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Purple Phoenix Games (2266 KP) rated Tsuro: Phoenix Rising in Tabletop Games
Oct 6, 2021
When we decided to start this board game review group, coming up with a name was definitely a challenge. We threw out so many ideas, my head was spinning with the possibilities! In our name search, someone suggested Purple Phoenix Games. It sounds cool, we all like the color purple, and it was a name upon which we could all finally agree! Ever since settling on our name, I have taken a keen interest in any game that has any mention of Phoenix, so when Travis backed Tsuro: Phoenix Rising on Kickstarter, I knew I’d have to play it. Does the game meet our expectations, or does this Phoenix struggle to rise from the ashes?
Tsuro: Phoenix Rising (referred to as just Tsuro for the remainder of this review) is a game of tile placement and network building in which players will each guide their Phoenix across the night sky to find Lanterns and collect Stars. To setup for a game, assemble the board and give each player a Life token and a Phoenix pawn in their chosen color. Each player will then place their Phoenix next to one of the empty Edge spaces of the board. Now shuffle and populate the Center tiles as described in the rules, place Lanterns on their specified tiles, deal each player 2 Edge tiles, and you are ready to begin.
Played over a series of rounds, players will take turns placing tiles and moving their Phoenix pawns along the paths that have been created. On your turn, you will perform the following actions: Create your path, Travel your path, and Prepare for your next turn. To Create your path, you will either play a tile from your hand, or you will flip/rotate a tile. To play a tile from your hand, the space in front of your Phoenix must be empty. Select one of the two tiles from your hand, add it to the board in an orientation that continues your current path, and discard the remaining tile. If the space in front of your Phoenix is already occupied by a tile, you will either flip or rotate that tile to extend your path.
Once your path has been Created, you will Follow it. Move your Phoenix along your new path until you either reach a dead end or are forced to leave the board – by following a path off of the board, colliding with another Phoenix, or entering an endless loop. During this step of your turn is when Stars will be created and earned. If during your movement your Phoenix enters and exits a tile with a Lantern on it, place a Star token onto that tile. Once your movement has ended, for each tile with a Star, you must move that Lantern to a different tile with its corresponding icon. Collect the Stars you created, and they are immediately scored. If, as a result of someone else’s turn, the path for your Phoenix has been extended, you will move your Phoenix along that new path after the active player has completed scoring any Stars. An important note – you can also earn Stars through this out-of-turn movement!
The last step of your turn is to Prepare for your next turn. Draw 2 new tiles from the draw stack if the space in front of your Phoenix is empty, otherwise draw no tiles. Play then continues on to the next player in turn order. If at any point in the game, your Phoenix has been forced off the board, you may spend your Life token on your next turn to Rise from the Ashes. This can only be performed if there is at least one empty space on the board with no tile on it. After a certain amount of time, the board will be completely filled and your opportunity to Rise from the Ashes will be gone! Rounds continue in the above fashion until one player has scored at least 7 Stars. Players will complete the current round, and then the game ends. OR if there comes a time during the game in which only 1 Phoenix pawn remains on the board, the game ends and that remaining player is declared the winner.
All in all, I really enjoy playing Tsuro, and not only because of our Phoenix connection. For such a seemingly simple game – create a path and move on it – the gameplay requires a good amount of strategy. The ability to rotate, and even flip, tiles adds so many strategic possibilities that really elevates the gameplay from that of the original. Also, with the addition of the Lanterns and Stars, the game offers another focus instead of simple player elimination. Strategies can, and will, vary between players, and that makes the game more engaging for all involved. Add in the fact that your Phoenix will move if another player has extended your path on their turn, and you’ve got all players playing on every turn of the game.
Another aspect of Tsuro that I really like is the addition of the Life token and the opportunity to Rise from the Ashes. Just because an opponent forces you off the board does not necessarily mean that you are out of the game for good. The chance to Rise is a unique second chance for players to stay involved in the game. I think it works well because of its limited timing. If there are no open spaces on the board, you are out of luck! It really ups the ante and keeps players on their toes.
Let’s touch on components for a minute. They are pretty stellar in this game. The board is nice and sturdy, the cardboard tiles are thick, the Stars and Lanterns are of excellent quality, and the Phoenix pawns are nicely detailed and just plain fun to look at. No complaints about components from me in this game!
Compared to the original, I think that Tsuro: Phoenix Rising really lives up to its name. The gameplay is definitely elevated with new strategic options, and I believe that it does rise above the OG Tsuro. If you’ve never played either version, I highly recommend Phoenix Rising. It is entertaining, engaging, and has more to it than meets the eye. Purple Phoenix Games gives Tsuro: Phoenix Rising a mighty 11 / 18.
Tsuro: Phoenix Rising (referred to as just Tsuro for the remainder of this review) is a game of tile placement and network building in which players will each guide their Phoenix across the night sky to find Lanterns and collect Stars. To setup for a game, assemble the board and give each player a Life token and a Phoenix pawn in their chosen color. Each player will then place their Phoenix next to one of the empty Edge spaces of the board. Now shuffle and populate the Center tiles as described in the rules, place Lanterns on their specified tiles, deal each player 2 Edge tiles, and you are ready to begin.
