, when a combination of magic and stubbornness derails Shiori’s betrothal ceremony the princess discovers that she is not the only family member hiding their gift. After spying on her stepmother, Shiori is convinced that her father’s wife is a demon and turns to her brothers…with disastrous consequences.
With her six brothers transformed into cranes, Shiori is alone, cast far away from the palace and forced to remain mute: for every word she utters, one brother will die! She is also unrecognisable, her magic is locked and she cannot reveal her past to anyone. Powerless, abandoned and mute- can Shiori save her six older brothers and return home to defeat her stepmother?
Shiori herself is an amazing protagonist. She is young, impulsive, stubborn but also has the biggest heart. Her love for her brothers (and food) is integral to her personality and the comfort she takes in the memories of her mother is beautiful.
Initially, Shiori’s life may appear to be a fairytale with extravagant robes and magnificent palaces. Maybe that is why Lim creates a fairytale-worthy curse? With a lost voice, a lost pink slipper and a city put to sleep, Elizabeth Lim certainly showcases some of the magic we saw in her Disney Twisted Tale novels.
Shiori’s journey to save her brothers is one of tremendous bravery and courage and it is along this path that the princess truly discovers her inner strength. She also matures immensely (it’s probably inevitable when your stepmother curses you) but Shiori experiences the hardships of the world around her, learns who to trust and realises that sometimes poison (or a curse) can be a “medicine in disguise”.
The supporting cast within Six Crimson Cranes are also incredible. Seryu the dragon prince with his ruby eyes and green hair clearly cares for Shiori. Will he try to sway her affections in book two? He will have to compete with Takkan, the loyal, picture-perfect prince who protected Shiori when no-one else did, long before he knew her true identity.
Shiori’s stepmother, Raikama, was possibly the most complex character. Despite only being present at the beginning and end of the novel, she spends 90% of the book as a villain – and the reader is fully on board with this! However, Lim’s ingenious use of Shiori’s faint memories help her piece together an unfathomable puzzle: why would Raikama curse the siblings instead of killing them? Is this linked to her stepmother’s magic and her mysterious past?
The world building in Six Crimson Cranes is magical. Without breaking the flow of the novel Lim perfectly creates the kingdom of Kiata in our minds, from the manicured grounds of the palace during the Summer Festival, with kites bobbing against azure skies, to the bleak but beautiful Iro, overlooked by Rabbit mountain, glittering in the light of the silver moon. Elizabeth Lim truly transports her readers to these beautiful but dangerous landscapes.
Six Crimson Cranes is a book which surpassed all my expectations. The world building is as magical as its fairy-tale undertones and the characters already feel like old friends. I don’t think I can wait another year for the sequel!
Thank you so so much to Netgalley for providing this amazing opportunity! I received a free digital copy of this book in exchange for an honest review…and now I’m off to pre-order the real thing!
  
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David McK (3425 KP) rated Tarkin in Books

Jan 28, 2019  
Tarkin
Tarkin
James Luceno | 2014 | Science Fiction/Fantasy
4
7.7 (3 Ratings)
Book Rating
"That's impossible! How will the Emperor maintain control without the bureaucracy?"
"The Regional governors now have direct control over their territories. Fear will keep the local systems in line. Fear of this battle station."

That exchange, from the original Star Wars film, pretty much sums up what would become known as the Tarkin Doctrine: that of rule by fear.

While there have been other Star Wars novels based on the other 'bad guys' (Vader, Boba Fett, etc), this is also the first - to the best of my knowledge - based on Grand Moff Wilhuff Tarkin, as portrayed by Peter Cushing in the films, and the first Grand Moff of the Galactic Empire.

"Evacuate? In our moment of triumph? I think you overestimate their chances ..."

While it may not be apparent in the film - particulary when he utters that line seconds before the Death Star is blown up - this also makes him out ot be a strategic mastermind - it is he who oversaw the construction of the Death Star, and he who (in this) works out the identites of those who have stolen his starship that is now cayying out strikes agaisnt Imperial installations, the pursuit of which is the main driving force of the plot behind this novel.

This also goes to show how Vader came to work with Tarkin on board the Death Star, and the defining events of Tarkins earlier life that would go to shape the character he would become.

With all that said, however, the writing style did - at times - put me off, with the novel never really getting me hooked into just what would ahppen next - we all know, for example, that he would survive and not only survive, but prosper by the end of it! It's also not the worst Star Wars book, nor even the worst of the 'New Canon' such books I've read, but nor was it the best - a solid middle-of-the-road entry for me.
  
