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Hazel (1853 KP) rated The Secret Diary of Hendrik Groen, 83 Years Old in Books
Dec 7, 2018
<i>This ARC was provided by the publisher via NetGalley in exchange for an honest review </i>
Think <i>Adrian Plass</i> but with octogenarians and this is the result. <i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> is a years long journal beginning on 1st January 2013. Hendrik hates old people, an unfortunate predicament as he live in a home for the elderly. He set himself the task of writing a daily account about the “life of the inmates of a care home in North Amsterdam,” with the purpose of it being read after his death by readers, or “inmates” who wish to know what to expect in their old age.
Whether the contents of this diary are true or exaggerated does not matter, as what it produces is a laugh-out-loud story, a pleasure to read. From cake in the fish tank, to complaints about leaky nether regions, Hendrik provides a brutally honest account of the highs and lows of being an OAP.
<i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> encompasses a selection of unique and presumably real characters. Readers are bound to discover someone who reminds them of an elderly relative, or even themselves! There is the diabetic, rude, gin loving Evert – Henrdik’s best friend of many years – who is never without a witty comeback for the bossy, self-important director of the home. On the other hand, levelheaded Eefje, who Hendrik is rather fond of, shows a completely different view of elderly mentality. Despite the stereotypes associated with care home patients, Hendrik and friends still have as much fun as possible; after all, they may be Old but not Dead.
Speaking of dead, Hendrik makes a number of jokes and references to euthanasia, which may seem like poor taste to some readers. However, when all the friends around you are literally living the final years of their lives, why not joke about it instead of worry? Naturally there are sad diary entries about the inevitable deaths of his contemporaries throughout the year, but Hendrik does not let it get him down for long. Hendrik and his close friends make the most of the time they have left, and if that involves speeding along the roads of Amsterdam on their souped-up mobility scooters, then that is exactly what they will do.
<i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> is a gem of a book and comes highly recommended to readers of all ages. Hendrik ‘s effortlessly funny, sarcastic remarks stress what the average citizen is too polite to voice. Once you begin it is hard to put down. Unfortunately a year is not long enough and you will end up wanting more. Whatever the future holds for us, let’s hope we become someone like Hendrik Groen.
Think <i>Adrian Plass</i> but with octogenarians and this is the result. <i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> is a years long journal beginning on 1st January 2013. Hendrik hates old people, an unfortunate predicament as he live in a home for the elderly. He set himself the task of writing a daily account about the “life of the inmates of a care home in North Amsterdam,” with the purpose of it being read after his death by readers, or “inmates” who wish to know what to expect in their old age.
Whether the contents of this diary are true or exaggerated does not matter, as what it produces is a laugh-out-loud story, a pleasure to read. From cake in the fish tank, to complaints about leaky nether regions, Hendrik provides a brutally honest account of the highs and lows of being an OAP.
<i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> encompasses a selection of unique and presumably real characters. Readers are bound to discover someone who reminds them of an elderly relative, or even themselves! There is the diabetic, rude, gin loving Evert – Henrdik’s best friend of many years – who is never without a witty comeback for the bossy, self-important director of the home. On the other hand, levelheaded Eefje, who Hendrik is rather fond of, shows a completely different view of elderly mentality. Despite the stereotypes associated with care home patients, Hendrik and friends still have as much fun as possible; after all, they may be Old but not Dead.
Speaking of dead, Hendrik makes a number of jokes and references to euthanasia, which may seem like poor taste to some readers. However, when all the friends around you are literally living the final years of their lives, why not joke about it instead of worry? Naturally there are sad diary entries about the inevitable deaths of his contemporaries throughout the year, but Hendrik does not let it get him down for long. Hendrik and his close friends make the most of the time they have left, and if that involves speeding along the roads of Amsterdam on their souped-up mobility scooters, then that is exactly what they will do.
<i>The Secret Diary of Hendrik Groen, 83 ¼ Years Old</i> is a gem of a book and comes highly recommended to readers of all ages. Hendrik ‘s effortlessly funny, sarcastic remarks stress what the average citizen is too polite to voice. Once you begin it is hard to put down. Unfortunately a year is not long enough and you will end up wanting more. Whatever the future holds for us, let’s hope we become someone like Hendrik Groen.

