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Purple Phoenix Games (2266 KP) rated Tutankhamun in Tabletop Games
Jul 9, 2021
Tutankhamun (per dictionary.com, the pronunciation is as such: [ toot-ahng-kah-muhn ]) is regularly shortened and often referred to as “King Tut.” My real question is that if the first syllable is “toot,” why do we not call him King Toot? I have a 5 year old boy and a 2 year old girl at the time of this writing, so I can tell you EXACTLY why we don’t call him King Toot, but that’s for another discussion. Never having played the original version, will I enjoy this new version of the game by world-renowned designer Dr. Reiner Knizia?
In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!
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, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.
Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.
God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.
Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.
Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!
What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.
Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!
At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!
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, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.
Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.
God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.
Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.
Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!
What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.
Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!
At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
Sophia (Bookwyrming Thoughts) (530 KP) rated Daughter of Isis (Descendants of Isis #1) in Books
Jan 23, 2020
<b><i>I received this book for free from Author in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
The first book in Kelsey Ketch's <em>Descendants of Isis</em> series is a book with very heavy romance.
Of course, I was highly aware of that upon reading the synopsis.
But I'm an absolute sucker for mythology of all kinds (This is why I am highly interested in debut author Heidi Helig's <em>The Girl From Everywhere</em>. I mean, <em>Hawaiian</em>. Saucer eyes RIGHT here! I intend on waiting until the book is published, though.) and I simply couldn't resist myself. So instead of moping about the possibility of a heavy romance, I replaced my "NUUU ROMANCE" hat with my "TOLERABLE ROMANTIC" hat (the caps are intentional), sat back with my tablet (after transferring the review copy from the computer), and just hoped Ketch would take me on an unforgettable journey.
Natti has just moved from London to a small town in California after her Grandmother's death, with her only clue in a necklace she inherited. Since the first day Natti starts at her new school, Seth O'Keefe starts pursuing her in the hopes of seducing her.
Plus, Tolerable Romantic (I'll stop capping my hats now) hat says it's not exactly love at first sight Natti is completely resistant to Seth's attempts at charming her from the beginning, even though she sort of succumbs to his charms eventually. At that point in time, however, I know each of the characters well enough and have a particular fondness for each of them (for the first in a series) that it isn't awkward at all.
Ketch writes the book in two views: Natti's and Seth's. Natti's comparison of British life to American life and big city to a small town is mildly hilarious (we totally do everything backward). Even though she would rather remain in England, she smoothly transitions into her new life after meeting Wanda, Kevin, and Jen and being tucked under their wings.
Also, she has a fire in her I kind of like.
I honestly feel having Seth's view works out in the book's favor; hearing from his point of view makes him a lot more human than he comes out as with the other Sons of Set: someone who worships the Egyptian god Set and spreads chaos in the world on his behalf, hoping to eventually come across a secret from the past. They also sound insane and just want to take over the world one woman at a time.
It basically puts him in an entirely different perspective for readers than simply reading what Natti thinks of him.
<div class="separator" style="clear: both; text-align: center;"><a style="margin-left: 1em; margin-right: 1em;" href="http://3.bp.blogspot.com/-kFwoMM-NvD4/VodHIVFyhoI/AAAAAAAAFqQ/y-lTjSgr4j0/s1600/perspective.gif"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2016/01/perspective.gif" width="320" height="240" border="0" /></a></div>
<em>Daughter of Isis</em> is one of those books where I'll probably keep my Tolerable Romantic hat on for the entire series because the romance between Seth and Natti fits the story really well. The world Kelsey builds in a small town California where nearly everyone is under the thumb of the Sons of Set captivated me by the end of the book I can't wait to see what trials the couple will face in the future of the series.
<a href="https://bookwyrmingthoughts.com/review-daughter-of-isis-by-kelsey-ketc/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
The first book in Kelsey Ketch's <em>Descendants of Isis</em> series is a book with very heavy romance.
Of course, I was highly aware of that upon reading the synopsis.
But I'm an absolute sucker for mythology of all kinds (This is why I am highly interested in debut author Heidi Helig's <em>The Girl From Everywhere</em>. I mean, <em>Hawaiian</em>. Saucer eyes RIGHT here! I intend on waiting until the book is published, though.) and I simply couldn't resist myself. So instead of moping about the possibility of a heavy romance, I replaced my "NUUU ROMANCE" hat with my "TOLERABLE ROMANTIC" hat (the caps are intentional), sat back with my tablet (after transferring the review copy from the computer), and just hoped Ketch would take me on an unforgettable journey.