Played over a series of rounds, players will take turns placing tiles and moving their Phoenix pawns along the paths that have been created. On your turn, you will perform the following actions: Create your path, Travel your path, and Prepare for your next turn. To Create your path, you will either play a tile from your hand, or you will flip/rotate a tile. To play a tile from your hand, the space in front of your Phoenix must be empty. Select one of the two tiles from your hand, add it to the board in an orientation that continues your current path, and discard the remaining tile. If the space in front of your Phoenix is already occupied by a tile, you will either flip or rotate that tile to extend your path.
Once your path has been Created, you will Follow it. Move your Phoenix along your new path until you either reach a dead end or are forced to leave the board – by following a path off of the board, colliding with another Phoenix, or entering an endless loop. During this step of your turn is when Stars will be created and earned. If during your movement your Phoenix enters and exits a tile with a Lantern on it, place a Star token onto that tile. Once your movement has ended, for each tile with a Star, you must move that Lantern to a different tile with its corresponding icon. Collect the Stars you created, and they are immediately scored. If, as a result of someone else’s turn, the path for your Phoenix has been extended, you will move your Phoenix along that new path after the active player has completed scoring any Stars. An important note – you can also earn Stars through this out-of-turn movement!
The last step of your turn is to Prepare for your next turn. Draw 2 new tiles from the draw stack if the space in front of your Phoenix is empty, otherwise draw no tiles. Play then continues on to the next player in turn order. If at any point in the game, your Phoenix has been forced off the board, you may spend your Life token on your next turn to Rise from the Ashes. This can only be performed if there is at least one empty space on the board with no tile on it. After a certain amount of time, the board will be completely filled and your opportunity to Rise from the Ashes will be gone! Rounds continue in the above fashion until one player has scored at least 7 Stars. Players will complete the current round, and then the game ends. OR if there comes a time during the game in which only 1 Phoenix pawn remains on the board, the game ends and that remaining player is declared the winner.
All in all, I really enjoy playing Tsuro, and not only because of our Phoenix connection. For such a seemingly simple game – create a path and move on it – the gameplay requires a good amount of strategy. The ability to rotate, and even flip, tiles adds so many strategic possibilities that really elevates the gameplay from that of the original. Also, with the addition of the Lanterns and Stars, the game offers another focus instead of simple player elimination. Strategies can, and will, vary between players, and that makes the game more engaging for all involved. Add in the fact that your Phoenix will move if another player has extended your path on their turn, and you’ve got all players playing on every turn of the game.
Another aspect of Tsuro that I really like is the addition of the Life token and the opportunity to Rise from the Ashes. Just because an opponent forces you off the board does not necessarily mean that you are out of the game for good. The chance to Rise is a unique second chance for players to stay involved in the game. I think it works well because of its limited timing. If there are no open spaces on the board, you are out of luck! It really ups the ante and keeps players on their toes.
Let’s touch on components for a minute. They are pretty stellar in this game. The board is nice and sturdy, the cardboard tiles are thick, the Stars and Lanterns are of excellent quality, and the Phoenix pawns are nicely detailed and just plain fun to look at. No complaints about components from me in this game!
Compared to the original, I think that Tsuro: Phoenix Rising really lives up to its name. The gameplay is definitely elevated with new strategic options, and I believe that it does rise above the OG Tsuro. If you’ve never played either version, I highly recommend Phoenix Rising. It is entertaining, engaging, and has more to it than meets the eye. Purple Phoenix Games gives Tsuro: Phoenix Rising a mighty 11 / 18.

Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 2400 in Tabletop Games
Nov 17, 2021
I have reviewed and previewed the base Chronicles of Crime, and each of the entries in the Millennium Series (1400, 1900, and now 2400). I have the Noir expansion coming in my next order from an online retailer once another title gets off the pre-order list, and will most likely be ordering Welcome to Redvale soon as well. To say I am a fan of the series is a massive understatement. The system is just so unique and I love exploring the games inside. Now, I definitely prefer 1400 to 1900, but where does this newest entry fall in the pecking order? I bet you’re… dying… to find out!
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. 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, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T
To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.
By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.
Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.
The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.

Purple Phoenix Games (2266 KP) rated Kim-Joy's Magic Bakery in Tabletop Games
Apr 8, 2022
A magical bakery in a forest co-owned by a quirky board game loving contestant on The Great British Bake Off? If there was ever a game specifically designed for my wife, this is it. She loves baking, cute card games, and that super-famous show (she was always a fan of Mary Berry). That said, I don’t think I would ever be able to live with myself if I didn’t bring this one home and share it with my wife. Let’s see what we liked and what we didn’t.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.

Hazel (1853 KP) rated The Treatment in Books
Sep 28, 2017
One Flew Over the Cuckoo's Nest for Teens
This ARC was provided by the publisher via NetGalley in exchange for an honest review
You have to help me. We’re not being reformed. We’re being brainwashed. When sixteen-year-old Drew Finch receives this note from a strange woman on the street claiming to be her brother’s psychologist, she does not know how to react. But when a speeding car hits the doctor immediately after, Drew begins to think something portentous is afoot. In The Treatment by C. L. Taylor, the Residential Reform Academy in Northumberland is achieving great things, turning antisocial teenagers into model citizens. Mason, Drew’s brother, has been expelled from three different schools and has been sent to the academy as a last resort, however, Drew now suspects that Mason is in trouble.