Dubliners
Book
James Joyce's Dubliners is an enthralling collection of modernist short stories which create a vivid...

LeftSideCut (3776 KP) rated Species: The Awakening (2007) in Movies
Nov 4, 2020
I can quite comfortably say that Species: The Awakening - the fourth and thankfully last entry in the series to date - is one of the worst films I've ever put myself through.
Cheap horror films can occasionally find salvation in having a sort of charm to them, shitty yet endearing if you will, but unfortunately, there's more charm in my left testicle than in Species 4.
When I say cheap, I mean cheap as in they aren't even trying cheap. The whole film is drenched in a weird green lighting which makes it looks like a discount version of CSI. There's not even any practical gore to write home about. Not only is it seldom, but when things get violent, it looks like the blood was added using Microsoft Paint. It's dreadful.
I don't like to bash actors, they are only following directions after all, but Christ, no one on screen seems remotely invested in what they're doing. The dialogue is lazy, and half of the characters are just creeping around pulling "scary" faces whilst wearing "spooky" contact lenses. You know when a load of people on your Facebook friends-list update their profile pictures at Halloween with whatever costume they've put together, and they're pulling a cringey dead eye scary face just to add to the illusion - this film is basically that but for nearly two hours.
Talking about the runtime - fuck me it's gruelling. I'm pretty sure I drifted off at one point, but everything that's happening is so damn boring that by the time the credits roll, it becomes clear that Species: The Awakening is in fact an edurance test, designed to see how much dogshit the audience will take. At least, it feels that way.
It's abysmal, and I'm now in a bad mood, thanks a lot Species.
Cheap horror films can occasionally find salvation in having a sort of charm to them, shitty yet endearing if you will, but unfortunately, there's more charm in my left testicle than in Species 4.
When I say cheap, I mean cheap as in they aren't even trying cheap. The whole film is drenched in a weird green lighting which makes it looks like a discount version of CSI. There's not even any practical gore to write home about. Not only is it seldom, but when things get violent, it looks like the blood was added using Microsoft Paint. It's dreadful.
I don't like to bash actors, they are only following directions after all, but Christ, no one on screen seems remotely invested in what they're doing. The dialogue is lazy, and half of the characters are just creeping around pulling "scary" faces whilst wearing "spooky" contact lenses. You know when a load of people on your Facebook friends-list update their profile pictures at Halloween with whatever costume they've put together, and they're pulling a cringey dead eye scary face just to add to the illusion - this film is basically that but for nearly two hours.
Talking about the runtime - fuck me it's gruelling. I'm pretty sure I drifted off at one point, but everything that's happening is so damn boring that by the time the credits roll, it becomes clear that Species: The Awakening is in fact an edurance test, designed to see how much dogshit the audience will take. At least, it feels that way.
It's abysmal, and I'm now in a bad mood, thanks a lot Species.

Natacha (374 KP) rated The Kiss of Deception (The Remnant Chronicles #1) in Books
Jun 29, 2019
A nice easy read
This was another book that I wanted to pick up when I got back into reading but I ended up reading The Name of the Wind instead. I should have picked this one up...
This was an easy and interesting read. We have a strong female main character and we see that through her actions and not just because the author tells us so.
Things that I liked:
-Lia. She is strong, stubborn and she cares a lot about her friends.
-The mystery of who is the assassin and who is the prince. I thought that was a nice idea, it kept me guessing for a little but if you pay attention to a couple of details you'll guess who is who.
-Love triangle. Yes, that's an unpopular opinion but well-done love triangles are my guilty pleasure.
-Lia's actions have consequences that she needs to deal with.
Things I didn't like:
-This is the first of a trilogy so this was mostly to get to know the characters. The majority of the book is Lia getting on with her new life in Terravin and getting to know Kaden and Rafe, and falling in love. So not too much action.
Worth mentioning:
-If you like complex magic systems in your fantasy book this is not it. There is not magic as see in epic fantasy. The gift that some people have in the book, is another way to say that they are some kind of psychic. They can see into the past and future, sometimes with the help of the dead. And that's all we get magic wise., so don't go in expecting complex magic systems.
This was an easy and interesting read. We have a strong female main character and we see that through her actions and not just because the author tells us so.
Things that I liked:
-Lia. She is strong, stubborn and she cares a lot about her friends.