Natti has just moved from London to a small town in California after her Grandmother's death, with her only clue in a necklace she inherited. Since the first day Natti starts at her new school, Seth O'Keefe starts pursuing her in the hopes of seducing her.
Plus, Tolerable Romantic (I'll stop capping my hats now) hat says it's not exactly love at first sight Natti is completely resistant to Seth's attempts at charming her from the beginning, even though she sort of succumbs to his charms eventually. At that point in time, however, I know each of the characters well enough and have a particular fondness for each of them (for the first in a series) that it isn't awkward at all.
Ketch writes the book in two views: Natti's and Seth's. Natti's comparison of British life to American life and big city to a small town is mildly hilarious (we totally do everything backward). Even though she would rather remain in England, she smoothly transitions into her new life after meeting Wanda, Kevin, and Jen and being tucked under their wings.
Also, she has a fire in her I kind of like.
I honestly feel having Seth's view works out in the book's favor; hearing from his point of view makes him a lot more human than he comes out as with the other Sons of Set: someone who worships the Egyptian god Set and spreads chaos in the world on his behalf, hoping to eventually come across a secret from the past. They also sound insane and just want to take over the world one woman at a time.
It basically puts him in an entirely different perspective for readers than simply reading what Natti thinks of him.
<div class="separator" style="clear: both; text-align: center;"><a style="margin-left: 1em; margin-right: 1em;" href="http://3.bp.blogspot.com/-kFwoMM-NvD4/VodHIVFyhoI/AAAAAAAAFqQ/y-lTjSgr4j0/s1600/perspective.gif"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2016/01/perspective.gif" width="320" height="240" border="0" /></a></div>
<em>Daughter of Isis</em> is one of those books where I'll probably keep my Tolerable Romantic hat on for the entire series because the romance between Seth and Natti fits the story really well. The world Kelsey builds in a small town California where nearly everyone is under the thumb of the Sons of Set captivated me by the end of the book I can't wait to see what trials the couple will face in the future of the series.
<a href="https://bookwyrmingthoughts.com/review-daughter-of-isis-by-kelsey-ketc/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Purple Phoenix Games (2266 KP) rated Paradox of Morality in Tabletop Games
Dec 17, 2020
Paradox of Morality. That’s a super cool name for a game. What do you think of when you read it? I immediately thought of questionable choices that could mean life or death, or having to choose between two ugly outcomes, or questioning one’s own value systems. This is a great premise for a game. Does this one deliver on its namesake and give the players these excruciating choices?
Paradox of Morality is a moderated scenario game between players (or teams of players) where one player will be the judge and the others will be convincing the judge to award them points based on their responses to scenario prompts.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign or through any retailers stocking it after fulfillment. -T
Setup is very easy: choose a judge, split up the remaining players into teams and choose the first scenario from the stack of large cards. The game may now begin!
Playing a round is similar to playing a company-mandated icebreaker activity where each team is given the same prompt by the judge to be discussed in their groups. Once the judge has called time for the scenario each team will need one or more spokespeople to deliver their arguments for what they have discussed. The judge then listens to all teams’ spokespeople and awards points based on responses given. The first team to reach 200 points is the winner.
Components. Again, this is a prototype and I do not know if the components will be any different once the game is officially produced. That said, this game is just a large stack of large prompt cards. The rules are printed on the inside of the box cover. There is minimal art in the game and it only resides on the box and on the card backs. I can describe the art as photos of trippy scantily-clad quasi-Egyptian masquerade attendees with the females wearing what appears to be only body paint. It certainly does not connect to the gameplay in any fashion, and I question its usage. Additionally, the verbiage throughout the game (and maybe it’s just for the prototype) uses abbreviated text-speech. So a prompt could read similar to, “u c a man walking down the street n he has 2 call out 2 u 2 ask a question.” I must be getting old because that is not at all endearing to me.
Similarly, the game as a whole just does not speak to me. The prompts are strange and almost railroad players and teams down paths of just grossness or straight up ridiculousness. I will admit, there are a few good scenarios in the box, but it is really hard to get past the delivery style and presentation of the game (at least in this format). Perhaps cleaning up the verbiage would help, and paring down the number of scenarios given to truly enhance the game’s offerings would be better. I don’t know, I’m not a designer.
