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Kristy H (1252 KP) rated The Woman in Blue (Ruth Galloway, #8) in Books
Feb 8, 2018
The eighth book in Elly Griffths' Ruth Galloway series finds much of the action taking place in Walsingham, an English town famous for its religion. Cathbad, Ruth's druid friend, is in town housesitting for a friend, when he sees a lovely woman in a dress and cloak in the nearby cemetery. Cathbad believes he's had a vision of the Virgin Mary, but something doesn't seem right about the whole episode. In the morning, a young woman is found dead in Walsingham - wrapped in blue cloth. At the same time, Ruth is receiving emails from an old friend, Hilary, now a priest. She's receiving threatening letters from someone who clearly isn't happy about women in the priesthood and wants Ruth's help. Are the letters and the death connected? When Hilary comes to Walsingham to attend a conference for women priests, Ruth finds herself in the middle of it all. As does DCI Harry Nelson, of course, who is tracking not only the woman's killer, but Hilary's letter writer. A religious zealot? An angry misogynist? What really is happening in Walsingham?
I've made it clear by now that I'm a huge fan of Griffths' Galloway series. I think of Ruth as an old friend. Curling up with one of these books is like going home, or talking to a familiar and beloved friend. The characters' quirks make you laugh simply because you know them so well. Crazy Cathbad, Nelson and his mannerisms (and uptight ways), and, of course, Ruth's wit and sarcastic observances. A simple mention of Ruth being unable to find anything in her pocketbook, or how shared food doesn't have calories - somehow Griffiths can make straightforward sentences like these only add to Ruth's lovable character. She's created a cast of characters who are so well-done, so simply "them," that you look forward to returning to their world. (That's not to say you couldn't pick up this book first, without reading the others in the series. They do stand alone. You'd just be missing out, in my opinion, on lots of wonderful earlier Ruth and Nelson.)
The eight installment differed a bit, to me, as it focused a bit more on the personal side of things, mainly the Ruth and Nelson story (or, truly, the Ruth, Nelson, and Michelle triangle). This was certainly good, albeit stressful, as it's difficult when you're favorite characters aren't getting along. Still, the developments in this novel are necessary in the trajectory to move all three characters forward. The religious plot was a little confusing for me, at times - between a lot of British references I don't always quite get (I wasn't reading this one in my Nook, so it was harder to look things up) and just my overall lack of religious knowledge - but the mystery was still enjoyable and plotted well. The supporting cast of characters introduced in this tale rounded out the story well, and I was truly left wondering until nearly the end about "whodunit."
All in all, another great Ruth tale, which made me laugh out loud several times (I still wish Ruth could just be my friend, and my twins could play with Kate). Combined with a strong mystery, it's hard to go wrong here.
I received an ARC of this novel from Netgalley (thank you!); it is available for publication on 02/04. You can check out a review of this novel and many others on my <a href="http://justacatandabookatherside.blogspot.com/">blog</a>.
I've made it clear by now that I'm a huge fan of Griffths' Galloway series. I think of Ruth as an old friend. Curling up with one of these books is like going home, or talking to a familiar and beloved friend. The characters' quirks make you laugh simply because you know them so well. Crazy Cathbad, Nelson and his mannerisms (and uptight ways), and, of course, Ruth's wit and sarcastic observances. A simple mention of Ruth being unable to find anything in her pocketbook, or how shared food doesn't have calories - somehow Griffiths can make straightforward sentences like these only add to Ruth's lovable character. She's created a cast of characters who are so well-done, so simply "them," that you look forward to returning to their world. (That's not to say you couldn't pick up this book first, without reading the others in the series. They do stand alone. You'd just be missing out, in my opinion, on lots of wonderful earlier Ruth and Nelson.)
The eight installment differed a bit, to me, as it focused a bit more on the personal side of things, mainly the Ruth and Nelson story (or, truly, the Ruth, Nelson, and Michelle triangle). This was certainly good, albeit stressful, as it's difficult when you're favorite characters aren't getting along. Still, the developments in this novel are necessary in the trajectory to move all three characters forward. The religious plot was a little confusing for me, at times - between a lot of British references I don't always quite get (I wasn't reading this one in my Nook, so it was harder to look things up) and just my overall lack of religious knowledge - but the mystery was still enjoyable and plotted well. The supporting cast of characters introduced in this tale rounded out the story well, and I was truly left wondering until nearly the end about "whodunit."
All in all, another great Ruth tale, which made me laugh out loud several times (I still wish Ruth could just be my friend, and my twins could play with Kate). Combined with a strong mystery, it's hard to go wrong here.