In a slightly dystopian setting, Drew, a usually quiet girl, easily gets herself admitted to the academy by punching the school bully. With the intention of helping Mason escape, Drew calmly arrives at the Academy, not realising how much danger she is placing herself in. She soon discovers that this would not be a transitory admission and, unless she escapes, she will become like all the other narcotised students.
Trying to remain fastidious whilst avoiding garrulous roommates and staff, Drew desperately tries to concoct an escape plan, however, she may be too late. The more she learns about the Residential Reform Academy, the more she discovers about the evil intentions behind it. How can she break out of the prison-like building and seek help when the government is deeply involved with the whole sordid procedure?
C. L. Taylor devises an exciting scenario that will appeal to fans of Cecelia Ahern’s Flawed and Kazuo Ishiguro’s Never Let Me Go. A thriller that needs a hero in the unlikely form of a teenage girl, The Treatment is a stimulating story about those without a public voice overthrowing the immoral experiments of the dastards in power.
A One Flew Over the Cuckoo’s Nest for teenagers, this book deals with themes of mental health, oppression and the misuse of authority. Told from the perspective of a girl who has been bullied most of her life and coming from a dysfunctional family, there is a lot for the reader to connect with. Although it does not allay the growing fears of governmental conspiracies, The Treatment ends with the positive message that by standing up to those who do you wrong has its rewards, not only for yourself but for those in similar situations too.
The Treatment is a very enjoyable book that pulls the reader into the story, causing them to question how they would handle a similar situation. Would they be as brave as Drew and her new friends, or would they be doomed to a fate of mindless obedience? Compelling from beginning to end, C. L. Taylor’s latest novel is a refreshing break from the over-the-top science fiction dystopian novels, preferring to tackle futuristic ideas that are much closer to home. This is a book that can be fully recommended to the Young Adult community.
You have to help me. We’re not being reformed. We’re being brainwashed. When sixteen-year-old Drew Finch receives this note from a strange woman on the street claiming to be her brother’s psychologist, she does not know how to react. But when a speeding car hits the doctor immediately after, Drew begins to think something portentous is afoot. In The Treatment by C. L. Taylor, the Residential Reform Academy in Northumberland is achieving great things, turning antisocial teenagers into model citizens. Mason, Drew’s brother, has been expelled from three different schools and has been sent to the academy as a last resort, however, Drew now suspects that Mason is in trouble.
In a slightly dystopian setting, Drew, a usually quiet girl, easily gets herself admitted to the academy by punching the school bully. With the intention of helping Mason escape, Drew calmly arrives at the Academy, not realising how much danger she is placing herself in. She soon discovers that this would not be a transitory admission and, unless she escapes, she will become like all the other narcotised students.
Trying to remain fastidious whilst avoiding garrulous roommates and staff, Drew desperately tries to concoct an escape plan, however, she may be too late. The more she learns about the Residential Reform Academy, the more she discovers about the evil intentions behind it. How can she break out of the prison-like building and seek help when the government is deeply involved with the whole sordid procedure?
C. L. Taylor devises an exciting scenario that will appeal to fans of Cecelia Ahern’s Flawed and Kazuo Ishiguro’s Never Let Me Go. A thriller that needs a hero in the unlikely form of a teenage girl, The Treatment is a stimulating story about those without a public voice overthrowing the immoral experiments of the dastards in power.
A One Flew Over the Cuckoo’s Nest for teenagers, this book deals with themes of mental health, oppression and the misuse of authority. Told from the perspective of a girl who has been bullied most of her life and coming from a dysfunctional family, there is a lot for the reader to connect with. Although it does not allay the growing fears of governmental conspiracies, The Treatment ends with the positive message that by standing up to those who do you wrong has its rewards, not only for yourself but for those in similar situations too.
The Treatment is a very enjoyable book that pulls the reader into the story, causing them to question how they would handle a similar situation. Would they be as brave as Drew and her new friends, or would they be doomed to a fate of mindless obedience? Compelling from beginning to end, C. L. Taylor’s latest novel is a refreshing break from the over-the-top science fiction dystopian novels, preferring to tackle futuristic ideas that are much closer to home. This is a book that can be fully recommended to the Young Adult community.

Goddess in the Stacks (553 KP) rated An Astronaut's Guide to Life on Earth in Books
Sep 7, 2017
Amazing, easy-to-read memoir
Wow. Just wow. I woke up far earlier than I wanted to this morning, so I picked up one of the nonfiction books I had from the library, expecting it to put me back to sleep. Three hours later I was still awake, nearly done with the book, and absolutely enthralled. I’m not sure why I thought it would be otherwise – I’d been one of the millions fascinated with Hadfield’s videos and tweets when he was Commander of the ISS. His particular voice is very clear throughout this book. In 284 pages he takes us from his childhood, through his career path to becoming an astronaut, to his 5 months in the International Space Station, and back home. Nothing felt rushed, nothing felt like it didn’t get the attention it deserved. I’m pretty sure this is going to be one of my favorite books of 2017 – I have several months to read more things, but this book just absolutely blew me away.