All in all, if you are someone who lusts for those staff meetings like this, then Paradox of Morality is for you. If you dread those activities, I would stay away this time. Perhaps the game will change by the time it reaches Kickstarter or full production, and if so I would like to take another look at it. However, as it is presented now, I would be passing on this. Perhaps it is not targeting 41-year-old married men, but for me it has missed my bullseye.
Paradox of Morality is a moderated scenario game between players (or teams of players) where one player will be the judge and the others will be convincing the judge to award them points based on their responses to scenario prompts.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign or through any retailers stocking it after fulfillment. -T
Setup is very easy: choose a judge, split up the remaining players into teams and choose the first scenario from the stack of large cards. The game may now begin!
Playing a round is similar to playing a company-mandated icebreaker activity where each team is given the same prompt by the judge to be discussed in their groups. Once the judge has called time for the scenario each team will need one or more spokespeople to deliver their arguments for what they have discussed. The judge then listens to all teams’ spokespeople and awards points based on responses given. The first team to reach 200 points is the winner.
Components. Again, this is a prototype and I do not know if the components will be any different once the game is officially produced. That said, this game is just a large stack of large prompt cards. The rules are printed on the inside of the box cover. There is minimal art in the game and it only resides on the box and on the card backs. I can describe the art as photos of trippy scantily-clad quasi-Egyptian masquerade attendees with the females wearing what appears to be only body paint. It certainly does not connect to the gameplay in any fashion, and I question its usage. Additionally, the verbiage throughout the game (and maybe it’s just for the prototype) uses abbreviated text-speech. So a prompt could read similar to, “u c a man walking down the street n he has 2 call out 2 u 2 ask a question.” I must be getting old because that is not at all endearing to me.
Similarly, the game as a whole just does not speak to me. The prompts are strange and almost railroad players and teams down paths of just grossness or straight up ridiculousness. I will admit, there are a few good scenarios in the box, but it is really hard to get past the delivery style and presentation of the game (at least in this format). Perhaps cleaning up the verbiage would help, and paring down the number of scenarios given to truly enhance the game’s offerings would be better. I don’t know, I’m not a designer.
All in all, if you are someone who lusts for those staff meetings like this, then Paradox of Morality is for you. If you dread those activities, I would stay away this time. Perhaps the game will change by the time it reaches Kickstarter or full production, and if so I would like to take another look at it. However, as it is presented now, I would be passing on this. Perhaps it is not targeting 41-year-old married men, but for me it has missed my bullseye.
Becs (244 KP) rated Ember Burning in Books
Oct 2, 2019
Contains spoilers, click to show
I received Ember Burning for an honest review and am just now getting around to do it. My bad…
Okay, so I was honestly really looking forward to reading this novel when I first received it in the mail that I’m kicking myself in the rear end for not picking it up sooner. I was shocked that it was exactly everything I was looking for in a young adult fantasy novel.
It’s got some witchiness to it. It’s got an adventure in it. And it’s got the best thing known to man, love. Fast-paced with well-rounded characters that make you either hate them or love them with a hint of history underlain throughout the novel. What more can I say about this wonderful book?
Genre: Paranormal, Fantasy, Young Adult
Reading Level: High School and up
Interests: Witch’s, Egyptian hieroglyphics, darkness
Style: Not so light but also not a heavy read. Very fast-paced – which I loved.
Difficulty Reading: NO, I could not put this book down. Oh my goodness, Jennifer Alsever has such a unique way of writing. At first, I was a little annoyed that there were so many sentences that could be switched to, ya know, longer sentences which leads to a way easier read. But they grew on me and as I started to get further into the book, I understood why it was written in such a way. Because that is the personality of the main character Ember. It definitely helped understand her more as an individual, rather than just another character in a book.
Promise: A mystery meets fantasy – it delivers.
Insights: Honestly, none. I wouldn’t change anything in Ember Burning even if it meant saving the planet. (Okay, maybe I might change stuff to save the planet. But that’s our home for crying out loud.) Ember Burning is such a well-written novel that leaves you wanting to continue on her journey with her in Oshun Rising and Venus Shining. (Which by the way, is the rest of the series.)