I received an ARC of this novel from Netgalley (thank you!); it is available for publication on 02/04. You can check out a review of this novel and many others on my <a href="http://justacatandabookatherside.blogspot.com/">blog</a>.
Purple Phoenix Games (2266 KP) rated Legendary: A Marvel Deck Building Game in Tabletop Games
Sep 19, 2019
Teamwork makes the dream work! That’s how the saying goes, right? And in Legendary: A Marvel Deck Building Game, it is certainly the truth! When I say it’s a team-building game, I mean that both literally and figuratively – you must recruit heroes and work semi-cooperatively with your fellow gamers to defeat the evil Mastermind before they take over the city!
In an era where superheroes are the norm, the days of petty crime are over. As the protectors of our world have grown in power, so too have those who would see it fall to chaos. Out of the shadows comes a nefarious Mastermind who has engineered the most wicked evil scheme the world has ever seen. With an ever-growing band of followers and henchmen to carry out the plot, the future looks dismal. But do not fear – the supers are here! This job is way too big for only one single hero to handle, but if they all band together, then maybe, juuuust maybe, they might be able to pull it off…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Set in the world of Marvel comics and, recently, the Marvel Cinematic Universe, Legendary: Marvel is a cooperative deck building game. Players take turns drafting and playing cards to recruit heroes to their team and to fight off the villains trying to carry out the sinister scheme. You have to strategize how you want to build your deck to best complete the mission – do you recruit heroes that give you special abilities (like drawing additional cards), or do you recruit strong heroes that give you lots of attack points? The choice is entirely up to you! Although all players are building their own individual decks, you must also devise a team strategy because all players either win or lose together as a team. That being said, there is a small competitive aspect to this game – the player with the most Victory Points (earned by defeating villains and rescuing bystanders) is deemed the most legendary hero of the game! Exactly how competitive the game gets is up to the players. I personally prefer a more cooperative approach and usually don’t tally up VPs at the end of the game – either the team won or we lost.
The beauty of this game is that it can be played with any combination of Marvel characters – you are not limited to only using specific teams. Selecting which heroes/villains/Mastermind/etc. to use is at the discretion of the players. Want Iron Man to team up with Deadpool and Wolverine to fight off Kingpin? Go for it! You have basically the entire Marvel universe from which to choose, so the sky is the limit! With so many options, though, it can be a little overwhelming, so I usually use a randomizer app to create a setup for me. Sometimes the setup itself will determine how the entire game will play out – certain combinations of Mastermind/villains/scheme can be BRUTAL to play and difficult to win. But the cool thing about this game is that you cannot just look at a setup and tell if it will be difficult or not – that realization only will come once you start playing!
I love playing this game because of its immense variability – the base game alone has 500 cards! The ability to choose your own heroes, villains, Masterminds, and Schemes means that you will probably never play the same game twice. And on top of that, Legendary: Marvel currently has like 19 expansions! The possibilities are truly endless, and that is the Holy Grail for me when it comes to gaming. I know that I will never get bored of this game because it is a different experience every game.
On the flip side, my main grievance with Legendary: Marvel is with the physical setup and teardown. Every play uses SO MANY cards that it does take a decent amount of time to get setup or put away. Every individual hero/villain/Mastermind/etc. must be sorted and stored separately, and with 500+ cards, that time adds up. When deciding on a game to play, sometimes I skip Legendary: Marvel because of the time it takes to set up. I LOVE to play it, but sometimes I do not feel like taking that much time to set up – I just want to play! My other grievance deals with certain hero superpowers/special card text. Some hero cards have special text, and the definitions are outlined in the rule book but not on the cards themselves. Until I learned/memorized what that special text meant, I was constantly referring back to the rule book nearly every turn to make sure I was using the cards correctly. There is a bit of a learning curve with some of the hero text, but it does get better the more you play!
Don’t let the simplicity of the mechanics fool you – this game requires more strategy than meets the eye! You must not only decide on a strategy for building your individual deck, but you and your teammates must also collectively choose a group strategy to defeat the Mastermind. Cooperation is key, and it really helps the theme of the game come to life. Definitely a winner for Purple Phoenix Games with a butt-kicking 24 / 24 and a well-earned Golden Feather Award!