It does appeal to how I like to read about science, though. I love reading about scientists. How they worked, how they made their discoveries, the paths they took. Who they were. I’m less interested in the actual science. This is part of why I loved A Short History of Nearly Everything, by Bill Bryson, so much. I borrowed that book from the library and read it cover to cover, fascinated. Finally had to buy my own copy.
Hadfield took space exploration and made it accessible to everyone. According to the book, he didn’t even quite realize how big of an impact he was making at first. But between tweeting pictures from the ISS, making videos of how different life was in space, and making music videos, he really did become the most well-known astronaut of our generation. I remember putting his video of I.S.S. (Is Somebody Singing) on repeat when it came out – and it STILL gives me chills today.
He only briefly talked about Is Somebody Singing in the book, which I found surprising, given it was the one that hit me the hardest. He spent more time talking about filming and recording Space Oddity – which does have 36 million views, to I.S.S.’s 2 million. So I suppose that makes sense! (I'm going to attach both videos to the book page.)
One thing he keeps coming back to in his book is his philosophy of trying to be a zero. That doesn’t sound very ambitious on the surface – but what he means is you can be one of three things in a group. You can be a negative impact (a -1) a neutral impact (a zero) or a positive impact (a +1). If you try to be a +1, it’s far likelier that you’ll try too hard, fuck up, and instead become a negative impact. So aim to be a zero. And most of the time you’ll wind up as a positive impact. I thought that was a very unique philosophy.
You can find all my reviews at http://goddessinthestacks.wordpress.com
It does appeal to how I like to read about science, though. I love reading about scientists. How they worked, how they made their discoveries, the paths they took. Who they were. I’m less interested in the actual science. This is part of why I loved A Short History of Nearly Everything, by Bill Bryson, so much. I borrowed that book from the library and read it cover to cover, fascinated. Finally had to buy my own copy.
Hadfield took space exploration and made it accessible to everyone. According to the book, he didn’t even quite realize how big of an impact he was making at first. But between tweeting pictures from the ISS, making videos of how different life was in space, and making music videos, he really did become the most well-known astronaut of our generation. I remember putting his video of I.S.S. (Is Somebody Singing) on repeat when it came out – and it STILL gives me chills today.
He only briefly talked about Is Somebody Singing in the book, which I found surprising, given it was the one that hit me the hardest. He spent more time talking about filming and recording Space Oddity – which does have 36 million views, to I.S.S.’s 2 million. So I suppose that makes sense! (I'm going to attach both videos to the book page.)
One thing he keeps coming back to in his book is his philosophy of trying to be a zero. That doesn’t sound very ambitious on the surface – but what he means is you can be one of three things in a group. You can be a negative impact (a -1) a neutral impact (a zero) or a positive impact (a +1). If you try to be a +1, it’s far likelier that you’ll try too hard, fuck up, and instead become a negative impact. So aim to be a zero. And most of the time you’ll wind up as a positive impact. I thought that was a very unique philosophy.
You can find all my reviews at http://goddessinthestacks.wordpress.com

Hazel (1853 KP) rated My Side of the Diamond in Books
Sep 16, 2017
Impassive
This ARC was provided by the publisher via NetGalley in exchange for an honest review
My Side of the Diamond is the latest novel by British author Sally Gardner. Employing the use of science fiction, Gardner explores the concept of love in a unique tale of a covered up alien invasion. The main characters are unfortunately caught up in the drama; however, no one will ever believe their story.
Jazmin Little’s best friend, Becky, has disappeared. Some say she was murdered, others claim she committed suicide, but what everyone agrees on is that she jumped from the top of the Shard in London, but never landed. Jazmin knows what happened but the authorities have torn her witness statement to shreds. Now everyone believes that she is the cause of Becky’s disappearance.
The reader plays an active role as the mysterious Mr. Jones who is interviewing a handful of characters involved with the mystery surrounding Becky’s fate. Jazmin and the others tell the reader, as Mr. Jones, the truth about the lead-up to the moment their lives changed forever. Jazmin explains the events that preceded Becky becoming infatuated with the enigmatic Icarus. From their first meeting, bizarre and frightening things began to occur. From Becky’s sudden recovery from anorexia as though she had just had an epiphany, to being chased by an impossible monster, the friends and their relatives are suddenly in serious danger.
Icarus claims to be an alien who has come to Earth to learn about love. Becky instantly believed him, however, Jazmin and the others remained sceptical. As they open up to Mr. Jones, they wish they could go back in time and change the way things panned out. In hindsight, they know who was good and who was bad, but at the time, it was impossible to know whom to trust.
Although the main story focuses on the relationship between Becky and Icarus and their resulting disappearance, Gardner also explores themes of social classes and friendship. Jazmin and Becky were polar opposite: Becky came from a family made of money, whereas Jazmin was lucky to have a can of baked beans for dinner. Despite this, they were best friends who did not let their backgrounds interfere with their relationship. The significance of their social class comes to light as Jazmin explains what happened at the trial after Becky’s disappearance. Being from such a low caste, it was easy for everyone to pin the blame on Jazmin.