Ah-Ha Moment: WHEN EMBER AND TRE KISS. (Yes, that needed all caps.) Awh man, I love me a good romance. Especially one so sweet and simple like Ember and Tre’s. **SPOILERS AHEAD** I mean it’s such goals to be laying out talking about life and then turning to each other, kissing, and then both admitting that you wanted to do that for a while now. Like OH MY GOD, I’m seriously dying over here. **SPOILERS END** I ship Ember and Tre so hard and Lilly, Zoe or this redhead b**ch better not get in the way of their love. I’ll come after them. (‘I kill you!‘)
Favorite Quote: “Of course I know this is ridiculous. What I’m doing. Going to Trinity Forest. Alone. Like the freak show I am. The girl who goes off the tracks. Who obsesses about missing people, about what happens in Trinity. But the mystery of Trinity calls to me. If I disappear, so be it.” – Girl, you ain’t no freak show. You are so perfectly normal. And if you’re a freak show well, I guess I’m a freak show too.
What will you gain: A love for Ember and her determination to get out of the black vortex known as Trinity Forest. A hate for Zoe’s sweet yet bossy attitude of not giving a shit about anything. A love-hate for Lilly and her psychotic yet charming sides. A love for Tre, my favorite character in the entire novel.
Aesthetics: The cover. The way Tre smiles. The entire book. The way Tre looks. The way Jennifer Alsever describes Synesthesia within Ember’s mind. Have I mentioned Tre and how much I really dig him?
“Would you sacrifice your future to forget your past.”
Okay, so I was honestly really looking forward to reading this novel when I first received it in the mail that I’m kicking myself in the rear end for not picking it up sooner. I was shocked that it was exactly everything I was looking for in a young adult fantasy novel.
It’s got some witchiness to it. It’s got an adventure in it. And it’s got the best thing known to man, love. Fast-paced with well-rounded characters that make you either hate them or love them with a hint of history underlain throughout the novel. What more can I say about this wonderful book?
Genre: Paranormal, Fantasy, Young Adult
Reading Level: High School and up
Interests: Witch’s, Egyptian hieroglyphics, darkness
Style: Not so light but also not a heavy read. Very fast-paced – which I loved.
Difficulty Reading: NO, I could not put this book down. Oh my goodness, Jennifer Alsever has such a unique way of writing. At first, I was a little annoyed that there were so many sentences that could be switched to, ya know, longer sentences which leads to a way easier read. But they grew on me and as I started to get further into the book, I understood why it was written in such a way. Because that is the personality of the main character Ember. It definitely helped understand her more as an individual, rather than just another character in a book.
Promise: A mystery meets fantasy – it delivers.
Insights: Honestly, none. I wouldn’t change anything in Ember Burning even if it meant saving the planet. (Okay, maybe I might change stuff to save the planet. But that’s our home for crying out loud.) Ember Burning is such a well-written novel that leaves you wanting to continue on her journey with her in Oshun Rising and Venus Shining. (Which by the way, is the rest of the series.)
Ah-Ha Moment: WHEN EMBER AND TRE KISS. (Yes, that needed all caps.) Awh man, I love me a good romance. Especially one so sweet and simple like Ember and Tre’s. **SPOILERS AHEAD** I mean it’s such goals to be laying out talking about life and then turning to each other, kissing, and then both admitting that you wanted to do that for a while now. Like OH MY GOD, I’m seriously dying over here. **SPOILERS END** I ship Ember and Tre so hard and Lilly, Zoe or this redhead b**ch better not get in the way of their love. I’ll come after them. (‘I kill you!‘)
Favorite Quote: “Of course I know this is ridiculous. What I’m doing. Going to Trinity Forest. Alone. Like the freak show I am. The girl who goes off the tracks. Who obsesses about missing people, about what happens in Trinity. But the mystery of Trinity calls to me. If I disappear, so be it.” – Girl, you ain’t no freak show. You are so perfectly normal. And if you’re a freak show well, I guess I’m a freak show too.
What will you gain: A love for Ember and her determination to get out of the black vortex known as Trinity Forest. A hate for Zoe’s sweet yet bossy attitude of not giving a shit about anything. A love-hate for Lilly and her psychotic yet charming sides. A love for Tre, my favorite character in the entire novel.
Aesthetics: The cover. The way Tre smiles. The entire book. The way Tre looks. The way Jennifer Alsever describes Synesthesia within Ember’s mind. Have I mentioned Tre and how much I really dig him?
“Would you sacrifice your future to forget your past.”
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Adventure and Redemption
I received this book for free through Goodreads First Reads.