In an era where superheroes are the norm, the days of petty crime are over. As the protectors of our world have grown in power, so too have those who would see it fall to chaos. Out of the shadows comes a nefarious Mastermind who has engineered the most wicked evil scheme the world has ever seen. With an ever-growing band of followers and henchmen to carry out the plot, the future looks dismal. But do not fear – the supers are here! This job is way too big for only one single hero to handle, but if they all band together, then maybe, juuuust maybe, they might be able to pull it off…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Set in the world of Marvel comics and, recently, the Marvel Cinematic Universe, Legendary: Marvel is a cooperative deck building game. Players take turns drafting and playing cards to recruit heroes to their team and to fight off the villains trying to carry out the sinister scheme. You have to strategize how you want to build your deck to best complete the mission – do you recruit heroes that give you special abilities (like drawing additional cards), or do you recruit strong heroes that give you lots of attack points? The choice is entirely up to you! Although all players are building their own individual decks, you must also devise a team strategy because all players either win or lose together as a team. That being said, there is a small competitive aspect to this game – the player with the most Victory Points (earned by defeating villains and rescuing bystanders) is deemed the most legendary hero of the game! Exactly how competitive the game gets is up to the players. I personally prefer a more cooperative approach and usually don’t tally up VPs at the end of the game – either the team won or we lost.
The beauty of this game is that it can be played with any combination of Marvel characters – you are not limited to only using specific teams. Selecting which heroes/villains/Mastermind/etc. to use is at the discretion of the players. Want Iron Man to team up with Deadpool and Wolverine to fight off Kingpin? Go for it! You have basically the entire Marvel universe from which to choose, so the sky is the limit! With so many options, though, it can be a little overwhelming, so I usually use a randomizer app to create a setup for me. Sometimes the setup itself will determine how the entire game will play out – certain combinations of Mastermind/villains/scheme can be BRUTAL to play and difficult to win. But the cool thing about this game is that you cannot just look at a setup and tell if it will be difficult or not – that realization only will come once you start playing!
I love playing this game because of its immense variability – the base game alone has 500 cards! The ability to choose your own heroes, villains, Masterminds, and Schemes means that you will probably never play the same game twice. And on top of that, Legendary: Marvel currently has like 19 expansions! The possibilities are truly endless, and that is the Holy Grail for me when it comes to gaming. I know that I will never get bored of this game because it is a different experience every game.
On the flip side, my main grievance with Legendary: Marvel is with the physical setup and teardown. Every play uses SO MANY cards that it does take a decent amount of time to get setup or put away. Every individual hero/villain/Mastermind/etc. must be sorted and stored separately, and with 500+ cards, that time adds up. When deciding on a game to play, sometimes I skip Legendary: Marvel because of the time it takes to set up. I LOVE to play it, but sometimes I do not feel like taking that much time to set up – I just want to play! My other grievance deals with certain hero superpowers/special card text. Some hero cards have special text, and the definitions are outlined in the rule book but not on the cards themselves. Until I learned/memorized what that special text meant, I was constantly referring back to the rule book nearly every turn to make sure I was using the cards correctly. There is a bit of a learning curve with some of the hero text, but it does get better the more you play!
Don’t let the simplicity of the mechanics fool you – this game requires more strategy than meets the eye! You must not only decide on a strategy for building your individual deck, but you and your teammates must also collectively choose a group strategy to defeat the Mastermind. Cooperation is key, and it really helps the theme of the game come to life. Definitely a winner for Purple Phoenix Games with a butt-kicking 24 / 24 and a well-earned Golden Feather Award!
Kristy H (1252 KP) rated The Perfect Girl in Books
Feb 13, 2018
Zoe Maisey is a genius: a piano prodigy with an amazingly high IQ. She is also a killer. When she was fourteen, Zoe was responsible for the death of three fellow teens. Now, she and her mother have started over (their "Second Chance Life") and Zoe is playing her first concert in her new life, along with her stepbrother, Lucas. But her performance is disrupted and Zoe flees the concert hall. And, by the end of the night, Zoe's mother is dead. Zoe is alone, forced to confront a new world without her protector. Plus, who is responsible for her mother's death?
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
Merissa (12051 KP) rated Once Upon a Dream (Mystic Beach #1) by Aislinn Archer in Books
May 13, 2022 (Updated Jun 20, 2023)
ONCE UPON A DREAM is the first full-length story in the Mystic Beach series. I first met Ellie and Hunter in their short story - Here Comes the Sun - which takes place when they are six years old. This one takes place over a longer amount of time, and they both grow and change in a number of ways.
Both of them lose their mothers and neither of their fathers will ever win a 'Father of the Year' award! Ellie - who changes her name to Brighid - is hands down my favourite. She deals with what life throws at her, loves her best friend, and does the best she can. Hunter - I love him and hate him at the same time. He's got a long way to go before I'll forgive him for how he treated both Ellie and himself. And those pathetic excuses he makes to himself just aren't going to cut it. Too many excuses and not enough thought. Being completely honest here, the longer the book went on, the more I disliked him!!!