Haven’t They Grown
Haven’t They Grown
Sophie Hannah | 2020 | Fiction & Poetry, Mystery, Thriller
9
9.0 (1 Ratings)
Book Rating
A compelling story, with an unguessable ending - well, for me, anyway!
Haven’t They Grown starts off with what can only be described as a bizarre incident. Beth decides to go and see what her rich ex-best friend’s house looks like before she drops her son off at his football match - after all, its kind-of on the way. What she is confronted with though, is unbelievable: her friend, Flora, with her two children. Her two SMALL children. Which sounds perfectly normal, but the children look exactly the same as they did 12 years ago.

Beth becomes obsessed by this conundrum, and is determined to find out what is going on. Honestly, at several points I thought I might have picked up a science fiction novel, and there was going to be some rational, clone-based explanation (of course these kinds of explanations are ALWAYS rational in my world!). But there wasn’t. There is a perfectly TWISTED reason behind all of this (and you’ll have to read it to find out!). I didn’t for one moment guess the reason behind the ageless children.

Beth is a determined woman - luckily she seems to have a husband who backs down, supports her and lets her get on with it. Her daughter seems as persistent and driven as her mother - except for when her GCSE revision is involved. Living with a teenager in his final year at school, I can empathise with Beth here - my son will do anything to avoid his revision as well! But Beth’s daughter is a good sounding board for her, and pushes her to do things and ask people questions that her character probably wouldn’t have done on her own.

I really very much enjoyed this. The big reveal at the end completely floored me, and I most definitely hadn’t seen it coming. This is a great, entertaining story, and had me gripped throughout.

Many thanks to Readers First for my copy of this book to read and honestly review.
  
Harbour
Harbour
2015 | City Building, Economic, Fantasy, Humor
“Ugh, I have too much stone and not enough fish! What am I going to do, just magically convert this stone into fish?” In Harbour, the answer is YES. Harbour is a light economic, worker placement, set collection game with fantasy elements to spice up the theming. Your goal is to amass the most victory points at the end of the game and become the greatest Harbourmaster ever!

In Harbour, you control a gobleeple (I am really horrible at this, but it’s a meeple in the shape of a goblin) who travels around town visiting buildings to enact their special abilities. Using these abilities will help you amass goods whose value is ever-changing on a uniquely-designed market board. Knowing when to sell your wood and livestock to purchase buildings is the key factor to creating a strategic path to income and winning the game of Harbour.

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. Furthermore, there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

To setup give each player a gobleeple of their color choice (I choose you, purple!), a player board of their choice – or randomly dealt, and one token of each good to later be placed on their warehouse spaces. Place the main market board in the middle of the table with one goods token per space on the market to indicate starting prices for each good. Have each player now assign goods to warehouse spaces not to exceed three total goods stored. Shuffle the main building cards and place out in a grid a number of cards equal to three plus the number of players (seven total in a four-player game). Determine the starting player and you are ready to begin!

On your turn you must move your gobleeple to another vacant building, even the starting one on your player mat, or another player’s built building (but you must pay them a good to do so). From there you may take advantage of any special abilities that building offers. It could be adjusting the prices of goods, trading one type of good for another, or allowing you to purchase buildings from the grid. Purchasing buildings brings the game closer to its end, as the end is triggered by a player purchasing their fourth building. The round continues until everyone has had equal amount of turns and the player with the highest VP in buildings wins! I will have you play the game to see the various abilities that each player mat and each building offer.

Components. This is a small game in a small box (ironically it’s a Scott Almes design – you know, of Tiny Epic fame). You are given lots of player mats that feature different characters and abilities that you can choose to emulate. These mats are great, laid out well, and have funny flavor text on them. Also included are the aforementioned painted wooden gobleeples in fun colors and with an even funner shrugging pose. To keep track of your goods and market values you use blocks with stickers applied. In addition to this is a giant stack of cards to represent the buildings you will be visiting and purchasing. I have sleeved mine and they all fit back in the box (even with a few promos included). Everything is of great quality. No problems at all for me, as per usual with Tasty Minstrel Games fare.

I do not own many market and economic games because usually they do not really interest me at all. I do have many worker placement games because I really enjoy the mechanic. This one, though, is special to me. It is one of the games I have Kickstarted that I feel really delivered and fires on all cylinders for me. Your opinions may vary if you have played it, but this game is an absolute gem. It is light, fast, and incredibly fun. There is a slight learning curve if you are not used to either economic or worker placement games, but after a few rounds it will all fall into place. If you are looking for a euro game in fun clothing, I highly recommend Harbour (and it’s a steal right now in stores). Purple Phoenix Games gives this one a rousing 10 / 12.