The concept behind My Side of the Diamond is interesting, as is the method of narrating the story, however, it lacks any emotional connection. Mr. Jones, although having no dialogue of his own, comes across as an impassive character, and that is how I felt whilst reading the book. None of the characters were particularly relatable and it was difficult to care about what happened to them. Their circumstances were creepy, but also far-fetched and hard to comprehend.
Although Sally Gardner’s ideas are good, My Side of the Diamond is a disappointment, especially coming from a prize-winning author
My Side of the Diamond is the latest novel by British author Sally Gardner. Employing the use of science fiction, Gardner explores the concept of love in a unique tale of a covered up alien invasion. The main characters are unfortunately caught up in the drama; however, no one will ever believe their story.
Jazmin Little’s best friend, Becky, has disappeared. Some say she was murdered, others claim she committed suicide, but what everyone agrees on is that she jumped from the top of the Shard in London, but never landed. Jazmin knows what happened but the authorities have torn her witness statement to shreds. Now everyone believes that she is the cause of Becky’s disappearance.
The reader plays an active role as the mysterious Mr. Jones who is interviewing a handful of characters involved with the mystery surrounding Becky’s fate. Jazmin and the others tell the reader, as Mr. Jones, the truth about the lead-up to the moment their lives changed forever. Jazmin explains the events that preceded Becky becoming infatuated with the enigmatic Icarus. From their first meeting, bizarre and frightening things began to occur. From Becky’s sudden recovery from anorexia as though she had just had an epiphany, to being chased by an impossible monster, the friends and their relatives are suddenly in serious danger.
Icarus claims to be an alien who has come to Earth to learn about love. Becky instantly believed him, however, Jazmin and the others remained sceptical. As they open up to Mr. Jones, they wish they could go back in time and change the way things panned out. In hindsight, they know who was good and who was bad, but at the time, it was impossible to know whom to trust.
Although the main story focuses on the relationship between Becky and Icarus and their resulting disappearance, Gardner also explores themes of social classes and friendship. Jazmin and Becky were polar opposite: Becky came from a family made of money, whereas Jazmin was lucky to have a can of baked beans for dinner. Despite this, they were best friends who did not let their backgrounds interfere with their relationship. The significance of their social class comes to light as Jazmin explains what happened at the trial after Becky’s disappearance. Being from such a low caste, it was easy for everyone to pin the blame on Jazmin.
The concept behind My Side of the Diamond is interesting, as is the method of narrating the story, however, it lacks any emotional connection. Mr. Jones, although having no dialogue of his own, comes across as an impassive character, and that is how I felt whilst reading the book. None of the characters were particularly relatable and it was difficult to care about what happened to them. Their circumstances were creepy, but also far-fetched and hard to comprehend.
Although Sally Gardner’s ideas are good, My Side of the Diamond is a disappointment, especially coming from a prize-winning author

kelsey (8 KP) rated The Adventure Zone in Podcasts
May 29, 2019
A Natural 20!
I stumbled about TAZ through tumblr; I kept seeing people post about it and had absolutely no idea of what it was, just that people adored it. After weeks of being confused, I decided to look into it, and wow, just WOW. I don't think a podcast has ever gotten me so hooked. The first arc, Balance, spans 69 episodes under the Dungeons & Dragons 5th edition tabletop role-playing game (or TTRPG) system. The McElroys are relatively D&D rookies (though they've had their brief involvements with the game), and so rule-breaking is abound. It's hardly a fault of the podcast, but I wouldn't listen to this one if you want to really learn D&D and its intricacies/how to play. This podcast is far more about the storytelling aspect of the game, which the McElroy family handles FANTASTICALLY. I laughed and cried real tears listening to the first arc of their podcast, I fell in love with so many characters. Clint, Justin, and Travis all have created wonderful player-characters that are engaging and oh-so-fun to root for, and Griffin SHINES as a creative Dungeon Master, with settings and NPCs that are unforgettably fun and interesting.
Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.
If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.
I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.
Do yourself a favor, roll perception with advantage and give this one a listen.
Balance has since ended, and now the podcast has moved on to other TTRPGs like Fate (TAZ: Commitment), Powered By the Apocalypse (TAZ: Dust), and Monster of the Week (TAZ: Amnesty). Commitment and Dust are two short-run "test-drives" run by Clint and Travis respectively, and I personally adored a departure from the 5e system to not only be introduced to different TTRPGs, but to hear the DM-ing (or now GM-ing) styles of the other McElroys. In Amnesty, Griffin once again takes the reigns to run the game, and at the posting of this review, Amnesty is being considered the "second season" for TAZ. For some, these diversions from the 5e system may not work, but I recommend listening. They're just as creative and fun as Balance was, though different. I recommend coming in with an open mind, as going from the way Balance was to now, the show is quite different, but the heart is still there and the stories are still stunning.
