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The Midas Code (Tyler Locke #2)
The Midas Code (Tyler Locke #2)
Boyd Morrison | 2011 | Contemporary, Fiction & Poetry, Thriller
9
9.5 (2 Ratings)
Book Rating
The story of King Midas is a Greek Legend warning on the folly of greed where everything the king touches turns to gold - including his daughter. But at the heart of every story is a grain of truth. What if King Midas was real and there really was a Midas Touch that could turn other things into gold? How much would it be worth? And more importantly how far would some people go in order to secure it?

Jordan Orr is in a race against time to secure this ancient and valuable artifact but he is missing two important pieces - an expert in ancient civilisations and an engineer able to decode centuries old mechanisms. He therefore puts Stacy Benedict, scholar and presenter of a popular TV show on ancient cultures, and Tyler Locke into a situation where they have no choice but to help him. Can Locke outsmart Orr? And does the Midas Touch really exist?

The second of the Tyler Locke thrillers sees Morrison once again explore the theme of an old story and imagining a what if situation of there being some truth to it. He then adds Tyler Locke - ex army engineer, mechanism and explosives expert and Grant Westfield, ex pro-wrestler and ex Army Ranger to the mix. As Benedict, Locke and Westfield move around Europe following the instructions laid down in a codex written Archimedes it seems Orr is always one step ahead of them. Locke must use all of his ingenuity to try to thwart Orr in his plans.

As with his other novels Morrison doesn't let up for one second and he relishes pushing his heroes to the limit. 'Out of the frying pan and into the fire' has nothing on this.

It would be easy to write a thriller of this sort and be sloppy with the details but Morrison is as always well-researched and keen to show off Locke's scientific and engineering credentials and is effortless at making ancient stories seem like they could - just about - be true.

Overall another absolutely brilliant book. Could Morrison be the best thriller writer working today? It's not something I'd discount.
  
Tatorship
Tatorship
2020 | Card Game, Educational, Humor, Political
The world of politics and democracy is definitely a complicated and confusing place. Finding your way through all the jargon and political processes can be mind-boggling. Enter Tatorship – the card game specifically designed to teach you about democracy and politics as you play!

Disclaimer: We were provided a copy of this game for the purposes of this preview. This is not the finished product, so some of the components may change in the final printing. -L

Tatorship is a card game of hand management and bidding in which players are racing to complete their secret political missions before their opponents. To set up the game, place the 6 Rights in their respective piles in ascending order. Each player randomly selects a Tator, Top Secret Mission, Bottom Secret Mission, and Executive Mission, as well as Action cards and a Bluff card. The Tator is your character, and provides a unique Executive power. The Mission cards (Top, Bottom, and Executive) each refer to specific Rights in the play area. Action cards provide resources necessary for interacting with the Rights, and for use during the Election.

On your turn, you interact with the current Rights on the table. The Rights in play act as the ‘rules’ for the current round. For example, one Right tells you how many Action cards to draw each turn, and another tells you what your hand limit is at the end of your turn. During this phase, you will also have the opportunity to ‘erode’ (remove) Rights from play. To erode a Right, you must pay the resources displayed on the Right card. Each Right has 4 cards, and the bottom-most card must be showing for that Right to be considered to be completely eroded. Your secret Missions require you to erode specific Rights in play, so you must strategize how to use your resources to best benefit your Missions. After all players have taken a turn, the game moves to the Election phase. During the Election, players are casting votes (the # of resources on the Action card is the # of votes it is worth) in an effort to elect a player to be the Executive for the next round. The Executive goes first in the next round, and gets to assign Roles to all players. In order to complete your Executive mission, you must have the Executive card at time of completion. You can vote for an opponent, as well as yourself. Cast a vote with your Bluff card, however, and your votes do not count! Trick your opponents into thinking you’ve voted for them, but reveal the Bluff and get those votes back. Didn’t win the Election? That’s ok! Take a Backstab card as a condolence. Backstab cards can be played at any time and can negatively affect your opponents, or could give you a leg up over opponents. Play continues until one player has completed all 3 of their secret Missions.

