Search

Search only in certain items:

Behind Closed Doors
Behind Closed Doors
B.A. Paris | 2016 | Fiction & Poetry, Thriller
2
8.0 (18 Ratings)
Book Rating
This book got me into writing reviews (0 more)
Pretty much everything (0 more)
The book that made me angry
Contains spoilers, click to show
So, where do i start?
It took me one and a half day to read it, purely because I wanted to get it over with...
I must warn you, there might be some spoilers here, so unless you're not interested in reading the book I wouldn't continue with the review.
I just found the entire story so unrealistic and badly written, that it really makes me angry when I see all these five star reviews. For what, I'm asking?
Let me take you through some of my biggest issues with the story:
Issue number 1.:
Imagine you're 32 years old Grace, single, with the most amazing job as a buyer for Harrods with constant trips to South America. You're also about to become a legal guardian to your little sister with Down Syndrome. You meet this gorgeous man named Jack, whom you immediately fall in love with due to a lovely act of kindness towards your sister. This man within no time at all proposes to you and with that asks you to quit your job, sell your house and let him be the legal guardian as well. Any alarm bells yet??
He then says he wants the wedding to happen straight away. He's very manipulative, he makes all the decisions about the ceremony by himself; he decides the date, the venue, he even picks your dress.
Now the biggest giveaway that the fella is bad news is when he disappears on your wedding night and doesn't answer his phone, then in the morning texts you saying: Stop being so dramatic! I'll see you in front of the hotel at 11.
Wouldn't this be enough? Wouldn't you start thinking, that maybe you don't know enough about your husband, that you rushed into things?
What responsible woman would ever do that? I mean, seriously?! Ok, maybe if she didn't have Millie(her sister) and thought, that this might be the last chance to be with someone, than maybe she would agree for that quick a wedding. Or if she didn't have that good a job... Not like that though, I just don't see it. I think this could only happen if Grace herself had some sort of personality disorder or at least a very, very low self esteem.
Issue number 2.:
The constant threats about sending Millie to asylum...what asylum? This isn't Batman and Gotham city, asylums like that don't exist anymore. And since when people with Down Syndrome are held in Psychiatric Hospitals (as that's what they're called!). Not just that, you can't just admit someone to one of them. There are assessments and number of tests done with the patient, which means that only good things could come out that, as Millie would have told doctors what's really happening and the police would be called...simple.
Issue number 3.:
Grace had so many chances to escape, that it's actually funny. She could scream in the restaurant, shout for help, refuse to leave, do something!!
Issue number 4.:
Then there's the ending...
Grace in some miraculous way gets away with murder... In this fantasy world filled with lawyers, psychopaths & wealth, the author didn't think about forensics...hmm, or is it just me?
Even though I can honestly say I've read worse (Husband's secret, Sister's secret etc), this was a very painful and frustrating read...
  
Alice Takes Back Wonderland
Alice Takes Back Wonderland
David D. Hammons | 2015 | Fiction & Poetry, Science Fiction/Fantasy
6
8.7 (3 Ratings)
Book Rating
Review copy provided by the publisher via Netgalley
This review and more can be found at <a href="http://www.inwonderlandbookblog.com/2016/01/alice-takes-back-wonderland-review.html">In Wonderland</a>

Alice Takes Back Wonderland is one peculiar book – it took awhile for me to get into the story, but not bad overall (I've read worse).

The main character, Alice, is a little similar to Alyssa from Splintered – she talks to bugs and flowers, and they talk to her as well. And unlike Alyssa, who keeps her "ability" a secret, those around Alice assume she's a nutcase – she's been assumed to have schizophrenia along with ADHD. Alice also isn't related to Wonderland Alice – she just ended up going down the rabbit hole at seven and came back a completely different person.

Years later, just when Alice thinks everything in Wonderland was an imagination, the White Rabbit appears again to bring Alice back to save Wonderland. There, Ace of Spades has taken over the land and has been trying to "humanize" the creatures by taking the wonder out of them, thus taking Alice back down the rabbit hole once more.

When Hammons introduces us to Wonderland and Alice tries to reunite with the creatures she met when she was seven, it's really hard to get into the story (and at the beginning too – no fun). There's a lot of nonsense going on in Wonderland with very little sense – I haven't read Alice In Wonderland by Lewis Carroll myself, but I personally think Hammons did a pretty good job trying to capture the nonsensical aspect Carroll uses in the original story.

Now, in the case of getting me to read the story, however, I'm starting to think I should just call it off (much to Ella's dismay).