-The mystery of who is the assassin and who is the prince. I thought that was a nice idea, it kept me guessing for a little but if you pay attention to a couple of details you'll guess who is who.
-Love triangle. Yes, that's an unpopular opinion but well-done love triangles are my guilty pleasure.
-Lia's actions have consequences that she needs to deal with.
Things I didn't like:
-This is the first of a trilogy so this was mostly to get to know the characters. The majority of the book is Lia getting on with her new life in Terravin and getting to know Kaden and Rafe, and falling in love. So not too much action.
Worth mentioning:
-If you like complex magic systems in your fantasy book this is not it. There is not magic as see in epic fantasy. The gift that some people have in the book, is another way to say that they are some kind of psychic. They can see into the past and future, sometimes with the help of the dead. And that's all we get magic wise., so don't go in expecting complex magic systems.

Kristy H (1252 KP) rated The Chalk Pit (Ruth Galloway, #9) in Books
Feb 13, 2018
Dr. Ruth Galloway is called in to investigate some bones found underground: local architect Quentin Swan is building a large center, and he worries the bones will delay his plans. Ruth fears he is correct, as she quickly realizes the bones are human (and not ancient). Meanwhile, members of DCI Nelson's team are looking into a missing "rough sleeper" (homeless person, in American parlance). Others in the community are saying she went "underground." Is this a figure of speech, or really true? After all, a geologist at Ruth's university says that there is web of chalk mining tunnels beneath King's Lynn. Nelson is also dealing with a new boss, who is putting pressure on him from all sides--from driving more safely (as if) to focusing more on strategy and less hands-on investigation. Can Nelson put aside this new distraction and solve these cases?
It's hard to believe this is the ninth book in Elly Griffiths' fantastic Ruth Galloway series. I'm sure all my reviews are starting to sound somewhat similar by now, but these books are just so wonderful, and I love them so. Ruth is a great character: she's well-written and completely herself, and the cast of characters that surround her in each book (Nelson, his wife, Judy, Cathbad, Clough, Tanya, etc.) are also their own people. Each are so fully developed that you feel as if you know them as intimately as friends. I love Ruth and her antisocial nature, her sarcasm, and her fierce devotion to her daughter, Kate (who can be so different from her mother). I love gruff Nelson. I love all of Nelson's subordinates on the force. They seriously do feel like friends, and while I loved this book, I felt bereft when it ended, because it means I have to wait again for another one (I will be so sad when this series ends).
I have no complaints with book #9. I enjoyed the plot and while it wasn't a total page-turner, it kept me guessing, and I didn't figure out everything ahead of time, which I always appreciate. There are some interesting developments in the whole Ruth/Nelson/Michelle saga and while I wish I could just flash forward to find out everything that happens, I was intrigued by all of them. This little love triangle is a great backstory to the novels, and the tension between Ruth and Nelson is so achingly portrayed in the books: Griffiths is doing a wonderful job of depicting it as Kate ages and new complications emerge with the dynamic.
In the end, as I always say: if you aren't reading this series: you should. It's wonderful, engaging, and I truly think you will fall for Ruth and her world. You don't necessarily need to read these books in order (novel #9 and its plot will stand on its own), but I think starting at the beginning will certainly enrich the experience. Meanwhile, I will be patiently waiting for #10 and secretly dreaming of a world where Ruth and I are the sort of friends where we can eat food together without judgement and occasionally get together without any social pressure.
You can read my reviews of book #8, THE WOMAN IN BLUE, <a href="https://www.goodreads.com/book/show/25897794-the-woman-in-blue">here</a>; book #7, THE GHOST FIELDS, <a href="https://www.goodreads.com/book/show/22749744-the-ghost-fields">here</a>; and book #6, THE OUTCAST DEAD, <a href="https://www.goodreads.com/book/show/18222687-the-outcast-dead">here</a>.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a> ~ <a href="https://www.instagram.com/justacatandabook/">Instagram</a> </center>
It's hard to believe this is the ninth book in Elly Griffiths' fantastic Ruth Galloway series. I'm sure all my reviews are starting to sound somewhat similar by now, but these books are just so wonderful, and I love them so. Ruth is a great character: she's well-written and completely herself, and the cast of characters that surround her in each book (Nelson, his wife, Judy, Cathbad, Clough, Tanya, etc.) are also their own people. Each are so fully developed that you feel as if you know them as intimately as friends. I love Ruth and her antisocial nature, her sarcasm, and her fierce devotion to her daughter, Kate (who can be so different from her mother). I love gruff Nelson. I love all of Nelson's subordinates on the force. They seriously do feel like friends, and while I loved this book, I felt bereft when it ended, because it means I have to wait again for another one (I will be so sad when this series ends).