If you are confused at all by the rules/gameplay overview above, I have to admit that I am too. The rules provided with this game are extremely vague and confusing to understand. Not even a rulebook, these rules are compiled on 3 separate playing cards. The text is sparse, ambiguous, and contradictory. For example, one card says that each Right is followed once per turn per player, but in any order. But one of the Rights pertains to the Election phase, which I believe only happens once per round? Or does it happen on every single players’ turn since each Right is supposed to be followed by every player on every turn? The ambiguity of the rules bleeds over into other cards as well. Some cards say to ‘discount’ a Right, but nowhere does it say what ‘discount’ means. Do you immediately erode that Right by one? Or do you just pay one fewer resource to erode? There is no clarification anywhere, and that made this game frustrating to play.

Another qualm with this game is that it is supposed to be educational, but I do not think it achieves its goal. I do have to commend the creators for their efforts, but I think they fall flat. Every Action card has small text at the bottom that details the political concept addressed on the card. Here’s the catch – the text is educational, but it is so small that it can be easily ignored. It also has no bearing whatsoever on the gameplay, so I have to admit that I almost never read any of that extra text.

In theory, this game could be fun and educational. In actuality, though, it falls flat. The ambiguity of the rules meant that we played differently nearly every time. We tried interpreting the rules in several ways, but ultimately we just got frustrated by not knowing how everything actually works. With some serious rules work, this game has the potential to be something good. But in its current state, it feels more like a half-baked potato.
  
Slow Motion Ghosts
Slow Motion Ghosts
Jeff Noon | 2018 | Crime
7
7.0 (1 Ratings)
Book Rating
Some good twists (1 more)
Parallel personal story
one-dimensional or clichéd characters (0 more)
A decent intriguing thriller set in the 80s
*** Disclosure - I received a free advance copy of this book from netgalley in return for an honest review ***
Jeff Noon is a writer of speculative fiction who has been on my reading list for some time (not through recommendation, but through finding his books in discount shops and liking the sound of them). Here he travels somewhat less speculative ground, telling the tale of a murder investigation during the aftermath of the Brixton riots of the early 80s.
The body of Brendan Clarke is found in unusual circumstances, with his face mutilated in certain odd patterns and with no apparent signs of struggle. The investigation into his murder leads the detectives to look into the earlier suicide of a Bowie-esque rock star as the links between the two are too big to ignore. There then follows an investigation into the cult-like group of misfit teenagers set up in Hastings and the cult status of King Lost, aka Lucas Bell.
There is the usual conflict within the investigative team - one jaded, opinionated DS, one DS that is hard-working and reliable and one DC that is off-screen most of the time researching things. An added element is the recent controversy surrounding DI Hobbes, as he recently shopped in his colleagues for battering a young black man in retaliation for the Brixton riots.
The main storyline is good, with enough mystery and emerging evidence to keep the interest. The link in to the past suicide of the cult figure adds an extra element. However it feels Noon went a little too far out of his way to make there a reasonable number of plausible suspects, all of whom are fairly interchangeable if I'm honest (I still can't remember which one of two characters died and which didn't).
It was interesting to read a crime book written about pre-Google times, so there really was a need for more hard work, door-knocking and evidence gathering.
There were some early incongruous events that came across as quite needlessly jarring, for example when someone says they can't remember what someone looked like, it was only a quick glimpse, can't remember anything at all and then somehow when asked about facial markings (apropos of nothing) suddenly remembered a facial tattoo. A couple of instances like that really took me out of the book.
All in all, this was a reasonably well-told crime book with a decent setting, but not exactly a ground-breaking storyline.
  
