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The Deathless Girls
7
7.0 (1 Ratings)
Book Rating
57 of 220
Book
The Deathless Girls
By Kiran Millwood Hargrave
⭐️⭐️⭐️

On the eve of her divining, the day she'll discover her fate, seventeen-year-old Lil and her twin sister Kizzy are captured and enslaved by the cruel Boyar Valcar, taken far away from their beloved traveller community.

Forced to work in the harsh and unwelcoming castle kitchens, Lil is comforted when she meets Mira, a fellow slave who she feels drawn to in a way she doesn't understand. But she also learns about the Dragon, a mysterious and terrifying figure of myth and legend who takes girls as gifts.

They may not have had their divining day, but the girls will still discover their fate...

Another book that took me by surprise I didn’t know what to expect but it turned out pretty decent. I really liked the end as I wasn’t expecting that either. A sold 3 star.
  
Villages of Valeria
Villages of Valeria
2017 | Card Game, City Building, Fantasy
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?

In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?

DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T

VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.

VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!

When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.

Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.

Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!

Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.

So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!

https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
  
King of Thorns
King of Thorns
Mark Lawrence | 2017 | Science Fiction/Fantasy
10
9.4 (5 Ratings)
Book Rating
It won't be a surprise that in this book we find Jorg installed as king in his own right. It is also his wedding day. Rather inconventiently his castle is also about to be attacked by a huge army and he just doesn't have the troops to stop them.

The main story thread takes place over the day of the wedding and the battle to save his castle and kingdom. Any worries that Jorg has become soft in the years since the first book are swifly put aside as it's clear that with a proper army he can simply cause mayhem on a larger scale.

Like the first book there is also a 'flashback' story, again taking place four years previously, a year after he declared himself king. In this his journey takes him to other parts of the broken empire, showing more variety than the first book. There is also more use of arcane powers - for good and evil - and other adversaries join the story.

I thought the first book was excellent, if a little light on plot. This follow up is another notch up on the scale. The battle scenes are tenser, the plans even more desperate. The plot is now in full swing and moves nicely between the two story threads, events from four years previously having direct impact on the present.

We also find out more about The Builders and the world that Jorg inhabits, all of it totally fascinating, and once again Jorg is not above using the 'ancient' technology to further his ends.

The characterisation is better in this book, simply because more time is taken to flesh them out, but not at the expense of the speed of the story. Lawrence really is a natural story teller.

The plot twists and turns, and the reader is left guessing at each turn of the battle at what Jorg is going to do next and how he is going to win through the insurmountable odds stacked against him.

This really is an amazing book. I cannot recommend it highly enough.
  
I am complete trash for novels involving princesses that hide under the guise of anonymity so they can protect their kingdom (bonus points for not wanting to rule), and The City of Veils by S. Usher Evans is no exception to this. While Brynna is working on bringing down a prominent businessman known for scamming civilians, she is taken in by the captain of the king’s guard and finds out both her father and brother have been murdered in less than a month. The murders leave behind a mystery and also force her to step in as the rightful queen of Forcadel. However, staying away from the castle for years to escape an arranged marriage comes with a cost: not only is she not aware of the court politics that have been happening in the castle, but she’s not sure who she could trust. Despite having no particular desire to rule, she definitely doesn’t want to be the next dead royal.

Despite being advised against it, Brynna finds herself negotiating with Felix, the captain of the king’s guard, to continue working as a vigilante at night while working on her royal duties during the day. This begins an amusing back and forth between the two throughout the novel as they butt heads constantly and try to negotiate with each other. I loved seeing their relationship develop, along with Brynna’s relationship with the other characters, including Katarine, the other guards, and others who will likely be playing a major role in later books.

The first novel in Evans’ newest series, Princess Vigilante, was a fun ride from beginning to end. The overall pacing of the story was perfect, although there are parts I felt were slow or a little rushed. The story was engaging and entertaining, and I was constantly kept on my toes as Brynna tries to navigate her life as a masked vigilante and a queen while trying to stay wary of potential dangers.

<a href="http://theartsstl.com/s-usher-evans-the-city-of-veils-suns-golden-ray-publishing/">This review is originally posted on The Arts STL</a>