There is enough mysticism here to keep me happy whilst definitely leaving me wanting more. In fact, that's the feeling I've got now that I've finished this story. I want - no, I NEED - more! I want to see how the paranormal becomes normal for Brighid. I want to know more about Mystic Beach. I want to know more about the guys in the band, especially Kieran! And not forgetting Mace.
The world-building - whether in Virginia, Delaware, or New York - is first class. The characters are all different and don't blend into each other. The pacing is perfect. And the part near the end in New York? Had me in tears! Good on Brighid for showing backbone though and doing what was best for her. Still had me in tears though.
A fantastic book that I thoroughly enjoyed and can't wait for the next one. Highly recommended by me.
PS - LOVED the Robin of Sherwood references!!!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
May 12, 2022
Both of them lose their mothers and neither of their fathers will ever win a 'Father of the Year' award! Ellie - who changes her name to Brighid - is hands down my favourite. She deals with what life throws at her, loves her best friend, and does the best she can. Hunter - I love him and hate him at the same time. He's got a long way to go before I'll forgive him for how he treated both Ellie and himself. And those pathetic excuses he makes to himself just aren't going to cut it. Too many excuses and not enough thought. Being completely honest here, the longer the book went on, the more I disliked him!!!
There is enough mysticism here to keep me happy whilst definitely leaving me wanting more. In fact, that's the feeling I've got now that I've finished this story. I want - no, I NEED - more! I want to see how the paranormal becomes normal for Brighid. I want to know more about Mystic Beach. I want to know more about the guys in the band, especially Kieran! And not forgetting Mace.
The world-building - whether in Virginia, Delaware, or New York - is first class. The characters are all different and don't blend into each other. The pacing is perfect. And the part near the end in New York? Had me in tears! Good on Brighid for showing backbone though and doing what was best for her. Still had me in tears though.
A fantastic book that I thoroughly enjoyed and can't wait for the next one. Highly recommended by me.
PS - LOVED the Robin of Sherwood references!!!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
May 12, 2022
Ivana A. | Diary of Difference (1171 KP) rated The Silent Patient in Books
Dec 7, 2018
Full review on my blog: www.diaryofdifference.com
A book that speaks about feelings, and lack of them. Love and emotions. Art and passion. Psychology and memories. And how our childhood might define who we will become.
I have never felt such urgency to read another chapter as I have felt it with The Silent Patient. Such impatience, such excitement. It’s a feeling I wish I can get with all the books in my life.
ALICIA
Alicia Berenson writes a diary as a release, an outlet – and to prove to her beloved husband that everything is fine. She can’t bear the thought of worrying Gabriel, or causing him pain.
Until, late one evening, Alicia shoots Gabriel five times and then never speaks another word.
THEO
Forensic psychotherapist Theo Faber is convinced he can successfully treat Alicia, where all others have failed. Obsessed with investigating her crime, his discoveries suggest Alicia’s silence goes far deeper than he first thought.
And if she speaks, would he want to hear the truth?
I love these types of books. Besides the mystery and thriller, the psychological part was an incredibly well-put together piece of art.
The beginning of the story is nice and slow, but with a temptation in it, that makes you flip the pages so fast. A great world and character building, and great character hopping from Theo to Alicia, from chapter to chapter.
Even though we don’t get to have Alicia talking in the book, she says so much. All her movements, all her reactions, or lack of reaction is so well written. Her lack of speaking doesn’t stop her from moving the story forward, and being the main protagonist here.
On the other hand, we have Theo, who we see and get to know more and more with each chapter. A complicated character, with a cute oddness to himself, a characteristic I find with many psychotherapists. He is the person we see at the front of the screen, presenting himself in the spotlight, together with Alicia.
A well-written plot, with an amazing cliff-hanger and a wonderful plot-twist in the end. I didn’t expect it, and I am awfully satisfied of how the authors decides to conclude the book.
I enjoyed this book so much, and I recommend it to all the psychological thriller book readers here. Don’t miss this one, and get your copy today. It’s so worth it!
Thank you to NetGalley and Orion Publishing Group, for providing me with an e-copy, in exchange for an honest review. All opinions are my own and completely unbiased.
A book that speaks about feelings, and lack of them. Love and emotions. Art and passion. Psychology and memories. And how our childhood might define who we will become.
I have never felt such urgency to read another chapter as I have felt it with The Silent Patient. Such impatience, such excitement. It’s a feeling I wish I can get with all the books in my life.
ALICIA
Alicia Berenson writes a diary as a release, an outlet – and to prove to her beloved husband that everything is fine. She can’t bear the thought of worrying Gabriel, or causing him pain.
Until, late one evening, Alicia shoots Gabriel five times and then never speaks another word.