Shadow Kingdoms of Valeria
Shadow Kingdoms of Valeria
2021 | Dice Game, Fantasy
As you’ve read in our previous reviews, we are BIG fans of the Valeria-verse games. Whether we have to recruit adventurers for quests, build a thriving village, or traverse the lands to protect its people from various Monsters, we are all about this realm. For this newest installation in the series, the tables have been flipped on us – because doesn’t it get tiring always being the ‘good guys’? Shadow Kingdoms of Valeria allows players to embrace their inner dark side and fight back against these ‘heroes’ to reclaim dominance over the lands. Sometimes, it just feels good to be bad!

Shadow Kingdoms of Valeria is a game of worker placement and dice drafting/pool building in which players are trying to amass the most VP by the end of the game. Played over a series of rounds, players will take turns moving their Warden, drafting dice, and performing various actions. To setup, place the main board in the center of the play area. Shuffle and place the Battle Plan deck, Award cards, and Champion decks in their corresponding locations. Fill the dice bag with the requisite number of dice for your player count, and draw/roll/place the listed number of dice in each of the 5 Shrines (areas) of the main game board. A specified number of Gems are placed in the appropriate Shrine, and each player places their score marker on the 0 space of the score track. Each player receives a player board, random Campaign Map, Warden and Conquest Markers in their chosen color, as well as markers for Gold, Influence, and Magic. Choose a starting player, and the game is ready to begin! The setup for a 2-player game is pictured below.

On your turn, you will move your Warden from its current location to one of the other 5 locations on the board. Whichever location you choose dictates what actions you may take this turn, and are as follows: Gem Shrine, Magic Shrine, Champions Shrine, Gold Shrine, Tactics Shrine, or your own Camp. When placing your Warden at any location (with the exception of your own Camp), you will first select one of the dice found at that Shrine and place it on an open space of your player board. You may not move to a Shrine if it has no dice! After taking a die, you may perform the action associated with your chosen location. The Gem Shrine allows you to take 1 Gem, which can be used to manipulate dice in future turns. At the Magic Shrine, you may gain 2 Magic or claim 1 Award card. Magic can be spent in the game to manipulate dice or partially refresh the Champion/Battle Plan decks, and Award cards give you VP and can be claimed once you have met their requisite conditions. The Champions Shrine grants you the opportunity to buy a Champion card. Champions can provide either Immediate, Ongoing, or End-Game effects. The Gold Shrine allows you to gain Gold (used to purchase Champions and Battle Plans), and the Tactics Shrine allows you to buy a Battle Plan to be placed in your reserve on your player board.

The final location, your own Camp, is on your player board. When you place your Warden here, you are committing to perform a Battle. To do so, select which Battle Plan you wish to complete (either from your reserve, or pay Gold to buy directly from the Battle Plan line), and place it on your player board. All Battle Plans have certain dice requirements that need to be met in order to be completed. Select and manipulate which dice you want to use for your chosen Battle Plan, and add up your total Strength. Compare your Strength to your Influence marker – the lower of the two will be your total strength for this battle. Check the chart on your player board to find the number of VP you earn for the total Strength level achieved in the Battle, and immediately move your score marker the appropriate number of spaces. After performing a Battle, you get to level up your player board. During the game setup, each player receives 10 Conquest Markers that are housed on their player board, blocking/locking certain bonuses, abilities, and dice slots. After a Battle, you may remove 1 Conquest Marker from your player board (granting you a new bonus/ability for future turns), and place it on your Campaign Map. Campaign Maps have nine different slots that will grant you differing rewards. Once you have moved your Conquest Marker, return all dice used in this Battle to the dice bag, and move your completed Battle Plan card to the side of your player board. Your turn then ends and the game moves to the next player.


The game continues in this fashion, with players moving their Wardens, collecting dice, and performing actions, until one player has completed their 7th Battle Plan. The round continues until all players have had an equal number of turns, and then players add up any remaining VP. The player who has accumulated the most VP is then declared the winner!

