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Paranormal Texas: Your Travel Guide to Haunted Places near Dallas & Fort Worth, (2nd Edition)
Paranormal Texas: Your Travel Guide to Haunted Places near Dallas & Fort Worth, (2nd Edition)
Tui Snider | 2019 | History & Politics, Mind, Body & Spiritual, Paranormal
7
7.0 (1 Ratings)
Book Rating
Those who know me know that I love the paranormal, mainly ghosts. When a chance came up to read Paranormal Texas by Tui Snider came about, I couldn't say no. As a Texas girl myself and a fan of all places ghostly, this seemed like the perfect book for me. I wasn't wrong!

Paranormal Texas by Tui Snider is a fantastic guidebook for those looking to chase ghosts in the great state of Texas, more specifically, towns and cities near Dallas and Fort Worth. I don't live near Dallas or Fort Worth, but I've been on vacation in and around there, and I will be taking future vacations in and around that area. In fact, I've been to two of the haunted locations featured in this book! I never even knew they were supposedly haunted at the time.

Tui Snider does a fantastic job of keeping readers interested in Paranormal Texas. She gives information about each place as well as local lore and/or personal encounters with each place. Tui also has a few urban legends in her book which are great for approaching locals with as long as they're into that sort of thing. Sometimes she gives the history behind each place which was my favorite thing. Personally, I would have liked to read more history about each place, but I was still happy nonetheless. What I really enjoyed was each place Tui mentioned wasn't a wall of text. It was concise and to the point. She also included photos of each place. These aren't photos of evidence though. The photos are just of the actual place itself which was a tad bit disappointing. I would have liked to see some photos of alleged evidence. However, Tui does have a website where you can look at paranormal photos, EVPs (electronic voice phenomenon), and more. (I'll go into detail about her website a little later.) All the photos are in black and white in my copy of Paranormal Texas. Mine is an ARC, so maybe the actual copies will have some colored photos.

One thing I really enjoyed about Paranormal Texas is that Tui Snider lists the address of each place, so you don't have to bother searching for it yourself. If it's a harder place to get to, Tui gives you directions of how best to get there. I thought this was a fantastic touch because when you want to look for ghosts, the last thing you want to do is waste time trying to find an address.

Another thing I am grateful for is how the book has each city listed alphabetically at the beginning and then each haunted location is listed for that city. This makes it a lot easier to find what city you're interested in to do some ghost exploring!

However, Paranormal Texas isn't just about haunted places in Texas. Tui Snider also writes about the techinal terms that come with ghost hunting which is great for those that are new to ghost hunting as well as how to be a respectful thrill seeker which has great information for even seasoned ghost hunters. I would advise not skipping the beginning of the book that has all this great advice simply because it will help enrich your reading experience with Paranormal Texas or any paranormal non-fiction book. Heck, it will probably even enrich your experience with even paranormal and supernatural fiction books!

Be sure to check out Tui Snider's online evidence database for Paranormal Texas which she mentions in her book. Like Paranormal Texas, she has each city listed alphabetically for you to listen and see supposed paranormal happenings. This is such a fantastic accompaniment to the book. It really makes the book come alive. It's like you're there! Definitely check out her online database. It will give you the chills. It's still a work in progress as Tui encourages readers to send in their own paranormal evidence as well, but still, it is great nonetheless.

Paranormal Texas is such a great guide for old and new ghost hunters alike. There is such a plethora of information within the pages. Trust me, not only are you learning about new ghost locations, but you are also being schooled on so much more. It's like a bonus lesson in history and ghost hunting, but one that is a lot of fun. I'd recommend leaving the lights on for this book. I'd definitely recommend Paranormal Texas by Tui Snider to those aged 16+ who love ghost stories, Texas, or those who just love to be spooked. You won't be disappointed!
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(A special thank you to Tui Snider for providing me with a paperback ARC of Paranormal Texas in exchange for an honest and unbiased review.)
  
The Texas Chain Saw Massacre (1974)
The Texas Chain Saw Massacre (1974)
1974 | Horror
Tobe Hooper's seminal The Texas Chain Saw Massacre is a straight up horror classic, that changed the face of the genre. It's influence can be seen all over the place, and it's notoriety is still prominent. To this day, TTCSM is still misunderstood by wider audiences. It's title, alongside it's "video nasty" reputation that stuck for decades, suggests that the viewer is in for a depraved gore fest, when in reality, this film borders on arthouse more often than not. Its brimming with iconic shots, and beautiful cinematography work courtesy of Daniel Pearl. In terms of gore, you don't see much of it. Pretty much all of the violent scenes are implied, and the movie shies away from showing anything explicit, a move that is incredibly effective.
Its pacing is pretty much perfect. The slow build first half is suitably uncomfortable, and full of great performances that keep it engaging. When things kick off, it grabs you by the throat and doesn't let go until the credits roll. Some incredibly well done sound design and tense music score compliment the breakneck final act, that is just an unencumbered assault on the senses. It's exhausting (in a good way).
Marilyn Burns' Sally is a badass final girl that causes the Sawyer family a whole bunch of trouble, and Leatherface is a wonderfully portrayed maniac - a genuinely terrifying MF, who has a sympathetic side. He's the main reason why TTCSM is still scary as fuck all these years later. The scares on display are all well earned, and the jump moments are startling and are far from being cheap.

What more can I say, TTCSM is truly one of the greats. It's uncomfortable, entertaining, extremely well put together, and is wholeheartedly deserving of its place in horror royalty.
  
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Shattered Warrior ( Dark Warrior Alliance book 11)
By Brenda Trim and Tami Julka
⭐️⭐️⭐️⭐️⭐️
🌶🌶🌶

Detective Orlando Trovatelli is a glutton for punishment when it comes to matters of the heart and not even his shifter instincts can keep him on course. It's bad enough that he has feelings for the Vampire Queen, who is mated to one of the most powerful males of the Tehrex Realm, but then he falls for Jaidis, a mated cambion. He clings to the pathetic excuse that Jaidis's mate is abusing her and the Goddess will reconsider and give Jaidis to Orlando in the end. He learns how wrong he is the night he arrives at Jaidis's house to find her lying in a pool of her own blood while struggling to save her unborn baby. Orlando is prepared to move heaven and earth to save Jaidis's life, but ultimately all he can guarantee Jaidis is that he will protect her unborn son. Struggling with his new responsibilities, Orlando isn't prepared to deal with the aftermath of the new archdemons. With his Omega on one side of the fence and Zander on the other, Orlando is forced to choose between his loyalty to the Dark Warriors and disclosing their existence to humans. After everything Orlando has been through, he questions the Goddess and whether his faith in her has been in vain.

This was my favourite so far! I possibly say that every book but Orlando is just perfect and he’s been so unlucky in love and although Ember is a little bit of a selfish cow it’s nice to see him get his happy ending! Oh and the little pops of Izzy through these books are always a joy. Looking forward to The King of Khoth!
  
Arcane Arena
Arcane Arena
2020 | Card Game, Fantasy, Fighting
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!

Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!

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. 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, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.

The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.

Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.


Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.

Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.

I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.

So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“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!