I have no complaints with book #9. I enjoyed the plot and while it wasn't a total page-turner, it kept me guessing, and I didn't figure out everything ahead of time, which I always appreciate. There are some interesting developments in the whole Ruth/Nelson/Michelle saga and while I wish I could just flash forward to find out everything that happens, I was intrigued by all of them. This little love triangle is a great backstory to the novels, and the tension between Ruth and Nelson is so achingly portrayed in the books: Griffiths is doing a wonderful job of depicting it as Kate ages and new complications emerge with the dynamic.
In the end, as I always say: if you aren't reading this series: you should. It's wonderful, engaging, and I truly think you will fall for Ruth and her world. You don't necessarily need to read these books in order (novel #9 and its plot will stand on its own), but I think starting at the beginning will certainly enrich the experience. Meanwhile, I will be patiently waiting for #10 and secretly dreaming of a world where Ruth and I are the sort of friends where we can eat food together without judgement and occasionally get together without any social pressure.
You can read my reviews of book #8, THE WOMAN IN BLUE, <a href="https://www.goodreads.com/book/show/25897794-the-woman-in-blue">here</a>; book #7, THE GHOST FIELDS, <a href="https://www.goodreads.com/book/show/22749744-the-ghost-fields">here</a>; and book #6, THE OUTCAST DEAD, <a href="https://www.goodreads.com/book/show/18222687-the-outcast-dead">here</a>.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a> ~ <a href="https://www.instagram.com/justacatandabook/">Instagram</a> </center>

Amanda (96 KP) rated The Tattooist of Auschwitz in Books
May 29, 2019
“If you wake up in the morning, it is a good day.”
So I thought about it, and I’ve decided to write my review for this book. I’ve never read books that center around The Holocaust. I never thought I would, because I’ve seen several movies and just the sheer graphics of it alone made me sad. I know this was supposed to be based on a true story, but I went into it with the mindset that it wasn’t true, because most times, some of those stories are fabricated for drama purposes. I’ve read that even Heather Morris added some things to the story for that reason, so again, I saw it as just another story.
The story centers around Lale who is transferred to Auschwitz, but is given the job as a tattooist. From the descriptions, he has to use a really awful needle and has to press down hard enough for the numbers to be seen and never removed – a highly painful process that he has to perform even on children. Then one day, he tattoos a lady that catches his eye, Gita, and from then on he plans to love her and marry her WHEN they get out of Auschwitz.
Off the bat, something about the writing kind of bothered. I couldn’t quite pin point what it was. I read somewhere that this book was originally written as a screen play and I think that was it. To me, the style had a vagueness to it that made it feel like some parts I was reading something from an old story book from when I was in high school. I’m not saying that style was terrible. This particular writing style is not my favorite to read.
I liked the premise of the story. I can’t begin to imagine what it was truly like in those camps. I can’t comment on it either, but like I said, I also didn’t go into this book thinking it was all a true story about these two people. So, there were some bits of the story that I had a hard time believing, but then again, I’m not sure if it was a true part or a fabrication part.
All in all, the story wasn’t bad. I felt so horribly for Lale having to have that job, but he survived, and Gita. The remembering of their families and wondering if they are alive or dead struck me a bit. I know I’ve said this, but I can’t imagine that kind of pain. I feel horrible whenever Lale thought of his mother.
“His mother he can see perfectly. But how do you say goodbye to your mother? The person who gave you breath, who taught you how to live?”
You can’t, that’s the answer.
The book didn’t live up to the hype, in my opinion, but Morris wrote a nice and moving story in the end. I know there are some other stories like this. One of my Twitter friends recommend the Librarian of Auschwitz, so perhaps I will see about that book.
I don’t believe I’ll be seeking out the sequel to this book. I do hope it’s better than the first, but the story is still good.