It really should come as no surprise to you that I love this game. Beyond just the Valeria-verse theme, though, the gameplay is more strategic than I originally thought. Yes, it’s a worker placement and dice drafting game, but the underlying strategy is really what makes it great. You see, the dice in the game have 3 different elements that affect your strategy. First is the color: each color matches a Faction, and different Factions are required to complete specific Battle Plans. Next, is the actual die value: you want higher numbers to get a higher Strength, which equates to more VP when completing Battle Plans. And lastly is the discount: depending on the face value of the die, you will receive a discount towards purchasing Champions, Battle Plans, or collecting gold. The lower the face value of the die, the higher the discount, and vice versa. So yeah, maybe taking a 1 value die won’t really help in the Battle Plan, but the amount of gold it allows you to collect might be worth it. You have those 3 things to consider for dice alone! And that doesn’t even take into account which Champions you might want to buy, or what Battle Plans would be beneficial to you.

Another neat strategic element are the Conquest Markers on your player board. Everyone starts with the same number/placement of Conquest Markers, but as the game progresses, players may resolve them in various ways. There is no ‘correct’ order in which to move Conquest Markers – it all comes down to your strategy. Maybe you want more dice right off the bat, so you remove those first. Or maybe you want to be able to reserve more than 1 Battle Plan at a time, so you go for that one. It’s going to be different for every player, and it’ll be different every game. It all depends on the layout of the main board, and which dice and actions are available to you at any given time. There are so many strategic considerations throughout the entire game, and it keeps all players actively engaged.

Components. No surprise here, but the component quality is great, which is to be expected of Daily Magic Games. The cardboard is all thick and chunky, the wooden tokens nice and sturdy, and the cards are easy to manipulate and clear to read. The artwork is, in my opinion, one of the greatest things about the Valeria games, and Shadow Kingdoms is no exception. When getting the game set up, sometimes I find myself just looking through the cards and really appreciating the artwork. So all in all, great production quality here.

Does Shadow Kingdoms of Valeria climb the ranks to my favorite Valeria game? Not quite, but I have to say honestly that it’s getting there. The gameplay is solid and straightforward, the strategic implications are vast, and the components make the game feel awesome. And to get the Monster perspective in this universe is a neat twist that I otherwise would not really have thought of. If you’re a fan of the Valeria games, definitely check this one out. Or if you’re just a fan of worker placement, with some unique elements of drafting, then I highly recommend this one as well. Purple Phoenix Games gives it a mighty 5 / 6. Check it out. I don’t think you’ll be disappointed.
  
Missing Link (2019)
Missing Link (2019)
2019 | Adventure, Animation, Comedy
Annapurna Pictures and Laika Films release the new film “Missing Link”,
written and directed by Chris Butler.

It stars Hugh Jackman as Sir Lionel Frost, Zoe Saldana as Adelina
Fortnight, and Zach Galifinakis as Mr. Link, and Stephen Fry as Lord
Piggot-Dunceby.

Sir Lionel Frost wants to be famous. He wants to be recognized for
amazing discoveries and to be able to join the ranks of what he sees as
the elite explorers at London’s Optimates Club.

The head of the Optimates Club is Lord Piggot Dunceby, who, for whatever
reason, is dead set against both acknowledging Frost’s discoveries, and
acknowledging evolution (in the form of the Missing Link aka Sasquatch)

Frost, determined to prove his worthiness, sets off to the Pacific
Northwest to track down the Sasquatch, and Lord Dunceby promptly
dispatches a hired thug to thwart and discredit his efforts.

We follow Frost to the forests of Washington State where he discovers
the Sasquatch itself had written the letter prompting his search and the
reason why is that he has no other family and has heard that there are
others like him in the Himalayans. Mr. Link wants Sir Frost to help him
find his distant cousins so that he will not be lonely anymore.