As soon as Alice leaves Wonderland to recruit other kingdoms (fairy tales), on the other hand, the story becomes less nonsensical and more of something that I could fully comprehend and wrap my head around. (I got the gist of Wonderland – I did not understand what all the creatures were saying.) Hammons introduces us Peter Pan and the Lost Boys, Pinocchio, Cinderella, Snow White, Sleeping Beauty – all recognizable in some way. But that's not all the fairy tales involved.

Hammons also throws in heroes of myth and legend as well – people such as Joan the Ark, Hercules, King Arthur, Loki, etc. At that point, I pretty much took a step back (or almost) from the book. There are way too many tales involved in this battle to take back Wonderland and stop the Ace of Spades from taking the wonder out of everyone. Those characters don't play a major role like Peter Pan, Pinocchio, Snow White, and all the ones mentioned earlier, so it's less confusing. I just think Hammons should have kept it strictly at fairy tales rather than all of them.

(I'll give him this: all of them are individual kingdoms instead of mushed together into one. Less confusing.)

To make it worse, most of the characters also play multiple roles, which I won't say because I might spoil something. But still – too much myth and legend is mentioned in this vast world Hammons creates.

Overall, not bad for a book that takes far too many tales into its plot. It takes some time to get used to the story, but once you get past Wonderland's bit of remaining nonsense and enter Neverland and the Grimm Kingdom, the story has an adventure or two as Alice learns that maybe fairy tales aren't as literal as they seem.
  
Fast &amp; Furious 6 (2013)
Fast & Furious 6 (2013)
2013 | Action
Flying...Headbutt
The gang is back in Fast & Furious 6 to take down a group of criminals led by someone that was once their own…I gotta tell you, after I watched this movie, my inner me clapped. Not because this was a phenomenal movie, but because director Justin Lin got a legit grasp on what this franchise is supposed to be. Sure it’s action and car chases, rinse and repeat, but I think that was taken way too seriously in the previous five movies. I mean, serious to the point of being flat-out obnoxious. In this sixth installment, Lin embraces the craziness of it all and plays on it, makes it bigger and more ridiculous at times. Seeing this put a smile on my face and made me think this franchise, with however many movies it has left, just might have some legs afterall. Clearly I feel some kind of way as this is the longest Intro I’ve written in a long time.

Acting: 10

Beginning: 6
If you’ve seen one of these beginnings, you’ve seen them all. There’s not much new under the sun here but it’s definitely better than average. I’ve seen worse starts, I’ll just say that.

Characters: 10
Ok, so these guys are not going to wow you with their exponential growth throughout the movie, but they’re still fun characters. Dom, Letty, Brian…when you see them all together, you get a real sense of what they are going for: really creating a family-like atmosphere. These guys have been through hell and back together and you can’t help but feel connected to them at this sixth installment. Roman (Tyrese Gibson) is just the best. His comedic timing can be everything in a scene and he’s a blast to watch. His character is literally there for a charm effect and you know what? It works.

Cinematography/Visuals: 9

Conflict: 8

Entertainment Value: 7
Here’s what makes this movie entertaining: The absolute ridiculousness of it all. After seeing Dom singlehandedly lift a car and snidely joke about it, nothing surprises me anymore about these movies. Also two words for you: Flying Headbutt. You’ll thank me later.

Memorability: 7
As always, there are some extremely fun car chases scattered throughout the movie, including one involving a big airplane stunt. Not bad as action movies go. And also: Flying Headbutt.

Pace: 7

Plot: 4
These stories will never be nominated for any type of major awards, that’s no secret. The plans are completely improbable, the bad guys usually over-the-top ridiculous, and the story is a rollercoaster of keeping things interesting. And why the hell does the GOVERNMENT keep calling on these clowns to save the world? Seriously! Just put your expectations aside of finding any plausible story and just enjoy the damn movie.

Resolution: 10
Once the Flying Headbutt (yes, that’s my third mention) happens, it’s all downhill from there. However, the movie does wrap nicely and gives me a sense of completion for the story. It ended with me thinking, “You know, I could probably stomach one more of these.”

Overall: 78
Based on my previous experience with this franchise, I was really surprised by my level of enjoyment for Fast & Furious 6. It’s not a movie I would put on if I had multiple choices, but it’s a movie I could have on in the background as I’m working on my scripts. This franchise is growing…even if its characters aren’t.
  
The Stories You Tell
The Stories You Tell
9
9.0 (1 Ratings)
Book Rating
Private Investigator Roxane Weary and her brother, Andrew, are night owls, but it's still never good news when she gets a call from Andrew in the middle of the night. This time, Andrew tells her that he's just had the strangest visit from Addison Stowe, a young woman who used to work with him at the hotel where he tends bar. She seemed panicked and scared, begging to used Andrew's phone, and she disappeared almost as quickly as she arrived. At Andrew's pleading, Roxane starts looking for Addison, but she quickly realizes this is not a straightforward case. Soon the police are on Addison's trail--and Andrew's too. Add a dead cop to the mix, and it looks like Andrew could be mixed up in something serious.