Is the Bible really gospel truth? This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, Gospels. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.
John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.
John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.
Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.
John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore Gospels is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.
Despite being titled Gospels, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.
It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.
Slow to begin but increasingly interesting as it progresses, Gospels is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
Is the Bible really gospel truth? This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, Gospels. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.
John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.
John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.
Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.
John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore Gospels is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.
Despite being titled Gospels, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.
It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.
Slow to begin but increasingly interesting as it progresses, Gospels is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
Heather Cranmer (2721 KP) rated The Emerald Ring (Cleopatra's Legacy, #1) in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I was super excited to be asked if I wanted to be part of the Emerald Ring Blog Tour by the author, Dorine White. After reading the synopsis of this book, I definitely wanted to give it a read. All in all, I definitely enjoyed it!
Sara is a 12 year old girl, who, after finding an emerald ring at her grandmother's house, realizes she can shape-shift into a cat. She's also started having some really strange dreams as well. When a bunch of burglaries start happening close to her neighborhood, she takes it upon herself to put everything together to figure out who is behind them all. Will Sara's find out what the thief wants and why she's having strange dreams? Or will the magic of the emerald ring be too much?
I do like the title of this book. It's very straight-forward which I believe is a good thing as it's a middle grade fantasy novel. You know exactly what this book is going to be about. I think the title would definitely appeal to middle schoolers as well as adults.
The cover definitely suits the book. I like how there's a picture of the ring on the cover. I also like the sarcophagus on the cover. It's a nice touch! I believe the cover will appeal to children in middle school very much.
The world building in this novel is believable especially for a child in junior high. The dreaming sequences were very well written as were the scenes at Sara's school and house. I had no problem using my imagination to set up the world in which this novel took place.
The pacing in this novel is great!! Even as an adult, I thought it flowed rather nicely. I devoured this book in no time at all. Each chapter ran smoothly into the next. It was terrific!
The characters, for the most part, are well written. Sara reminded me of a 12 year old girl with her thought process and the way she acted. I loved her curiosity about everything. Heidi, Sara's best friend, was my favorite character. She always had Sara's back and was a big help when it came to Sara's adventure. I wish she was featured a bit more in the story though. I do think she was a bit too trusting of everything Sara told her though. I don't think most 12 year olds would be that gullible. Kainu was a believable character but I kept forgetting that he was supposed to be African. He spoke very good English for someone from Africa. It is explained how he learned how to speak English, but I don't know. I still felt as if he spoke English a little too well. Plus, Kainu's story wasn't that believable being as he's only 12 years old. I won't go into more detail because I don't want to give any spoilers away. Perhaps middle schoolers won't pick up on any of the character flaws.
The dialogue was fun to read. I enjoyed Sara's internal dialogue the best. I loved reading about how she felt and what she thought. There were a few words that I think middle school children wouldn't know the meaning of. Even I struggled with a few of the words, but there aren't many so it doesn't take away from the book.
Overall, The Emerald Ring by Dorine White is a cute, fun story which will be enjoyed by all middle school children. In fact, I think it will be enjoyed by most adults as well. The plot is interesting, and the characters are fun. At the very least, it may get children interested in Ancient Egyptian history.
I'd recommend this book to everyone age 11+ because it's such a fun and cute story.
The Emerald Ring (Cleopatra's Legacy #1) by Dorine White gets a 4.5 out of 5.
(I received a copy of this book from Netgalley in exchange for a fair and honest review).
I was super excited to be asked if I wanted to be part of the Emerald Ring Blog Tour by the author, Dorine White. After reading the synopsis of this book, I definitely wanted to give it a read. All in all, I definitely enjoyed it!
Sara is a 12 year old girl, who, after finding an emerald ring at her grandmother's house, realizes she can shape-shift into a cat. She's also started having some really strange dreams as well. When a bunch of burglaries start happening close to her neighborhood, she takes it upon herself to put everything together to figure out who is behind them all. Will Sara's find out what the thief wants and why she's having strange dreams? Or will the magic of the emerald ring be too much?
I do like the title of this book. It's very straight-forward which I believe is a good thing as it's a middle grade fantasy novel. You know exactly what this book is going to be about. I think the title would definitely appeal to middle schoolers as well as adults.
The cover definitely suits the book. I like how there's a picture of the ring on the cover. I also like the sarcophagus on the cover. It's a nice touch! I believe the cover will appeal to children in middle school very much.
