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King of the Castle
King of the Castle
2020 | Medieval
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!

Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L

King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!

On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).


In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.

Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.

All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
Weathering with You (2019)
Weathering with You (2019)
2019 | Animation, Drama, Fantasy
Weathering With You is another beautifully creative romantic fantasy from director Makoto Shinkai, who was responsible for 2016 hit, Your Name. I only recently watched Your Name, and to say that it blew me away would be an understatement - it's a movie I still think about to this day. So, I headed into Weathering With You, perhaps a little unfairly, with some pretty high expectations. Consequently, I came away a little disappointed. But that's not to say that this isn't a great movie.

As with Your Name, one of the core themes behind Weathering With You is the pursuit of true love and it begins by introducing our teen protagonists before they've had a chance to meet. In rain-soaked Tokyo, Hina is attracted to a beam of sunlight that is cutting through the clouds across town, and she rushes off to try and get a closer look. Running up flights of stairs to a building rooftop, she comes across a simple shrine at the spot where the sunlight hits the Earth. Praying hard, she steps slowly through the shrine gate and the rain stops. We then see Hina falling through the sky, observing beautiful, magical weather all around her.

Hodaka is a 16 year old runaway, traveling by ferry boat to Tokyo. While standing out on deck during a powerful storm, flooding almost sends him overboard, but he is rescued by Mr Suga, a magazine publisher who ends up giving him his business card. After arriving in Tokyo and struggling to find work, Hodaka eventually calls upon Mr Suga, who gives him a job. The heavy rain that almost cost Hodaka his life has been persisting for some time now, despite being the middle of summer, and long range forecasts are predicting no real change for the foreseeable future. Storms are also leaving behind fish-like objects and a strange jelly substance, which is leaving experts baffled.

Hodaka first encounters Hina in the McDonalds where she is working, then later on Hodaka rescues Hina from what he believes to be a dangerous situation and the pair find themselves becoming friends. Through his reporting work at the magazine run by Mr Suga, Hodaka had been investigating the mythical "Weather Maidens", and he discovers that Hina is one of them, with the ability to bring about sunshine through prayer. With Hina and Hodaka both in desperate need of money, they go into business together, taking requests online from people wanting rain-free occasions, such as family picnics or weddings and earning Hina the name "Sunshine Girl". The power of a weather maiden comes at a cost though, as they eventually become a human sacrifice to the skies, with each use of their power bringing that moment one step closer.

The larger premise of Weathering With You is obviously climate change - how messing with nature always comes at a cost and how children have real power to influence change. Visually, the movie is simply stunning, and animated rainfall has never looked so beautiful. It's also peppered with a rather distracting and cheesy J-Pop score, made all the worse if you try and follow the on-screen lyrics, which obviously do not have the same impact when translated literally. Sadly, there are far too many plot threads presented throughout without any clarity or resolution and overall the whole thing just felt too long. Admittedly, it was a pretty high bar set by Your Name, but unfortunately Weathering With You doesn't have the emotional weight to meet that, with a narrative that isn't as complex or as engaging.
  
The House Guest
The House Guest
Mark Edwards | 2020 | Thriller
6
6.0 (1 Ratings)
Book Rating
After reading and enjoying The Retreat by Mark Edwards, I came across The House Guest by the same author. The synopsis sounded intriguing, so I decided to give it a read. While it wasn't a bad read, it was lacking a certain something.

Ruth and Adam are house-sitting for Mona and Jack, a rich couple they met on a cruise. When a woman named Eden shows up claiming to be an old friend of Mona's and Jack's, they decide to let her stay. After all, Eden seems to know a lot about the rich couple, and she seems nice enough. However, when Ruth and Eden disappear after a night of drinking, Adam begins to worry if he made a mistake by inviting Eden into the house. Is Eden actually an old friend or was she actually a complete stranger?

The plot for The House Guest really caught my attention. Mark Edwards does a fantastic job of making the story seem original. While many of the plot twists were easily predictable, it was still interesting enough to hold my attention. I did find that the pacing starts off a bit slow and doesn't really pick up until about halfway through the book. All of my questions were answered by the ending of the book and although there's not a cliffhanger, the ending does leave room for a sequel. I must admit that I liked the way Edwards kind of teased that there could be a sequel. One thing I wasn't a fan of was how the narrative would switch from a third person point of view for everyone to a first person point of view when it came to Adam. I would have much rather read the whole book in third person, but perhaps that's just a personal preference. Edwards did great at setting up the world building throughout the book, and when the pacing finally caught up to the action, I was immersed in the story line to find out if my predictions were correct.

I very much enjoyed the characters in The House Guest. Ruth and Adam were a likable couple, and it was easy to understand their relationship and what each one was feeling thanks to Edwards' great description of how each character felt about the relationship. I sympathized with Adam feeling like a loser compared to Ruth and her success. However, I could also relate to Ruth and her feelings of not being good enough and other insecurities. Eden was an awesome character, and I enjoyed whenever she had a scene. Her backstory was definitely an interesting one. I never knew if she was telling the truth until towards the end. Callum was a wild card in the story, and I was surprised when his true backstory was revealed. Though all the other characters felt fleshed out, I would have liked to have read more on Gabriel. I believe that he really could have flourished a bit more had he had a bigger part in the story. Saying that, Gabriel still is a fantastic character.

Trigger warnings for The House Guest include violence, gun violence, murder, attempted murder, attempted rape (not graphic), mentions of sex (not graphic), getting drunk, mentions of drugs, brainwashing, and abuse.