Still being tracked by the hit man, (voiced by Timothy Oliphant) Mr.
Link (who prefers to be called “Susan”) and Frost first travel to see
Adelina Fortnight to gather a map belonging to her now-deceased explorer
husband. Adelina is none too happy to see Sir Frost and they argue about
the map, with Adelina finally agreeing to let Frost use it on his quest,
but only if she comes along with them on their travels.

We follow the trio across the miles, and watch them outwit their
sinister tracker, finally arriving at their destination.

All is not well, however, when Susan finally meets his distant cousins,
as their leader says he does not belong.

The movie was made with a blend of claymation, CGI and 3D printing, and
was very interesting to watch from an adult standpoint for that alone.

There were quite a few laugh-out-loud moments from the adults in the
audience as well, although it seemed like less laughs from the younger
crown at the theatre.

The storyline was ok, but seemed to not flow as well as other recent
kids movies, and my 10 year old son said it was “just ok”. He said it
was rather boring.

From my own standpoint, I liked that the film showed the importance of
friendships and of doing “the right thing” even if it’s not for personal
gain, but I am not sure that it was portrayed in a way that the target
audience would grasp it 100%.

Overall, the movie Missing Link was just ok, and good for a family
outing, but perhaps I might wait till it came out at the discount
theatre.
  
40x40

Moby recommended Bryter Layter by Nick Drake in Music (curated)

 
Bryter Layter by Nick Drake
Bryter Layter by Nick Drake
1970 | Folk
7.7 (3 Ratings)
Album Favorite

"I mentioned Johnny's record store, and as well as Suicide, which is ironic considering he killed himself, he got me to listen to Nick Drake. This is such a perfect record, the songs are perfect, the singing's perfect, the instrumentation (even though Phil Collins plays on the songs) is perfect. It was one of those records that didn't need any explaining. I walked in, it was playing, and I asked 'what's this?', I thought it maybe was a Cat Stevens b-side. He told me it was Nick Drake and that I should buy it and he gave me a discount on the record because he was such an evangelist for it, and thought it was one of the best records ever made and that people needed to learn about Nick Drake. I took it home and fell in love with it. It's been a constant for me ever since. I can't imagine a month of my life that's gone by that I've not listened to it. The funniest experience was the first real tour I did, in 1991, with the band The Shamen. It was the first electronic music rave tour of the States, and at the time I didn't drink, I didn't do drugs, I was a very naive little kid and I was on tour with the Shamen, who were all really partying quite hard. I think we liked and respected each other, but we didn't really have anything in common apart from a shared love of electronic music. One day I was in the back of the lounge listening to Nick Drake's Bryter Layter and the singer came back and you could see his face lit up, and you could see he was a huge Nick Drake fan. We bonded over that. The next tour I did was with the Prodigy and Richie Hawtin, and the one after that was with Orbital and the Aphex Twin. During these tours there was a rave scene in the early 90s, but compared to the UK it was much smaller. It certainly existed. One of the reasons why the rave scene in the States is how it is, is because a lot of the people involved do way too many drugs. You get these DJs and performers who get really into the rave scene and then do more drugs in one night than most human beings should in a lifetime, so the burn-out rate is pretty high. In 1996 I was dating this raver girl, and she had gone out and did three hits of ecstasy, three hits of ketamine, some acid and crystal meth and I just remember thinking 'how can your body handle that?' But I guess if you're 19 years old it can handle it for a little while. Definitely that type of drug use led to a lot of people burning out"

Source
  
The Girl Before
The Girl Before
J.P. Delaney | 2017 | Fiction & Poetry
7
7.7 (25 Ratings)
Book Rating
Suspenseful and different novel
Two wounded women reeling from personal issues are looking for a new apartment. For Emma, she requires a safe place after being the victim of a break-in while her loyal boyfriend, Simon, was out. For Jane, it is a new place that holds no reminders of the baby she lost. For each woman, the house at One Folgate Street seems to offer exactly what they are looking for. It is designed by well-known architect, Edward Monkford, and comes with a set of rules created by the inscrutable man himself. In fact, to live at One Folgate Streets means signing off on over 200 rules, ranging from no books or personal mementos, to total tidiness, to agreeing to showing the house on architectural tours, to accepting to the intense technology that it comes with, including the house monitoring your well-being and moods. At first, the rules and clarity that come with One Folgate Street seem comforting to Emma and Jane. But as they spend more time in the house--and learn about its past, including its mysterious builder--they become terrifying and stifling.