The world building in this novel is believable especially for a child in junior high. The dreaming sequences were very well written as were the scenes at Sara's school and house. I had no problem using my imagination to set up the world in which this novel took place.
The pacing in this novel is great!! Even as an adult, I thought it flowed rather nicely. I devoured this book in no time at all. Each chapter ran smoothly into the next. It was terrific!
The characters, for the most part, are well written. Sara reminded me of a 12 year old girl with her thought process and the way she acted. I loved her curiosity about everything. Heidi, Sara's best friend, was my favorite character. She always had Sara's back and was a big help when it came to Sara's adventure. I wish she was featured a bit more in the story though. I do think she was a bit too trusting of everything Sara told her though. I don't think most 12 year olds would be that gullible. Kainu was a believable character but I kept forgetting that he was supposed to be African. He spoke very good English for someone from Africa. It is explained how he learned how to speak English, but I don't know. I still felt as if he spoke English a little too well. Plus, Kainu's story wasn't that believable being as he's only 12 years old. I won't go into more detail because I don't want to give any spoilers away. Perhaps middle schoolers won't pick up on any of the character flaws.
The dialogue was fun to read. I enjoyed Sara's internal dialogue the best. I loved reading about how she felt and what she thought. There were a few words that I think middle school children wouldn't know the meaning of. Even I struggled with a few of the words, but there aren't many so it doesn't take away from the book.
Overall, The Emerald Ring by Dorine White is a cute, fun story which will be enjoyed by all middle school children. In fact, I think it will be enjoyed by most adults as well. The plot is interesting, and the characters are fun. At the very least, it may get children interested in Ancient Egyptian history.
I'd recommend this book to everyone age 11+ because it's such a fun and cute story.
The Emerald Ring (Cleopatra's Legacy #1) by Dorine White gets a 4.5 out of 5.
(I received a copy of this book from Netgalley in exchange for a fair and honest review).
<i>I received this book for free through Goodreads First Reads.
Is the Bible really gospel truth?</i> This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, <i>Gospels</i>. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.
John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.
John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.
Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.
John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore <i>Gospels</i> is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.
Despite being titled <i>Gospels</i>, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.
It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.
Slow to begin but increasingly interesting as it progresses, <i>Gospels</i> is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
Is the Bible really gospel truth?</i> This is the question the honourable, academic Robert Babcock aims to find out on his quest to find the earliest copies of the gospels in order to prove the reliability of the story of Jesus as recounted in the King James Bible. However, this is not the key focus of Stephen Taylor’s fictional novel, <i>Gospels</i>. The main character is the perfidious John Campbell-John, a rogue, imposter and swindler who flees 19th-century England in an attempt to escape from his debts.
John meets the magnanimous Robert in Venice and, despite being polar opposites, become firm friends. After being honest for the first time in his life, admitting to owing thousands of pounds in gambling debts, Robert offers John the opportunity to accompany him on his quest through the deserts of Egypt. John accepts and the pair finds themselves on an adventure of discovery and personal redemption.
John and Robert make an unlikely but excellent team. Robert’s knowledge of the Bible and ancient history is vital, however, John’s propensity for falsehoods and cunningness gets them out of a few scrapes and tricky situations. Nonetheless, it is difficult for John to give up his old ways and his insular behaviour threatens to get them in more trouble.
Fortunately, Robert’s humility begins to influence the young scoundrel, as does his penchant for historical artefacts. As the story progresses, John begins to leave his past behind and becomes interested in Robert’s work, learning new things about Egyptian culture and the origins of the Bible. However, when a new gospel comes to light that threatens the whole of Christianity, Robert does not know what to do; and only John can give him counsel.
John Campbell-John is a character that the author introduced in a previous book. However, the timelines are not sequential, therefore <i>Gospels</i> is a stand-alone novel. The time frame for this book needed to be set in 1835 to correspond with historical truths. Although Robert’s discovery of a Gospel of Thaddeus Jude is an invention of the author, the quest itself is based on the journeys of three 19th-century Bible hunters. Stephen Taylor has conducted an enormous amount of research, including the biographies of Robert Curzon, Constantin von Tischendorf and Émile Amélineau who, on separate occasions, sought the same knowledge as the fictional Robert Babcock.