If those aren't your speed, though, the McElroys post bonus games (like Four Sherlock Holmes) that are meant to be silly one-shot arcs AND they host a number of live-shows that bring back the beloved Balance characters into hilarious one-shot adventures, so you're never short of a dose of Magnus, Taako, and Merle. Being honest, the live shows are some of the funniest things I've listened to. They're marvelously fun, and the added time pressure of the show adds to the comedy. They also really bring back the actual-play atmosphere that sometimes gets lost during edited episodes.
I cannot recommend TAZ enough. Being honest, it pretty much saved my life. It brought (and still brings) me so much joy, and it encouraged me to try out TTRPGs--seriously, I took up DMing because of TAZ, and now I run TTRPG games weekly.
Do yourself a favor, roll perception with advantage and give this one a listen.

Becs (244 KP) rated The Bipolar Addict in Books
Jun 4, 2019
Very informative!
Rating: ☆☆☆☆.5
Review:
I received a copy to read and review from Smith Publicity for my honest opinion.
TRIGGER WARNINGS: Drug abuse, alcohol abuse, suicide attempts, bullying, sexual abuse.
The Bipolar Addict is broken up into three parts: Part 1 - Conor's Story, Part 2 - Interviews of others who battle with Manic Depression and Bipolar disorder, and Part 3 - Talking of Recovery, getting help, and that sober is the new cool.
Part 1 follows the hardships Conor endured growing up. Bullying which eventually lead to alcohol abuse and then later drug abuse as he grew older. During this time, he also attempted suicide a few times. Conor was then diagnosed with Bipolar disorder, manic depression, and anxiety. Mix all that with alcohol and drug abuse and his body was struggling.
As I read, I was enthralled in the world of what Bipolar disorder really is. I was also blown away with the writing style. The Bipolar Addict is a debut novel by Conor Bezane and he definitely has a way of grabbing your attention and holding it instantly. A first time author, Conor has taken his life and spun it into a tale of struggles, sacrifice, and recovery that will tear the readers heart out, rip it into pieces, and then piece it back together, little by little.
Part 2 was just as interesting as part 1. You learn about a few others who used and through some rough patches like Conor. Part 3 was more informative compared to parts 1 and 2, talking about sober being the new cool and that it's healthy. The book ends with links and information on different helpful groups in the chance that you need to seek help for yourself.
"We are punks. We are poets. Musicians and artists. Professionals and intellectuals. We are drunk. High. Manic. Depressed. We almost died. And now we are stable and sober."
Reasons why I rated it 4.5 stars:
1. The plot:
There really wasn't much of a plot as this was a memoir/ self-help book. But the way Conor wrote, captivated my attention through and through.
2. My enjoyment:
I surprisingly was really interested in the entirety of this book. I couldn't put it down as Conor captivated me, not only in his writing but also the way he was able to take his life and spin it into a tale that read like he was a friend having a conversation.
3. Character and story development:
Again, this was a memoir/ self-help book, so there wasn't much development as it wasn't needed.
4. Grammar and spelling:
I did notice a few grammatical and spelling errors but for this being a debut, I really didn't mind.
5. The overall story:
The way that Conor wrote, you could feel the pain, loss, and loneliness. The lows of depression and the highs of mania. It was all otherworldly and from someone who has balanced depression and anxiety the majority of my life, I felt the painful and roller coaster of a life that Conor lived. This was definitely worth the read and was highly informative.
"Keep coming back."
Review:
I received a copy to read and review from Smith Publicity for my honest opinion.
TRIGGER WARNINGS: Drug abuse, alcohol abuse, suicide attempts, bullying, sexual abuse.
The Bipolar Addict is broken up into three parts: Part 1 - Conor's Story, Part 2 - Interviews of others who battle with Manic Depression and Bipolar disorder, and Part 3 - Talking of Recovery, getting help, and that sober is the new cool.
Part 1 follows the hardships Conor endured growing up. Bullying which eventually lead to alcohol abuse and then later drug abuse as he grew older. During this time, he also attempted suicide a few times. Conor was then diagnosed with Bipolar disorder, manic depression, and anxiety. Mix all that with alcohol and drug abuse and his body was struggling.
As I read, I was enthralled in the world of what Bipolar disorder really is. I was also blown away with the writing style. The Bipolar Addict is a debut novel by Conor Bezane and he definitely has a way of grabbing your attention and holding it instantly. A first time author, Conor has taken his life and spun it into a tale of struggles, sacrifice, and recovery that will tear the readers heart out, rip it into pieces, and then piece it back together, little by little.
Part 2 was just as interesting as part 1. You learn about a few others who used and through some rough patches like Conor. Part 3 was more informative compared to parts 1 and 2, talking about sober being the new cool and that it's healthy. The book ends with links and information on different helpful groups in the chance that you need to seek help for yourself.
"We are punks. We are poets. Musicians and artists. Professionals and intellectuals. We are drunk. High. Manic. Depressed. We almost died. And now we are stable and sober."
Reasons why I rated it 4.5 stars:
1. The plot:
There really wasn't much of a plot as this was a memoir/ self-help book. But the way Conor wrote, captivated my attention through and through.