THEO
Forensic psychotherapist Theo Faber is convinced he can successfully treat Alicia, where all others have failed. Obsessed with investigating her crime, his discoveries suggest Alicia’s silence goes far deeper than he first thought.
And if she speaks, would he want to hear the truth?
I love these types of books. Besides the mystery and thriller, the psychological part was an incredibly well-put together piece of art.
The beginning of the story is nice and slow, but with a temptation in it, that makes you flip the pages so fast. A great world and character building, and great character hopping from Theo to Alicia, from chapter to chapter.
Even though we don’t get to have Alicia talking in the book, she says so much. All her movements, all her reactions, or lack of reaction is so well written. Her lack of speaking doesn’t stop her from moving the story forward, and being the main protagonist here.
On the other hand, we have Theo, who we see and get to know more and more with each chapter. A complicated character, with a cute oddness to himself, a characteristic I find with many psychotherapists. He is the person we see at the front of the screen, presenting himself in the spotlight, together with Alicia.
A well-written plot, with an amazing cliff-hanger and a wonderful plot-twist in the end. I didn’t expect it, and I am awfully satisfied of how the authors decides to conclude the book.
I enjoyed this book so much, and I recommend it to all the psychological thriller book readers here. Don’t miss this one, and get your copy today. It’s so worth it!
Thank you to NetGalley and Orion Publishing Group, for providing me with an e-copy, in exchange for an honest review. All opinions are my own and completely unbiased.
Purple Phoenix Games (2266 KP) rated Azul: Stained Glass of Sintra in Tabletop Games
Oct 15, 2019
Sometimes, finding a game that the entire group loves can be extremely difficult. Such was not the case when Purple Phoenix Games played Azul. We immediately fell in love with it, as you can see by its well-earned Golden Feather Award. So when Azul: Stained Glass of Sintra was released, we knew we had to try it! A reimplementation of a game we all loved – we were so stoked to get it to the table. How does this ‘sequel’ hold up to the OG Azul? Keep reading to find out!
For many years you have worked as a tile layer, creating uniquely beautiful mosaics that adorn walls all around the world. Taking your expert skills, you’ve decided to hone your talent into a new form of mosaic decoration – stained glass windows. Select the most colorful glass combinations to create elaborate and beautiful designs, all while being careful not to waste or break any of your supplies in the process! Years of tile-laying have resulted in a steady hand, but glass is a different story. Does your talent and eye for design transcend materials, or are you better left to your familiar ceramic tiles?
Disclaimer: I do not intend to rehash the entire rulebook in this review. I will briefly go over the turn order, but will leave the specifics for you to discover in the rulebook! – L
Like Azul, Azul: Stained Glass of Sintra is a game of pattern building, set collection, and tile placement. To set up, each player receives a palace board, 8 double-sided pattern strips, and glazier (pawn) in their chosen color. All players need to select the same side, A or B, for their palace boards, but the pattern strips can be placed with either side face-up. Place your glazier above the left-most pattern strip, and you are ready to go! The designated score-keeper sets up the score board – placing each players’ scoring cube on the score track and broken glass track, as well as randomly placing 1 tile of each color on the round tracker. Much like OG Azul, a certain number of factories are in play, each populated with 4 pane tiles. Now the game can begin!
On your turn, you may do one of two things – Advance a pattern, or Move your glazier to the left-most pattern strip. If you choose to advance a pattern, you complete these three steps: Select pane pieces of one color from a factory or the middle of the table, place the pieces on one of your pattern strips, and check to see if the pattern is complete. Easy enough! There are a few placement restrictions to keep in mind, and they are detailed in the rulebook. Moving on, after placing your tiles, if the pattern strip is not yet full, your turn is over and play continues with the next player. If you have successfully filled the entire pattern strip, you get to immediately score that window, and then your turn ends. Specific steps for scoring are found in the rulebook. The other action available to you on your turn is to move your glazier back to the left-most pattern strip. Once you do this, your turn is over. Play continues over six rounds, and the player at the end of the game with the most points is the winner!
So how does Azul: Stained Glass of Sintra hold up? I think it’s a pretty great game. It’s very mechanically and thematically similar to the original Azul, but there is enough of a difference in gameplay that keeps it interesting. It doesn’t just feel like the exact same game to me, even if there are many similarities between the two. There definitely is a good amount of strategy involved, and I think the addition of the glazier (which can sorta restrict your placement options) adds a new level of complexity to the game. Do you dare ‘waste’ a turn to reset your glazier, or do you risk the points and try to complete your current pattern strip?
Another great thing about this game is the variability of it. Each player receives 8 double-sided pattern strips to begin the game. The strips can be placed with whichever face up or down that you want. So no two players will ever have the same setup, just as you will probably never have the same setup yourself between plays. One wrong placement could maybe end up costing you the game! There is no ‘right’ setup, and the fact that everyone’s setup will be different makes the game a little more unique.