So I thought about it, and I’ve decided to write my review for this book. I’ve never read books that center around The Holocaust. I never thought I would, because I’ve seen several movies and just the sheer graphics of it alone made me sad. I know this was supposed to be based on a true story, but I went into it with the mindset that it wasn’t true, because most times, some of those stories are fabricated for drama purposes. I’ve read that even Heather Morris added some things to the story for that reason, so again, I saw it as just another story.
The story centers around Lale who is transferred to Auschwitz, but is given the job as a tattooist. From the descriptions, he has to use a really awful needle and has to press down hard enough for the numbers to be seen and never removed – a highly painful process that he has to perform even on children. Then one day, he tattoos a lady that catches his eye, Gita, and from then on he plans to love her and marry her WHEN they get out of Auschwitz.
Off the bat, something about the writing kind of bothered. I couldn’t quite pin point what it was. I read somewhere that this book was originally written as a screen play and I think that was it. To me, the style had a vagueness to it that made it feel like some parts I was reading something from an old story book from when I was in high school. I’m not saying that style was terrible. This particular writing style is not my favorite to read.
I liked the premise of the story. I can’t begin to imagine what it was truly like in those camps. I can’t comment on it either, but like I said, I also didn’t go into this book thinking it was all a true story about these two people. So, there were some bits of the story that I had a hard time believing, but then again, I’m not sure if it was a true part or a fabrication part.
All in all, the story wasn’t bad. I felt so horribly for Lale having to have that job, but he survived, and Gita. The remembering of their families and wondering if they are alive or dead struck me a bit. I know I’ve said this, but I can’t imagine that kind of pain. I feel horrible whenever Lale thought of his mother.
“His mother he can see perfectly. But how do you say goodbye to your mother? The person who gave you breath, who taught you how to live?”
You can’t, that’s the answer.
The book didn’t live up to the hype, in my opinion, but Morris wrote a nice and moving story in the end. I know there are some other stories like this. One of my Twitter friends recommend the Librarian of Auschwitz, so perhaps I will see about that book.
I don’t believe I’ll be seeking out the sequel to this book. I do hope it’s better than the first, but the story is still good.

Gareth von Kallenbach (980 KP) rated the Xbox One version of XCOM 2 in Video Games
Jun 19, 2019
Back in the day when having a 486 CPU make you the envy of many gamers, game called XCOM arrived and quickly establish the bar for which all other turn-based strategy games would be judged against. The sequel XCOM: Terror From The Deep was also very worthy but sadly subsequent entries and the series including a flight Sim, Exo-Suit Combat game, and a canceled first-person shooter left the game pretty much being a fondly remembered relic of an age long ago. When 2K 10 the rights to the franchise and put out the very solid XCOM: The Bureau and X-Com, fans could not be happier. XCOM was a modern day turn-based strategy game that contains all the elements that made the original game such a success along with updated graphics and capabilities that are made possible by today’s modern computers.
The success of the game spawned XCOM 2 were once again players must take command of the team of soldiers fighting against an alien incursion.
This timeout players need to command a resistance unit and as before, delegate valuable resources to areas such as combat research, weapons research, scientific research, base expansion, equipment, and much more.
From there base players are free to upgrade the facilities, research new technologies, select which missions to take, and which soldiers and equipment to use. The level of detail is so high that players can even promote their troops, and mourn fallen comrades at the base Memorial.
Typically a player quips their vehicle and assigns squad of soldiers to a combat area where they can use their relegated turn units to move, take cover, assume support position, attack, reload, and so much more. When a turn is complete, players must watch while the enemy takes their turn and he can be a little frustrating to have your poor helpless Squaddie cut down in their prime by enemy you did not notice.
The enemies are extremely advanced, well-armed, incapable of Psionic powers such as being able to mind control your troops and even raise the dead which can be very frustrating is nothing is more demoralizing than cutting down an elite enemy unit only to see them resurrected back in the game.
As with the best elements of the series you’re constantly in an arms race to research new technology and weaponry to keep up with the enemy and just when you think you have turned the corner. The enemy will roll out new units and weaponry to once again put you at a disadvantage. Combine this with the fact that resources and funding are always paramount to your success, players must always maintain good relationships with there’s financial supporters as a lack of funds is more deadly than any combination of alien assaults.