"Clients hired me to find lots of things, and I took them all seriously--but people, most of all."


So, I won't lie. I have a particular affinity for one Roxane Weary, our sarcastic, intelligent, bisexual PI. This is the third book in Roxane's series, and I just love them all. You know how you can give your iPhone a name? Well, one of mine (I have one for work and one for personal use, okay) is named Roxane. This gritty PI has wormed her way into my heart. And I've said it before and I'll say it again--it's just so refreshing to have a bisexual character in mainstream fiction who is real. She's not a crazy person or a murderer, she's just a smart, complex character. The main character. And when Roxane is talking, it sounds like my own friends hanging out. It makes me happy.


"The state of straight people was troubling."


This book finds Roxane on a slightly personal quest, as her search for Addison gets real fast, once it looks like Andrew could be in some big time trouble. Her searching leads her to a shady nightclub--including its shifty manager--and some of Addison's suburban friends. We also, as mentioned, have a dead cop, meaning that Tom is in full force in this one. Tom is the former partner of Roxane's late father, and Roxane's old flame. I'm happy to report that there's plenty happening in Roxane's personal life--both with Catherine and Tom. Lots of sexual tension and witty banter on a variety of fronts. (And I am the only one who would be perfectly fine if Catherine just disappeared? Roxane deserves someone who treats her properly.)

Anyway, despite a cast of recurring characters, this one will standalone just fine. That being said, if you haven't read the first two books, I highly recommend them. The conversational first-person style Lepionka uses for Roxane is amazing and draws you in from the start. I adore Roxane's voice. (Partially because I deem her my kindred spirit--see below.)


"Apparently he was one of those people who listened to and deleted messages instead of just reading the transcription and ignoring it like I did."


Roxane is a witty, awesome, complex main character, and she's nearly impossible not to love. The story itself is dark and twisted, with plenty of twists and turns to keep you guessing. No gimmicks, just a good mystery. There's lots of humor, lots of surprises, and lots of Roxane, one of the best PIs around. 4.5 stars.
  
Attack the Block (2011)
Attack the Block (2011)
2011 | Action, International
Remember, remember the fifth of November…because that’s when the film Attack the Block (from the producers of “Shaun of the Dead”) begins – on Guy Fawkes Night. If you want to know what that is, use a search engine like I did (there’s even a catchy poem for this British holiday, too).

Anyway, back to the film. It’s Guy Fawkes Night in London, with fireworks exploding throughout the city, a small gang of teens are looking to have a little fun. The gang has 5 people; the leader Moses (John Boyega), Jerome (Leeon Jones), Dennis (Franz Drameh), Biggz (Simon Howard) and Pest (Alex Esmail). During this “fun time” they mug Sam (Jodie Whitaker) a nurse returning home from work. During the course of the mugging an object falls from the sky striking a nearby car. While the gang is distracted, Sam runs off and calls the police. As Moses investigates what hit the car and what he can steal, something scratches his arm and escapes into the night. Moses is so furious, he and the rest of the gang give chase, eventually cornering and killing the creature.

They aren’t sure what the creature is but they know they can probably make money off of it, so they take it to Ron (Nick Frost), the friendly neighborhood drug dealer who lives in their apartment complex, for safe keeping. As the gang enjoys a “relaxing” smoke (don’t worry anti-tobacco people, they aren’t smoking cigarettes), Moses is approached by Hi-Hatz (Jumayn Hunter) the local drug kingpin that Ron works for. Hi-Hatz likes the tough, street-smart Moses and wants him to be one of his dealers, a job Moses considers an honor to be offered.

As Moses’ gang gaze out the apartment’s window at the fireworks exploding over South London they see more aliens landing. They soon discover that these aliens are bigger, stronger, tougher and way more violent than the first one they encountered and, even worse than that, these aliens are coming after them. The gang decides that they have to fight back and protect their block. During one encounter with the aliens, Pest becomes seriously injured and they end up tracking down Sam (the nurse they mugged at the beginning of the movie) for help. Once Sam is convinced that they are telling the truth about the invasion she joins them and eventually a sort of mutual respect forms between her and the members of the gang. Unfortunately while they are fighting off the invasion, Moses’s gang has a falling out with Hi-Hatz. So just to be clear, at a point in the film, Moses and his gang have the police, Hi-Hatz with his crew and aliens chasing after them. Will Moses and his merry men be victorious or will they fall prey to ‘those clamorous harbingers of blood and death’? Sorry, felt the need to quote Shakespeare.