Of course, the components are great and the tiles are so much fun to handle. Unlike OG Azul, these tiles are semi-transparent and crystalline, giving them the semblance of actual glass. The pattern strips/palace boards are good, sturdy cardboard, and can definitely withstand the amount of manipulation they see each game. My one qualm is with the score tracker. Instead of moving linearly, the score tracker moves kind of zig-zag-y around the board, and it takes me a minute sometimes to read the points and move my marker quickly because my eyes have to figure out the score line. Yeah, it looks cool, but its just a little inconvenient for me while playing.
Overall, I think Azul: Stained Glass of Sintra is a great ‘sequel’ to Azul. It feels familiar in mechanics and theme, but different enough in overall gameplay that I think it is a good stand-alone reimplementation. And guess what? Another Azul game is in the works! Titled Azul: Summer Pavilion, it is yet another game of tile drafting/placement and set collection. Since I have high praise for Stained Glass of Sintra, I am definitely looking forward to this newest version of Azul, coming soon! Purple Phoenix Games gives Azul: Stained Glass of Sintra, a colorful 9 / 12.
For many years you have worked as a tile layer, creating uniquely beautiful mosaics that adorn walls all around the world. Taking your expert skills, you’ve decided to hone your talent into a new form of mosaic decoration – stained glass windows. Select the most colorful glass combinations to create elaborate and beautiful designs, all while being careful not to waste or break any of your supplies in the process! Years of tile-laying have resulted in a steady hand, but glass is a different story. Does your talent and eye for design transcend materials, or are you better left to your familiar ceramic tiles?
Disclaimer: I do not intend to rehash the entire rulebook in this review. I will briefly go over the turn order, but will leave the specifics for you to discover in the rulebook! – L
Like Azul, Azul: Stained Glass of Sintra is a game of pattern building, set collection, and tile placement. To set up, each player receives a palace board, 8 double-sided pattern strips, and glazier (pawn) in their chosen color. All players need to select the same side, A or B, for their palace boards, but the pattern strips can be placed with either side face-up. Place your glazier above the left-most pattern strip, and you are ready to go! The designated score-keeper sets up the score board – placing each players’ scoring cube on the score track and broken glass track, as well as randomly placing 1 tile of each color on the round tracker. Much like OG Azul, a certain number of factories are in play, each populated with 4 pane tiles. Now the game can begin!
On your turn, you may do one of two things – Advance a pattern, or Move your glazier to the left-most pattern strip. If you choose to advance a pattern, you complete these three steps: Select pane pieces of one color from a factory or the middle of the table, place the pieces on one of your pattern strips, and check to see if the pattern is complete. Easy enough! There are a few placement restrictions to keep in mind, and they are detailed in the rulebook. Moving on, after placing your tiles, if the pattern strip is not yet full, your turn is over and play continues with the next player. If you have successfully filled the entire pattern strip, you get to immediately score that window, and then your turn ends. Specific steps for scoring are found in the rulebook. The other action available to you on your turn is to move your glazier back to the left-most pattern strip. Once you do this, your turn is over. Play continues over six rounds, and the player at the end of the game with the most points is the winner!
So how does Azul: Stained Glass of Sintra hold up? I think it’s a pretty great game. It’s very mechanically and thematically similar to the original Azul, but there is enough of a difference in gameplay that keeps it interesting. It doesn’t just feel like the exact same game to me, even if there are many similarities between the two. There definitely is a good amount of strategy involved, and I think the addition of the glazier (which can sorta restrict your placement options) adds a new level of complexity to the game. Do you dare ‘waste’ a turn to reset your glazier, or do you risk the points and try to complete your current pattern strip?
Another great thing about this game is the variability of it. Each player receives 8 double-sided pattern strips to begin the game. The strips can be placed with whichever face up or down that you want. So no two players will ever have the same setup, just as you will probably never have the same setup yourself between plays. One wrong placement could maybe end up costing you the game! There is no ‘right’ setup, and the fact that everyone’s setup will be different makes the game a little more unique.
Of course, the components are great and the tiles are so much fun to handle. Unlike OG Azul, these tiles are semi-transparent and crystalline, giving them the semblance of actual glass. The pattern strips/palace boards are good, sturdy cardboard, and can definitely withstand the amount of manipulation they see each game. My one qualm is with the score tracker. Instead of moving linearly, the score tracker moves kind of zig-zag-y around the board, and it takes me a minute sometimes to read the points and move my marker quickly because my eyes have to figure out the score line. Yeah, it looks cool, but its just a little inconvenient for me while playing.