Despite being titled <i>Gospels</i>, the novel, for the most part, focuses on John Campbell-John and his wicked ways. Through a first-person narrative, John explains his past, his betrayal of a friend, and his addiction to gambling. Initially, he has no qualms about his behaviour and acts only for himself and his selfish greed. Whilst Robert goes in search of knowledge, John goes on a journey of redemption, coming to terms with his previous wrongdoings. However, acknowledging these faults is not enough, he needs to turn away from these roguish ways.
It is disappointing that the narrative does not focus more on the gospels, both real and imagined. There was enormous scope for an in-depth look at the life of Jesus and the inconsistencies in the Bible. The fictitious Gospel of Thaddeus Jude evokes a similar reaction in Robert as the Non-Canonical Gospel of Thomas found in the 19th-century had on many devout Christians. There was so much potential with this direction of thought, however, the author passes over it in preference to the life of John Campbell-John.
Slow to begin but increasingly interesting as it progresses, <i>Gospels</i> is a book of many themes. History, both 19th-century and ancient; religion, although not a Christian story; and achievement and absolution combine together to produce a unique tale that takes the reader from the back alleys of London to the River Nile and the deserts of Sinai. A subtle clue in the prologue keeps readers alert as they await the conclusion of the adventure – an ending that ambiguously reveals whether John moves on from the follies of his past.
Hadley (567 KP) rated American Gods in Books
Jun 5, 2020
Mad Sweeney (1 more)
Gaiman's writing and descriptions
No character development (2 more)
Dehumanizes women
The ending
The gods of the old world still exist in Neil Gaiman's 2001 novel "American Gods."
A science fiction/ fantasy story set in today's America, American Gods tries to answer the question of what happens when people stop believing in the past gods, and start worshiping new ones?
Shadow is our main character, who we meet while he's attempting to get released from prison after three years of incarceration - - - afterall, he has a job, wife and life waiting for him on the outside. And even though he's built up a strong exterior while in prison, everything comes crashing down after he receives news that his wife and best friend have died in a car accident.
Cue Wednesday, an old, odd man who gives Shadow a job after his release from prison - - - with strings attached: Shadow can't ask any questions, he must protect his employer at all costs, and if people need to be hurt, he must hurt them. Although Wednesday doesn't tell him exactly what is going on, Shadow agrees to his duties and begins a road trip with the eccentric old man, meeting an array of colorful characters along the way. But soon, Shadow begins to realize that his employer may be a mythical god in disguise, yet, oddly Shadow never really questions it or anything in the entire book for that matter.
The novel takes an odd turn early on when Shadow's dead wife, Laura, comes back to life in a zombified way. While Shadow is staying in a cheap hotel room, and Wednesday sharing a room with a young hotel employee in another, Shadow sees his wife in the clothing she was buried in, but he doesn't flinch - - - he carries a very calm conversation with dead Laura, he even goes down to the lobby to buy her a pack of cigarettes, and the next morning, he still doesn't seem bothered by it when he sees her muddy footprints on the floor. Wednesday tries to convince Shadow it was a dream, but makes snarky remarks that tells Shadow that even he knows it wasn't a dream. The two simply move on on their road trip, no questions asked.
But during this road trip, Shadow's suspicions are confirmed. He gets to see not only Wednesday, but two others in their true god-form, and afterwards, Wednesday confirms that he is indeed the Norse god, Odin.
Gaiman's take on mythological gods living in today's society is interesting, but disappointing. From recognizable gods to the forgotten ones, readers with a liking to history would probably enjoy this story most.
American Gods centers on the question of what happens to gods when they are no longer worshipped, and Gaiman merely focuses on male gods, while making all female characters (gods and humans) either prostitutes and/or sexual objects which is really off-putting for me as a female reader. And Gaiman's character development in the novel for gods and humans is nowhere to be seen thus lending very little plot development that is actually believable or enjoyable. I was unable to bring myself to care about our main character, Shadow, nor the plight with his zombie wife.And speaking of Laura, the disappointing character traits makes her not just unlikable, but also an unnecessary character overall.
I just can't recommend this book: the novel is good for the first 100 pages, but you could easily skip the next 450 pages that is just filler, and not miss much of the story. Gaiman also dehumanizes women, introduces characters in a way that would make them seem an important part of the story to only drop them out of it as quickly as they came in, and the ending is just a huge disappointment. All in all, Gaiman had a great idea, but the execution he used was poorly done - - - some parts even seem like Gaiman wrote them in a completely different state of mind, contradicting story lines and character traits altogether.