The game is graphically impressive and highly diverse as there are multiple styles of play that can be employed which gives the game an unparalleled level of strategy. It should also be noted that the game is exceedingly difficult at times and I spoke to one player who said that he nearly deleted the game several times while playing it in frustration but was glad he stuck it out because the final confrontation was absolutely epic.
There is a multiplayer mode for the game that allows players to assemble a trained team of units and take on various challenges and while entertaining, I must admit that I spent the majority of my time playing the campaign mode but look forward to playing this more in the future.
XCOM 2 is a very worthy sequel that in many ways surpasses the original in terms of a deeper and more intense story and gaming experience that really draws you in. One can almost feel the horror at seeing the latest alien terror up close and watching your squad members could cut down as you desperately attempt to achieve the mission objective. Whether you want a dose of nostalgia or a solid challenge, I highly recommend XCOM 2 as it is not only a first rate game, it is one of the best games of the year and likely will be the recipient of several awards in the not too distant future.
http://sknr.net/2016/02/29/xcom-2/
The success of the game spawned XCOM 2 were once again players must take command of the team of soldiers fighting against an alien incursion.
This timeout players need to command a resistance unit and as before, delegate valuable resources to areas such as combat research, weapons research, scientific research, base expansion, equipment, and much more.
From there base players are free to upgrade the facilities, research new technologies, select which missions to take, and which soldiers and equipment to use. The level of detail is so high that players can even promote their troops, and mourn fallen comrades at the base Memorial.
Typically a player quips their vehicle and assigns squad of soldiers to a combat area where they can use their relegated turn units to move, take cover, assume support position, attack, reload, and so much more. When a turn is complete, players must watch while the enemy takes their turn and he can be a little frustrating to have your poor helpless Squaddie cut down in their prime by enemy you did not notice.
The enemies are extremely advanced, well-armed, incapable of Psionic powers such as being able to mind control your troops and even raise the dead which can be very frustrating is nothing is more demoralizing than cutting down an elite enemy unit only to see them resurrected back in the game.
As with the best elements of the series you’re constantly in an arms race to research new technology and weaponry to keep up with the enemy and just when you think you have turned the corner. The enemy will roll out new units and weaponry to once again put you at a disadvantage. Combine this with the fact that resources and funding are always paramount to your success, players must always maintain good relationships with there’s financial supporters as a lack of funds is more deadly than any combination of alien assaults.
The game is graphically impressive and highly diverse as there are multiple styles of play that can be employed which gives the game an unparalleled level of strategy. It should also be noted that the game is exceedingly difficult at times and I spoke to one player who said that he nearly deleted the game several times while playing it in frustration but was glad he stuck it out because the final confrontation was absolutely epic.
There is a multiplayer mode for the game that allows players to assemble a trained team of units and take on various challenges and while entertaining, I must admit that I spent the majority of my time playing the campaign mode but look forward to playing this more in the future.
XCOM 2 is a very worthy sequel that in many ways surpasses the original in terms of a deeper and more intense story and gaming experience that really draws you in. One can almost feel the horror at seeing the latest alien terror up close and watching your squad members could cut down as you desperately attempt to achieve the mission objective. Whether you want a dose of nostalgia or a solid challenge, I highly recommend XCOM 2 as it is not only a first rate game, it is one of the best games of the year and likely will be the recipient of several awards in the not too distant future.
http://sknr.net/2016/02/29/xcom-2/

The Other Side
Book
How do you start an investigation when you have no evidence that a crime has been committed? When...
Mystery Police Procedural

Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.

Molly J (Cover To Cover Cafe) (106 KP) rated A Love Surrendered (Winds of Change, #3) in Books
Feb 27, 2019
*This review is from my blog and originally published in 2012*
This is going to be a hard review for me to write. No,no, it’s not a bad book. It’s one of my favorites. It’s bittersweet because this is the ending to one of my favorite Christian Fiction series. I fell in love with Ms. Lessman’s work when I read book 1 in this series, A Hope Undaunted. Ironically, it’s not the first in the O’Connor clans stories…there was a series previously written called The Daughters Of Boston. This particular series is so emotionally moving, so deeply intense that you get to become a part of the story. You can feel yourself being pulled deep into the heart of the story, becoming the characters, feeling every pain, every laugh, and every tear drop that falls. It’s absolutely an amazing feeling when reading a Julie Lessman novel.