All in all, The House Guest does have some faults, but it's still an interesting read. The story unfolds perfectly, and the characters really draw you into their world. I would recommend The House Guest by Mark Edwards to those aged 17+ who are after a decent psychological thriller.
  
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Bob Mann (459 KP) rated Fences (2016) in Movies

Sep 29, 2021  
Fences (2016)
Fences (2016)
2016 | Drama
The Last Post.
In “Fences” Denzel Washington plays Troy – a bitter, self-centred and selfish man in his mid-fifties who loves the sound of his own voice. They say “empty vessels make the most noise” and here is a case in point. Set in the early fifties, race plays a strong card in every aspect of life, and Troy feels betrayed by a failed baseball career that – in his eyes at least – looked over his skills to the colour of his skin. But Troy is also a stubborn cuss, and refuses to acknowledge that even in the 50’s “The times they are a changing’”. His cussedness puts him on a collision course with his teenage son Cory (Jovan Adepo), given his aspirations for a college football scholarship, and his mother (Viola Davis, “The Help”) tries to keep the peace between the two of them.

This is a film primarily about resistance to change. All those changes in the outside world are on the ‘other side of the fence’ that Troy habitually tries to finish but never seems to put his mind to. Fences keep things out; but they also keep things in, and Troy is in a cocoon of his own making. He justifies his actions as a ‘family provider’ with lengthy speeches but ultimately they deliver hollow words and assertions that don’t stand up to scrutiny.
This is a pressure cooker of family life that is primed to blow, and a revelation (which I didn’t see coming) sets that fuse alight.

This is a film worth watching for the acting performances of Denzel Washington and (particularly) Viola Davis, winner of the Best Supporting Actress BAFTA and a strong contender for the Oscar. Both give assured performances, although Troy is such an instantly dis-likable and pitiable character that I could feel my emotions influencing my judgement about his performance.
But this is also a strong ensemble cast, with Mykelti Williamson (famously appearing as Bubba of the ‘Bubba Gump Shrimp Factory’ fame) being effective as Troy’s disabled brother and English-born Jovan Adepo being particularly impressive in an extremely assured feature debut.

However, the Broadway roots of the piece are highly visible with 98% of the film set either in the back yard, in the house, or on the front steps (the set could clearly rotate!). For such a claustrophobic topic, this is perhaps apt. But as a feature film I longed for the action to go elsewhere. The film version of the story – with a few tweaks to the screenplay – has lots of opportunities for this, but these are never taken. This makes the whole piece feel ‘worthy but dull’. In particular, anyone looking for a useful tutorial on fence building needs to look elsewhere!

As for the recent “Moonlight” there is also excessive use of the “N” word and other outdated racial references that have the potential to offend.

Good luck to Viola Davis and Denzel Washington (who also directed this) for their Best Supporting Actress and Best Actor Oscars nominations. But “Best Film” Oscar? No, I don’t think so. In truth this is a film that I will struggle to remember or get excited about in a month’s time and it will not be on my re-watch list.
  
Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
  
C(
Crank (Crank, #1)
10
8.8 (9 Ratings)
Book Rating
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).

Okay, so yesterday I went to my local library to get a library card since I just moved back here. Anyway, I decided to check out their YA section (which was amazing by the way). I came across Crank by Ellen Hopkins which I've only wanted to read since forever!!! It was such a good book!!

Kristina is a high school junior that has everything going for her. She's a family girl, has great friends, and makes good grades. She would never do drugs. However, a trip to visit her father changes everything. Whilst visiting her father, she changes into Bree, the sexy brave girl who is up for anything including drugs. Everything changes for Kristina during that visit. No longer is Kristina a straight edge girl, she is now addicted to crank.

The title of this book is quite straightforward. Crank is an excellent title for this book because it lets you know exactly what's going on. Crank is definitely the main plot line in this story.

Okay, you all know how I am with my covers. I'm really picky about covers for books, so you probably won't believe me when I say that I actually like this cover. Yes, strange I know but there's something about how simplistic it is that makes me like it. It's a straightforward book, so a straightforward cover is a great choice for this book. Crank written in lines in what appears to be some sort of drug really suits this book.

Ellen Hopkins did an excellent job with the world building in Crank. Every scene in this book comes alive no matter if it's taking place during a good moment or a bad one. The settings aren't really described that much which really suits the feeling of the book. However, the surroundings in the book seemed to really transport me to wherever Kristina was.

The pacing is this book really took me by surprise. The first 2 or 3 pages started off slow, and I thought I had made a big mistake in borrowing this book. After the first 2 or 3 pages, the pacing really picked up. It flowed so well. If I hadn't started reading it so late, I would've finished it all in one setting.

There's not much dialogue between the characters due to the book being written mostly in verse. The way the book is written is really done well. The words used work together beautifully. There are a few swear words but not many. I think I counted maybe two or three.

Kristina is a very well developed character. All of her actions and thoughts seem to be consistent with a 16 year old girl. Her reactions to her experiences also seem consistent with her age. I liked Kristina because, although she is a drug addict, I felt that she had a sort of vulnerable quality about her. The supporting characters encountered in the book are also very well developed. They each have their own unique personality.

Keep in mind that this isn't a very long book. It looks like it would be a long book with over 500 pages, but it's written in verse so almost all the pages don't use the whole page. It took me about 2 hours more or less to finish this book. Also, please don't be put off of this book because it's written in verse. I've never been a fan of verse until this book. It's so easy to lose yourself in it and finish it in one sitting.

I definitely loved this book, and I am going back to my library ASAP to get the next book in the series. I can't wait to find out more about Kristina and her life.

I'd recommend this book to everyone aged 14+ due to the themes and language used.