2. My enjoyment:
I surprisingly was really interested in the entirety of this book. I couldn't put it down as Conor captivated me, not only in his writing but also the way he was able to take his life and spin it into a tale that read like he was a friend having a conversation.
3. Character and story development:
Again, this was a memoir/ self-help book, so there wasn't much development as it wasn't needed.
4. Grammar and spelling:
I did notice a few grammatical and spelling errors but for this being a debut, I really didn't mind.
5. The overall story:
The way that Conor wrote, you could feel the pain, loss, and loneliness. The lows of depression and the highs of mania. It was all otherworldly and from someone who has balanced depression and anxiety the majority of my life, I felt the painful and roller coaster of a life that Conor lived. This was definitely worth the read and was highly informative.
"Keep coming back."

Sassy Brit (97 KP) rated Talon, Come Fly with Me in Books
Jun 5, 2019
I’m reviewing Talon, Come Fly With Me, by Gigi Sedlmayer. Here are my thoughts:
“Talon, Come Fly With Me” is a sweet book, for children, although I’m sure adults would love this, too. This is just the sort of book I would have loved to have read with my son when he was younger.
On the surface this is a story about a nine year old girl called Matica, living among the mountains of Peru with two condors she’s claimed as her own. In as much as you can claim two wild birds. But in fact it’s much more than that. The author, Gigi Sedlmayer, delves into more serious issues in a way which is suitable for children to read and understand. For example, she touches upon what it’s like to be a child with a disability, not fitting in, and feeling socially inadequate. She also covers subjects of which I sense are very close to her own heart; the protection of condors, habitat loss, and their possible extinction.
I totally felt for the condors, Tamo and Tima, when the poachers were coming to steal their egg, and there a few really tense scenes where the poachers are involved, which had me rooting for those birds to protect their young. Especially, after learning they only have one egg every two years. (If I’ve remembered that fact correctly).
But it’s not all doom and gloom. With some great laugh out loud moments, a happy ending and meaningful lessons learned, this book was a treasure of a find for me. To be honest, I wasn’t sure what to expect from a children’s book about condors, which seemed so far removed from my usual reads, but Gigi Sedlmayer is an award winning author, so I hoped it would be good. And it was. Even though I’m not a kid. ?
It was lovely to meet Talon, of whom this series of books is based around. Condors are strange looking creatures. To some these large birds look so ugly, but they’re actually quite beautiful in their own way. In fact, through this book I’ve learned so much more about them, they now have an additional fan. What a great way to introduce children (and adults) to these amazing birds! I love learning real facts in fictional books, especially about wildlife, and the author did this so well, without information dumping.
Overall: For young and the not so young, this book is a lovely introduction to not only condors and their habitat, but of living a totally different life from our own in the Peruvian mountains. (That is, if you’re not actually an Indian who can speak Arawakan, and reading this from your home in Peru! ). On top of that, it’s a positive book, which highlights how we should be more accepting of others, their cultures, and differences, whatever they may be. Whether you’re a monster of a bird, or child with a disability, things are not always as they, at first, may seem. If this sounds like your sort of read, don’t hesitate to buy it. You should love it!
“Talon, Come Fly With Me” is a sweet book, for children, although I’m sure adults would love this, too. This is just the sort of book I would have loved to have read with my son when he was younger.
On the surface this is a story about a nine year old girl called Matica, living among the mountains of Peru with two condors she’s claimed as her own. In as much as you can claim two wild birds. But in fact it’s much more than that. The author, Gigi Sedlmayer, delves into more serious issues in a way which is suitable for children to read and understand. For example, she touches upon what it’s like to be a child with a disability, not fitting in, and feeling socially inadequate. She also covers subjects of which I sense are very close to her own heart; the protection of condors, habitat loss, and their possible extinction.
I totally felt for the condors, Tamo and Tima, when the poachers were coming to steal their egg, and there a few really tense scenes where the poachers are involved, which had me rooting for those birds to protect their young. Especially, after learning they only have one egg every two years. (If I’ve remembered that fact correctly).
But it’s not all doom and gloom. With some great laugh out loud moments, a happy ending and meaningful lessons learned, this book was a treasure of a find for me. To be honest, I wasn’t sure what to expect from a children’s book about condors, which seemed so far removed from my usual reads, but Gigi Sedlmayer is an award winning author, so I hoped it would be good. And it was. Even though I’m not a kid. ?
It was lovely to meet Talon, of whom this series of books is based around. Condors are strange looking creatures. To some these large birds look so ugly, but they’re actually quite beautiful in their own way. In fact, through this book I’ve learned so much more about them, they now have an additional fan. What a great way to introduce children (and adults) to these amazing birds! I love learning real facts in fictional books, especially about wildlife, and the author did this so well, without information dumping.
Overall: For young and the not so young, this book is a lovely introduction to not only condors and their habitat, but of living a totally different life from our own in the Peruvian mountains. (That is, if you’re not actually an Indian who can speak Arawakan, and reading this from your home in Peru! ). On top of that, it’s a positive book, which highlights how we should be more accepting of others, their cultures, and differences, whatever they may be. Whether you’re a monster of a bird, or child with a disability, things are not always as they, at first, may seem. If this sounds like your sort of read, don’t hesitate to buy it. You should love it!