I did, however, have three favorite characters that weren't utilized enough for me to rate the story higher than I have: Mad Sweeney, Ibis and Jacquel. Mad Sweeney is a giant leprechaun that can pull gold coins out of the air; Ibis and Jacquel are Anubis and Jackel from Egyptian mythology, who run a funeral home in Cairo, Illinois today.
American Gods takes place only over a few months, which is surprising with how long the novel is. But the story is a buildup with no climax. Most characters come and go before readers can even decide if they like them or not,and that paired up with severe lack of character development leaves most of the main characters pretty forgettable. With this special edition containing 1200 more words, the story is still not worth it in the end. Gaiman is still a great writer, but this is not the book to recommend to anyone who wants to begin reading his work.
A science fiction/ fantasy story set in today's America, American Gods tries to answer the question of what happens when people stop believing in the past gods, and start worshiping new ones?
Shadow is our main character, who we meet while he's attempting to get released from prison after three years of incarceration - - - afterall, he has a job, wife and life waiting for him on the outside. And even though he's built up a strong exterior while in prison, everything comes crashing down after he receives news that his wife and best friend have died in a car accident.
Cue Wednesday, an old, odd man who gives Shadow a job after his release from prison - - - with strings attached: Shadow can't ask any questions, he must protect his employer at all costs, and if people need to be hurt, he must hurt them. Although Wednesday doesn't tell him exactly what is going on, Shadow agrees to his duties and begins a road trip with the eccentric old man, meeting an array of colorful characters along the way. But soon, Shadow begins to realize that his employer may be a mythical god in disguise, yet, oddly Shadow never really questions it or anything in the entire book for that matter.
The novel takes an odd turn early on when Shadow's dead wife, Laura, comes back to life in a zombified way. While Shadow is staying in a cheap hotel room, and Wednesday sharing a room with a young hotel employee in another, Shadow sees his wife in the clothing she was buried in, but he doesn't flinch - - - he carries a very calm conversation with dead Laura, he even goes down to the lobby to buy her a pack of cigarettes, and the next morning, he still doesn't seem bothered by it when he sees her muddy footprints on the floor. Wednesday tries to convince Shadow it was a dream, but makes snarky remarks that tells Shadow that even he knows it wasn't a dream. The two simply move on on their road trip, no questions asked.
But during this road trip, Shadow's suspicions are confirmed. He gets to see not only Wednesday, but two others in their true god-form, and afterwards, Wednesday confirms that he is indeed the Norse god, Odin.
Gaiman's take on mythological gods living in today's society is interesting, but disappointing. From recognizable gods to the forgotten ones, readers with a liking to history would probably enjoy this story most.
American Gods centers on the question of what happens to gods when they are no longer worshipped, and Gaiman merely focuses on male gods, while making all female characters (gods and humans) either prostitutes and/or sexual objects which is really off-putting for me as a female reader. And Gaiman's character development in the novel for gods and humans is nowhere to be seen thus lending very little plot development that is actually believable or enjoyable. I was unable to bring myself to care about our main character, Shadow, nor the plight with his zombie wife.And speaking of Laura, the disappointing character traits makes her not just unlikable, but also an unnecessary character overall.
I just can't recommend this book: the novel is good for the first 100 pages, but you could easily skip the next 450 pages that is just filler, and not miss much of the story. Gaiman also dehumanizes women, introduces characters in a way that would make them seem an important part of the story to only drop them out of it as quickly as they came in, and the ending is just a huge disappointment. All in all, Gaiman had a great idea, but the execution he used was poorly done - - - some parts even seem like Gaiman wrote them in a completely different state of mind, contradicting story lines and character traits altogether.
I did, however, have three favorite characters that weren't utilized enough for me to rate the story higher than I have: Mad Sweeney, Ibis and Jacquel. Mad Sweeney is a giant leprechaun that can pull gold coins out of the air; Ibis and Jacquel are Anubis and Jackel from Egyptian mythology, who run a funeral home in Cairo, Illinois today.
American Gods takes place only over a few months, which is surprising with how long the novel is. But the story is a buildup with no climax. Most characters come and go before readers can even decide if they like them or not,and that paired up with severe lack of character development leaves most of the main characters pretty forgettable. With this special edition containing 1200 more words, the story is still not worth it in the end. Gaiman is still a great writer, but this is not the book to recommend to anyone who wants to begin reading his work.