I’ve been dying to read this book. This one is Steven O’Connor’s story. He’s the baby boy of the O’Connor family and, while I adored each of the others that I read about, I felt that Steven was the most deserving of having his story told. He was quietly awaiting his turn through out all the other books and it’s finally here! And oh what a turn it is! We get a bit of background on Steven in the other books, having a broken relationship with his ex fiance. Now, he’s a respectable man of the law and 25 years old. What he’s not expecting is for the arrival of Annie, a young impressionable girl of 17…..and his former fiance’s baby sister. Or the protectiveness he feels for her.
Susannah “Annie” Kennedy has left her home in Iowa to move on from her past and embrace a future in Boston. Her parents are dead now, her sister has raved about Boston and she’s ready to embrace a life out side of her straight and narrow past. When an circumstance arises and Annie finds herself face to face with Steven O’Connor, her sisters ex, she’s embarrassed…..and highly attracted to him! There’s just one little problem with that….he doesn’t realize that she’s Maggie’s baby sister.
Watching as these two came to terms with their past, and seeking forgiveness to over come it, and move on to a life filled with love and happiness was absolutely tear jerking! I loved every minute of this amazing 5 Book conclusion to my favorite series. Ms. Lessman kept the intensity woven through out as she did with the previous books. Her messages of forgiveness, letting go and seeking His love are just as strong and sweep through the reader instantly. If you love passion, if you love heartbreaking redemption and amazing historic detail, then look no further than the author who can create an unforgettable, un-put-downable novel that will spin the readers mind out of control. Well done Ms. Lessman and I am anxious to see what you have in story for your fans next…will we get glimpses of the O’Connor’s? Will we get to fall in love with another amazing family? Keep up the amazing writing, Ms. Lessman!
This is going to be a hard review for me to write. No,no, it’s not a bad book. It’s one of my favorites. It’s bittersweet because this is the ending to one of my favorite Christian Fiction series. I fell in love with Ms. Lessman’s work when I read book 1 in this series, A Hope Undaunted. Ironically, it’s not the first in the O’Connor clans stories…there was a series previously written called The Daughters Of Boston. This particular series is so emotionally moving, so deeply intense that you get to become a part of the story. You can feel yourself being pulled deep into the heart of the story, becoming the characters, feeling every pain, every laugh, and every tear drop that falls. It’s absolutely an amazing feeling when reading a Julie Lessman novel.
I’ve been dying to read this book. This one is Steven O’Connor’s story. He’s the baby boy of the O’Connor family and, while I adored each of the others that I read about, I felt that Steven was the most deserving of having his story told. He was quietly awaiting his turn through out all the other books and it’s finally here! And oh what a turn it is! We get a bit of background on Steven in the other books, having a broken relationship with his ex fiance. Now, he’s a respectable man of the law and 25 years old. What he’s not expecting is for the arrival of Annie, a young impressionable girl of 17…..and his former fiance’s baby sister. Or the protectiveness he feels for her.
Susannah “Annie” Kennedy has left her home in Iowa to move on from her past and embrace a future in Boston. Her parents are dead now, her sister has raved about Boston and she’s ready to embrace a life out side of her straight and narrow past. When an circumstance arises and Annie finds herself face to face with Steven O’Connor, her sisters ex, she’s embarrassed…..and highly attracted to him! There’s just one little problem with that….he doesn’t realize that she’s Maggie’s baby sister.
Watching as these two came to terms with their past, and seeking forgiveness to over come it, and move on to a life filled with love and happiness was absolutely tear jerking! I loved every minute of this amazing 5 Book conclusion to my favorite series. Ms. Lessman kept the intensity woven through out as she did with the previous books. Her messages of forgiveness, letting go and seeking His love are just as strong and sweep through the reader instantly. If you love passion, if you love heartbreaking redemption and amazing historic detail, then look no further than the author who can create an unforgettable, un-put-downable novel that will spin the readers mind out of control. Well done Ms. Lessman and I am anxious to see what you have in story for your fans next…will we get glimpses of the O’Connor’s? Will we get to fall in love with another amazing family? Keep up the amazing writing, Ms. Lessman!