Overall, I think Azul: Stained Glass of Sintra is a great ‘sequel’ to Azul. It feels familiar in mechanics and theme, but different enough in overall gameplay that I think it is a good stand-alone reimplementation. And guess what? Another Azul game is in the works! Titled Azul: Summer Pavilion, it is yet another game of tile drafting/placement and set collection. Since I have high praise for Stained Glass of Sintra, I am definitely looking forward to this newest version of Azul, coming soon! Purple Phoenix Games gives Azul: Stained Glass of Sintra, a colorful 9 / 12.
Annie Chanse (15 KP) rated Lovecraft's Monsters in Books
Dec 19, 2017
I received an ARC copy of this anthology in exchange for my honest opinion, and regrettably, I wasn't overly impressed with it. I made notes as I read, and those notes are what I will be posting here now:
Well, I'm about to start the third story, but I thought I'd keep a running commentary on each story so that when it came time to review it, I wouldn't forget how I felt about each individual one.
"Only the End of the World Again" by Neil Gaiman was good. Probably 4 stars. It wasn't the typical greatness that I USUALLY associate with Gaiman, but it was still a quick and enjoyable read. I read it aloud to my eight year old son (editing out the few naughty words, of course) and even he really loved it. There were a few places where he didn't understand what was going on, but overall, he thought it was a great story.
"Bulldozer" by Laird Barron was terrible. I couldn't make it through the story. The writing style was AWFUL. I know that it was supposed to be written -- in parts -- in a stream of consciousness style, but it was awful. I stopped about halfway through and just said screw it. I wouldn't even give this story a star at all.
Finished "Red Goat Black Goat" by Nadia Bulkin. While it had some nice creepy vibes, it was, overall, a 2 star story. I realize, as a short story, it is limited by length and time constraints, but the story just starts in the middle of a world about which the reader has no idea whatsoever. It's not what I would call a good story, although, as I said, there were a couple of moments when I had to look up from my completely dark bedroom and make sure I didn't hear bumps in the night, so it gets one extra star for that.
"The Same Deep Waters As You" was actually fantastic. It's been the best story in the anthology so far. I know, I know... me saying something is better than a Gaiman story is almost unheard of, but this story by Hodge was truly good from beginning to end. It was completely unique, and even though it was a short story, it was completely self-contained. It didn't leave me wondering what happened before the story started to get us to this place, and it ended perfectly, not in a 'to be continued' style. Also, just wow. The ending was a killer. I did NOT see it coming AT ALL. Five stars.
"A Quarter to Three" gets 2.5 stars simply because of Newman's writing style. She is very articulate, and I loved the tone of this story. The content of the story, however, wasn't that great. However, I feel compelled to give it an extra half a star -- bumping it up to 3 stars -- for this one, perfect line:
"It was easy to see what she had seen in him; it left a thin damp trail between his scuffed footprints." Ha. Loved it
"The Dappled Things" was a total bust. 1 star, and that is being generous. So boring I nearly fell asleep twice trying to get through the first two pages. Not worth the time it took to read it.
"Inelastic Collisions" was decent. I have nothing really bad to say about it, but I have nothing super great to say about it either. Three stars.
"Remnants" deserves about 3.5 stars. It's pretty decent. I like the story and the way the plot developed. However, I dislike how abruptly it ended. If the ending had been a little more well-rounded, it could have easily been a 4.5 star story.
"Love is Forbidden We Croak and Howl" -- eh. Two stars. Didn't really hold my interest that much. I kept drifting off...
"The Sect of the Idiot" was a solid three stars. Overall the story wasn't super, but I really, really, REALLY did love the detail paid to the dream sequence. It was beautiful and creepy and dark. Lovely bit of storytelling, that was.
"Jar of Salts" is easily 4.5 stars. Short little Lovecraftian poem, but such a pleasure to read.
Well, I'm finally finished with Lovecraft's Monsters, but honestly, after the last update I made, none of the other stories were really worth reading. I was, overall, a bit disappointed with the book. :-/
Well, I'm about to start the third story, but I thought I'd keep a running commentary on each story so that when it came time to review it, I wouldn't forget how I felt about each individual one.
"Only the End of the World Again" by Neil Gaiman was good. Probably 4 stars. It wasn't the typical greatness that I USUALLY associate with Gaiman, but it was still a quick and enjoyable read. I read it aloud to my eight year old son (editing out the few naughty words, of course) and even he really loved it. There were a few places where he didn't understand what was going on, but overall, he thought it was a great story.