Movie Metropolis (309 KP) rated Mr. Holmes (2015) in Movies
Jun 10, 2019 (Updated Jun 11, 2019)
Sir Ian McKellen is magnificent
Sherlock Holmes is hot property at the moment. Robert Downey Jr has played the titular detective in two box-office behemoths and Benedict Cumberbatch is supremely popular across the globe for his take on the character.
Now, Sir Ian McKellen is giving it a go in the little-publicised BBC funded Mr Holmes. But does it continue the trend of crafting intriguing dramas from the stories of Sir Arthur Conan Doyle?
Bill Condon, director of Dreamgirls and the upcoming Beauty & the Beast live-action remake takes charge of an intriguing film that ends up having a whiff of Saturday night drama about it.
Mr Holmes follows the story of the titular character as he comes to terms with his advancing years. McKellen plays Holmes at age 93, living away from the public eye in a quiet rural location alongside his harsh housekeeper Mrs Munro (Laura Linney) and her son Roger – a wonderful Milo Parker in his first big-screen role.
Ian McKellen is simply brilliant throughout the course of the film and after years of playing Gandalf and Magneto, slows things right down in a portrayal of the detective never really seen before – he is magnificent.
Laura Linney is a good distraction from McKellen’s rather downbeat role but her character doesn’t really do enough to register and her accent wanders through numerous countries by the time the end credits roll. This is very much McKellen’s film.
Mr Holmes, much like A Little Chaos earlier this year is a slow-paced drama that would rather tackle the finer details of the script and focus on its characters then delve into unnecessary subplots and fancy special effects and there’s something charming about this simplicity.
Unfortunately though, it all just feels a little TV drama like. Because of this, you’re almost expecting a ‘To be continued…’ credit to be added at the end of the first hour – with the conclusion coming a week later.
This is a real shame as it makes Mr Holmes feel longer than it actually is. At just over 100 minutes, this is by no means a drawn-out film but the slow pace ensures things seem to take a little longer than they perhaps would in another feature.
Thankfully though, Ian McKellen’s performance is reason enough to give Mr Holmes a watch, with another being the intriguing and at times, rather unpredictable plot.
Overall, there isn’t really that much wrong with Mr Holmes but its release date is almost suicidal. Being sandwiched in between blockbusters like Jurassic World, Minions and Terminator: Genisys, it has a tough job to do and it deserves more success than I fear it will end up having.
Ian McKellen, like Meryl Streep is one of the finest living thespians and Mr Holmes only cements his position at the very top of his craft. However, it’s probably best reserved for a night-time viewing with slippers and a hot cup of cocoa.
https://moviemetropolis.net/2015/06/21/sir-ian-mckellen-is-magnificent-mr-holmes-review/
Now, Sir Ian McKellen is giving it a go in the little-publicised BBC funded Mr Holmes. But does it continue the trend of crafting intriguing dramas from the stories of Sir Arthur Conan Doyle?
Bill Condon, director of Dreamgirls and the upcoming Beauty & the Beast live-action remake takes charge of an intriguing film that ends up having a whiff of Saturday night drama about it.
Mr Holmes follows the story of the titular character as he comes to terms with his advancing years. McKellen plays Holmes at age 93, living away from the public eye in a quiet rural location alongside his harsh housekeeper Mrs Munro (Laura Linney) and her son Roger – a wonderful Milo Parker in his first big-screen role.
Ian McKellen is simply brilliant throughout the course of the film and after years of playing Gandalf and Magneto, slows things right down in a portrayal of the detective never really seen before – he is magnificent.
Laura Linney is a good distraction from McKellen’s rather downbeat role but her character doesn’t really do enough to register and her accent wanders through numerous countries by the time the end credits roll. This is very much McKellen’s film.
Mr Holmes, much like A Little Chaos earlier this year is a slow-paced drama that would rather tackle the finer details of the script and focus on its characters then delve into unnecessary subplots and fancy special effects and there’s something charming about this simplicity.
Unfortunately though, it all just feels a little TV drama like. Because of this, you’re almost expecting a ‘To be continued…’ credit to be added at the end of the first hour – with the conclusion coming a week later.
This is a real shame as it makes Mr Holmes feel longer than it actually is. At just over 100 minutes, this is by no means a drawn-out film but the slow pace ensures things seem to take a little longer than they perhaps would in another feature.
Thankfully though, Ian McKellen’s performance is reason enough to give Mr Holmes a watch, with another being the intriguing and at times, rather unpredictable plot.
Overall, there isn’t really that much wrong with Mr Holmes but its release date is almost suicidal. Being sandwiched in between blockbusters like Jurassic World, Minions and Terminator: Genisys, it has a tough job to do and it deserves more success than I fear it will end up having.
Ian McKellen, like Meryl Streep is one of the finest living thespians and Mr Holmes only cements his position at the very top of his craft. However, it’s probably best reserved for a night-time viewing with slippers and a hot cup of cocoa.
https://moviemetropolis.net/2015/06/21/sir-ian-mckellen-is-magnificent-mr-holmes-review/