THE GIRL BEFORE is a fascinating novel told solely from the point of view of Emma, One Folgate Street's previous tenant, and Jane, its current tenant. All activities are filtered through the lens of these two women. The novel effectively builds suspense with the parallel nature of the two women's stories, but it also can get a little repetitive at times (and sometimes a little confusing, as you have to remind yourself, mostly in the beginning, who is talking). The book starts off exciting, as you are drawn into both Emma and Jane's tales while they acclimate to the house and all the oddities it offers. The house itself almost becomes another character in the novel. It starts to drag a bit halfway through as you wonder what will happen in the next half (people living in a technologically advanced house can only be so exciting, right?). But then, suddenly, the novel takes some odd turns (there are some interesting sexual plot twists) and eventually grows quite interesting again with some psychological and thrilling revelations. Perhaps my favorite part about this book is that many of these developments truly surprised me, which isn't always easy to do in a thriller.

Overall, this is an interesting novel. It's certainly suspenseful and different. To enjoy it, you really have to set your disbelief aside at the actual conditions of living at One Folgate Street (no books, what?!) and accept that the two women are so broken (and perhaps broke, as the house apparently comes at a great discount) that they will go along with anything. It has a lot of varied plot threads and some of them aren't always fully explored or truly necessary, which can be a little frustrating. Still, the book truly surprised me with its twists and kept me entertained, with a deep desire to get to the end. Overall, 3.5+ stars.

I received a copy of this novel from the publisher and Netgalley (thank you!) in return for an unbiased review.
  
Space Explorers
Space Explorers
2017 | Card Game, Economic, Space
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?

Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.

To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.

To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.

As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.


Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.

The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.

While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.

It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
  
Final Notice: A Political Thriller
Final Notice: A Political Thriller
Van Fleisher | 2017 | Thriller
4
8.0 (3 Ratings)
Book Rating
Authentic feeling characters (0 more)
Odd and out of place humor (0 more)
Honest Review for Free Copy of Book
Final Notice by Van Flesher was a very conflicting book for me. I was excited to read this book after I read over the description but found myself to be extremely disappointed. The concept was good but the way the book was written completely lost my interest. I debated a few different times about putting the book down but felt that I owed it to the author to give the book a chance. That being said, just because I did not like it does not mean that other readers would not find it enjoyable.

A company creates a watch called the VT2 and it can monitor a person's health with surprising accuracy. It also has the capability of giving a person a Final Notice when it detect a change that will ultimately lead to death. At the same time the NRA started offering a discount to senior citizens to buy guns in order to defend themselves in their families. On top of these two events, many states are being pushed to have loser laws that will make it easier for people to get guns. These three factors together line up to create a series of horrible events.

The Final Notice feature was intended to give people a chance to get their affairs in order. However, for some once they get their notice they realize with having nothing to lose they can get revenge on people who have wronged them in the past. Some seniors lash out at others, specifically younger people who insulted them in some way. Other people go after political figures that they do not agree with. People who work for the company that created VT2 even joke about how if they knew they were going to die they had a list of people that they would try to take with them. The company ends up working with the FBI and a journalist to offset the negative impact of the VT2 and market it to the public in a positive light.