"Bulldozer" by Laird Barron was terrible. I couldn't make it through the story. The writing style was AWFUL. I know that it was supposed to be written -- in parts -- in a stream of consciousness style, but it was awful. I stopped about halfway through and just said screw it. I wouldn't even give this story a star at all.
Finished "Red Goat Black Goat" by Nadia Bulkin. While it had some nice creepy vibes, it was, overall, a 2 star story. I realize, as a short story, it is limited by length and time constraints, but the story just starts in the middle of a world about which the reader has no idea whatsoever. It's not what I would call a good story, although, as I said, there were a couple of moments when I had to look up from my completely dark bedroom and make sure I didn't hear bumps in the night, so it gets one extra star for that.
"The Same Deep Waters As You" was actually fantastic. It's been the best story in the anthology so far. I know, I know... me saying something is better than a Gaiman story is almost unheard of, but this story by Hodge was truly good from beginning to end. It was completely unique, and even though it was a short story, it was completely self-contained. It didn't leave me wondering what happened before the story started to get us to this place, and it ended perfectly, not in a 'to be continued' style. Also, just wow. The ending was a killer. I did NOT see it coming AT ALL. Five stars.
"A Quarter to Three" gets 2.5 stars simply because of Newman's writing style. She is very articulate, and I loved the tone of this story. The content of the story, however, wasn't that great. However, I feel compelled to give it an extra half a star -- bumping it up to 3 stars -- for this one, perfect line:
"It was easy to see what she had seen in him; it left a thin damp trail between his scuffed footprints." Ha. Loved it
"The Dappled Things" was a total bust. 1 star, and that is being generous. So boring I nearly fell asleep twice trying to get through the first two pages. Not worth the time it took to read it.
"Inelastic Collisions" was decent. I have nothing really bad to say about it, but I have nothing super great to say about it either. Three stars.
"Remnants" deserves about 3.5 stars. It's pretty decent. I like the story and the way the plot developed. However, I dislike how abruptly it ended. If the ending had been a little more well-rounded, it could have easily been a 4.5 star story.
"Love is Forbidden We Croak and Howl" -- eh. Two stars. Didn't really hold my interest that much. I kept drifting off...
"The Sect of the Idiot" was a solid three stars. Overall the story wasn't super, but I really, really, REALLY did love the detail paid to the dream sequence. It was beautiful and creepy and dark. Lovely bit of storytelling, that was.
"Jar of Salts" is easily 4.5 stars. Short little Lovecraftian poem, but such a pleasure to read.
Well, I'm finally finished with Lovecraft's Monsters, but honestly, after the last update I made, none of the other stories were really worth reading. I was, overall, a bit disappointed with the book. :-/
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Hazel (1853 KP) rated Glass Sword in Books
May 25, 2017
Good Sequel
This ARC was provided by the publisher via NetGalley in exchange for an honest review
It is finally here; the second book in the riveting Red Queen series by Victoria Aveyard – perfect for fans of The Hunger Games, The Selection series and Divergent. Continuing from the exact point the previous book closed on, Glass Sword is packed with action, suspense and emotional entertainment.
To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.
Now, in Glass Sword, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.
Unlike the previous book, Glass Sword is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.
Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst Glass Sword continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.
The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.
Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.
It is finally here; the second book in the riveting Red Queen series by Victoria Aveyard – perfect for fans of The Hunger Games, The Selection series and Divergent. Continuing from the exact point the previous book closed on, Glass Sword is packed with action, suspense and emotional entertainment.
To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.
Now, in Glass Sword, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.
Unlike the previous book, Glass Sword is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.
Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst Glass Sword continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.
The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.
Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.
Hazel (1853 KP) rated Glass Sword in Books
Dec 7, 2018
<i>This ARC was provided by the publisher via NetGalley in exchange for an honest review </i>
It is finally here; the second book in the riveting<i> Red Queen</i> series by Victoria Aveyard – perfect for fans of <i>The Hunger Games, The Selection</i> series and <i>Divergent</i>. Continuing from the exact point the previous book closed on, <i>Glass Sword</i> is packed with action, suspense and emotional entertainment.
To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.
Now, in <i>Glass Sword</i>, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.
Unlike the previous book, <i>Glass Sword</i> is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.
Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst <i>Glass Sword</i> continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.
The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.
Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.
It is finally here; the second book in the riveting<i> Red Queen</i> series by Victoria Aveyard – perfect for fans of <i>The Hunger Games, The Selection</i> series and <i>Divergent</i>. Continuing from the exact point the previous book closed on, <i>Glass Sword</i> is packed with action, suspense and emotional entertainment.
To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.
Now, in <i>Glass Sword</i>, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.
Unlike the previous book, <i>Glass Sword</i> is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.
Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst <i>Glass Sword</i> continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.
The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.
Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.