The movie is highly enjoyable with its unique twist on the sci-fi genre blended with a healthy dose of humor, believable action and great anti-heroes. While the movie is a low budget film, the cast put on a big budget performance. The special effects were well done and not over the top like so many other sci-fi action movies I’ve seen. While the movie is a bit on the campy side (which I do enjoy) I do want to point out that with the exception of the alien-thing the film keeps things quite realistic. One negative thing about the film is that because of the British accent and slang I did not understand some of the dialogue (I’m sure the British say the same thing about our movies).

I will be honest, Nick Frost was the driving force behind me wanting to see this movie and I thoroughly enjoyed his scenes but he only has a few scenes. Jodie Whitaker did a very nice job of taking the audience on a journey of a character who, at the beginning is both mad at and afraid of those who had mugged her, but as the movie progresses those feelings are slowly replaced with mutual respect, understanding and friendship. Jumayn Hunter portrayed such a unique drug kingpin I was actually rooting for him (don’t worry law enforcement officials, I will still “Say ‘No’ to Drugs”). The rest of the supporting cast all did wonderful jobs as well but I want to talk about the actors that made up Moses’s Gang.

You wouldn’t know it by watching the movie but this is the first film for John Boyega, Leeon Jones, Simon Howard and Alex Esmail; the second movie for Franz Drameh. Even before knowing that, I already thought these five actors did an incredible job in the film but after finding that out I was really blown away. Their five characters are the core of the movie that takes us on this great adventure. However I do want to single out the lead John Boyega, as his character goes through a sort of rite of passage in the film. He does an amazing job with the range of emotion that is needed all the while keeping the character as real as a sci-fi film will allow. I will definitely keep an eye out for future films with these actors.
  
Dungeon Drop
Dungeon Drop
2020 | Adventure, Fantasy
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.

Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.

The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.


When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.

Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.


When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
  
The Grimm Masquerade
The Grimm Masquerade
2019 | Bluff, Card Game, Deduction, Fantasy
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.

The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T


To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.

Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.

After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.


Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.

It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.

If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
  
Off Base (Out of Uniform #1)
Off Base (Out of Uniform #1)
Annabeth Albert | 2017 | Contemporary, LGBTQ+, Romance
10
9.0 (2 Ratings)
Book Rating
bloody LOVED this book!
I lovefinding new to me authors, and narrators and Ms Albert and Mr Stevens are bothnew to me! Zach ishiding himself, from his fellow SEALs, his family but most of all his hidingfrom himself. Moving off base seems to be the best solution but then his worstnightmare needs a place to stay and Zach can’t say no to Pike, and Pike’s cats.So, he grits his teeth and bares it. Pike, however, is gritting his teeth foran entirely different reason. He has a massive crush on Zach but can’t let Zachknow. The two men call an uneasy truce to do up the house, but neither can stayaway from the other for long. That stayingaway lasts only so long and it really was a joy to behold to watch Zach andPike get closer, and begin their friends with benefits thing, but it was alsopainful. Both men knew they shouldn’t do this, and it messed with everyone’s head,mine included! Zach is verymuch in the closet, and Pike is not. That alone causes Zach to have kittensabout every.single.little.thing! Everything, near the beginning, caused Zach topanic, but watching the man fall, watching him come out of himself and thatcloset, watching him fall in love with Pike?? Twas a beautiful thing!I loved thatit was ZACH who made the decision to do something about their situation, andPike did not push Zach, even though he really wanted to.Much of thatbeauty though, is in the delivery, and Tyler Stevens narrates. This is thefirst of his work I have come across and I need more, lots more! I loved thenarration, as much as the story itself! Stevens wasable to wrench so much emotion, particularly for Zach, into his narration, itwas almost listening to your best friend pour their heart out to you.The voicesfor Zach and Pike are very different, getting the point across about the manydifferences between the two men. ALL the voices are distinctive enough for meto not have any trouble with multi person conversations. Stevens reading voiceis deep and clear and very VERY easy to listen to.Someinteresting characters in the book, Ryan and Josiah (apologies if that’s nothow you spell, I’ve not seen it written down!) do they have a book?? Would LOVEto read or listen to their story! And Apollo. That man is sad, it’s too soon,but maybe, just maybe. . . .and OH!! His book is next! I just looked!I have booktwo to listen to next, but that is by a different narrator so it will be interestingto see how Apollo’s voice carries from one narrator to the next. 5 stars forthe book5 stars forthe narration5 starsoverall**sameworded review will appear elsewhere**