ClareR (6256 KP) rated Cleopatra and Frankenstein in Books
Jan 29, 2023
There are a fair few vulnerable characters in this novel: Cleo, Zoe (Frank’s sister), Quentin (Cleo’s gay best friend) and Eleanor. Actually Eleanor comes late to the story, and I could have read so much more about her. She’s funny, has an interesting family and simply has a lot of interesting things to say.
I’ll just add that there’s an attempted suicide in this, and both Cleo and Frank have some pretty serious mental health issues. Whilst I think they were sensitively and well dealt with, they may be upsetting for some readers. And then there’s the Flying Squirrel incident. I’d be more than happy to never have to think about that again.
So, if you like reading about complicated relationships and self-destructive behaviour, then this will be the book for you. It’s certainly a book that I’ll remember.
Hazel (1853 KP) rated The Ice-Cream Makers in Books
Dec 14, 2018
An intriguing blurb promises an incredible story about an Italian ice-cream making family, however the story is nothing like you expect. Ernest van der Kwast’s <i>The Ice-Cream Makers</i> is set between a small village in Italy and the busy summer streets of Rotterdam. The Talamini family has been creating innovative ice-cream flavours for over a century, running a successful and hard-working parlour in the Netherlands. The business is handed down from father to son throughout the years, but now eldest son Giovanni has broken the tradition.
Giovanni Talamini has no interest in making ice-cream and would much rather spend the day reading poetry. After pursuing a literary career, Giovanni is now the director of the World Poetry Festival. Younger brother Luca has been left to pick up the <i>spatula</i> of the family business, but he has a problem of his own. Giovanni faces a dilemma: cut himself of from his family entirely or help his brother out with his peculiar request.
The highly unusual request mentioned in the blurb of <i>The Ice-Cream Makers</i> does not actually surface until the latter stages of the book. For the majority of the narrative there is no clear storyline, however the detail and information van der Kwast provides about ice-cream making, poetry and European culture makes the novel entirely worth reading. The request itself is entirely unexpected and not at all possible to guess, but it is an oddly brilliant way of reuniting two estranged brothers.
It takes a while for the narrative to start flowing as it constantly changes time periods. Giovanni, the narrator, rarely speaks in the present tense and is constantly relating events from his childhood and adulthood interspersed with family history and historical knowledge. On occasion the book takes on the air of an autobiography as Giovanni gives an in depth insight to the life of his family and his break from tradition. There is also the odd chapter that becomes almost a work of non-fiction, providing the reader with highbrow literary references and factual information about the history of ice-cream.
Once the scenes caused by the male sexual mind have been glossed over, <i>The Ice-Cream Makers</i> becomes a beautifully written, almost poetical story that compels and engages the reader despite the lack of a clear-cut storyline. The literary references will appeal to the intellectual, scholar, philosopher or culture enthusiast, for this novel teaches and inspires as well as entertains.
The amount of research van der Kwast conducted is phenomenal. The accuracy (or so is presumed) of the historical factors implies the author had thoroughly investigated the subject matter prior to writing. It is almost as though van der Kwast lived the life of Giovanni; it is entirely believable – hence the sense of an autobiography. Although the nature of the novel’s theme suggests a serious tone, van der Kwast has included a great deal of humour in the form of Giovanni and Luca’s father and his questionable mental health.
The lack of a climax prevents <i>The Ice-Cream Makers</i> from being described as an exciting book, however its beautifully poetic prose makes up for this absence. The philosophical insight into poetry will make you think about life and admire Giovanni for insisting on making his own way in the world. Likewise, Luca’s quiet acceptance and perseverance in the family business is also an admirable feat. Readers with a dislike for descriptive sexual scenarios may feel uncomfortable in a few of the resulting scenes, however the general story compensates for these distasteful passages. All in all, a high-quality work of fiction.
Driving Miss Norma: One Family's Journey Saying 'Yes' to Living
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Lindsay (1812 KP) rated Does Grandma Remember Me? in Books
May 20, 2021
This book explains it in a way to children so they can understand. Children may not understand or feel confused as to why their grandma or grandpa is looking for things or being forgetful. Dementia is something hard to tell your child or children. This book seems to help because it attacks the brain and will not let their grandparents remember their loved ones or things though they want to.
We see this through the eyes of a little girl in this book. Children can change it for them if they need to think through this. Parents, this book is a beautiful addition to your child's bookshelf or your family collection of books, especially if you have a family member that deals with this.
My grandma on my dad's side either has Dementia or Alzheimer's; I do not know. She had a hard time remembering my name growing up or when I was calling her. I do not know if she ever told my grandfather the message I told her to say to her. I think she has this disease called "Dementia," but not one hundred percent sure. I know she remembers me when I was little, but that about all. She calls most of my family members "You" when she is referring to you. I have no idea for sure. The only name she ever used when she was talking or referring to someone was John. That name is shared and used by my Uncle and my grandfather and cousin.
This book remains done well; I enjoyed the idea and concept of the book. I rate it 4.5 stars (Moons). It was not that deep for me. Though then, It could be me, and that is all. It does teach children about a mental health illness that continues not talked about much. I have to say that sometimes it's hard to do.
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Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.