Many books did not include specifics about religion but that's one does. I found that to be a nice change as it made some of the characters feel more authentic. It also tackled some hard issues, not just the gun laws but also refugees and immigration focusing on those from Syria. With how anti-gun and anti-NRA this book is I was surprised at how casually other issues are mentioned. I would think topic such as underage drinking, fake IDs, and teen pregnancy would also be shown in a more negative light and not just as a passing memory. There were also a few attempt at humor towards the end of the book that just felt weird, in fact I am not even completely sure if it was supposed to be humor. The author says " the author feel sorry..." and " the author was tempted..." and as these are the only time this writing style is used it feels out of place. Morals are also called into question a three different times over the course of this book. It makes the reader question just because you can make money off of something and it is legal does that automatically make it alright?

The target readers for this book would be adult to our supporters of gun control. High school teachers might find this book interesting to teach with topics for group discussion by the students. Also people who are against the NRA in general would probably find this books topics to be enjoyable. After much the bay I have decided to give this book a 2 out of 4. Originally, I was only going to give the book a 1 but the concept of the watch is too interesting. Many chapters or paragraph felt repetitive of previous statements and I think that was largely what turned me away from this book.
  
40x40

Jerry Cantrell recommended Van Halen by Van Halen in Music (curated)

 
Van Halen by Van Halen
Van Halen by Van Halen
1978 | Rock
8.5 (2 Ratings)
Album Favorite

"He's a friend of mine and I'm proud to call him that. They gave us one of our first breaks, around 1990 when we were on tour with those guys for about half a year. When I discovered his music, I think they had already released a couple of records. The first one was in ‘78, and I was in Pennsylvania in ‘79 when Van Halen II came out, but I had never actually heard them, instead I’d heard friends talking about them at school. A couple of my friends had the Van Halen logo written on their folders. I was like: ""What's that?"" ""This band Van Halen man, they're fucking killers, you gotta check 'em out!"" So, my Dad let me join the Columbia records and tapes club. It was a total scam. It was like you send a penny then you could pick out, I don’t know, seven or eight records, but then you were hooked for so many records after that, for way past full price. Some of the records I picked for my penny, were Van Halen I and II. I remember, my dad was watching TV in the living room like we did most nights. We had a pretty decent stereo system. So I put the headphones on, and I put on Van Halen I for the first listen. And from the first fucking note... I remember how magical that was. Same thing as with Hendrix. That's why I cite Eddie and Hendrix, ‘cause I think those guys are like brothers, of different eras. It's completely unique. There's nobody before that guy that sounded like that guy. But there were a ton of guys that sounded like him afterwards, or were trying to emulate him. I tried my tapping technique, but I'm no good at it. That record, for a kid wanting to be a guitarist, that was like an unachievable goal, to be that fucking good and to sound that fucking bad-ass, but it made you wanna try. Years later, when we went on that tour, we became really good friends. He had his new guitar and amps that he had had made. I remember asking if I could buy one, if he could give me a little discount or something like that. He's like: ""Fuck that man, I'll just give it to you!"" and, ""Look man, I got paid. It's the lamest thing in the world: when you got nothing, nobody will give you anything, when you have everything, everybody just gives you everything for free. So let me just give you some shit."" I forgot about that, it was sometime in the middle of the tour... I got home from that tour. I was living with my manager Kelly Curtis and his wife, down in their basement. Kelly greeted me at the door, like: ""Welcome home man! How was the tour?"" “Oh that was good man!"" ""Oh that's cool man! And d'you mind getting your shit out of my garage?"" I'm like: ""What are you talking about?"" He's like:""Eddie Van Halen has put so much gear in my garage, I can't even park my car. Get that fucking shit out of there."" So it was there, two full stacks and two guitars that he had fucking sent me for free. And I still have one of them. The other was stolen by someone years ago and I never saw it again. I still mourn the loss of that. But I saw him [Van Halen] about a month ago in LA before we left. As a matter of fact, I stole his guitar tech, Craig DeFalco [laughs]!"

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