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Giving Hope: A Child's Journey Through a Pandemic
Giving Hope: A Child's Journey Through a Pandemic
Toni Wengerd | 2021 | Children
8
8.0 (1 Ratings)
Book Rating
I am sure some children will not remember that there was a pandemic? Well, this book "Giving Hope: A Child's Journey Through a Pandemic" is a good one for children of all ages. Young children will be wondering why things have changed and why they can not see their friends and family.

This book does that through the eyes of a child or children. I am not quite sure; This is where the half star (moon) comes in, in my rating of four and a half stars (moons). Otherwise, this book does explain all about the emotions they will go through, from being worried to many others.

These diary entries are well done; Talking about what is going on with children and what is happening around them. Each one occurs with an emotion. This book is good to have around to explain the feelings going on during a stay-at-home order or lockdown, as many have called it.

This book can teach children who are all essential or heroes during this difficult time. This book is not just for a pandemic situation. I could be used to guide during other struggling or difficult times ahead.

The pictures are very bright and vivid. They do tell the emotion or emotions the child is feeling during that diary entry. The drawings are lovely throughout the book. There are some ideas that children can do to help with the changes and maybe even get in though with family during a hard time. Can your child or children come up with something you could do to bring hope? Maybe even come up with some ideas to do around your neighbor and show them or tell you to care while trying to stay safe.
  
Cabbages & Kings
Cabbages & Kings
Morgan Sheppard | 2022 | Fiction & Poetry
8
9.0 (2 Ratings)
Book Rating
wonderful retelling of a local legend
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

As a Nottingham girl, I grew with tales of Robin Hood and his Merry Men. So, finding this tale having tipped those tales on their heads was a delight!

The story tells of Alana Dale, and her new husband, Will Scathlock and how they came to suffer at the hands of Robin and Guy, and just how, after all that, THEY came to be the bad guys!

This is a delightful tale, set in places in and around Nottinghamshire, so I know these places, and I love reading books about places I really know.

It's wonderfully written, with detailed descriptions of the things needed to get by, with Alana having ideas wise beyond her years, especially when it comes to health matters.

Alana is a strong-minded young lady (only 16 here!) and she will stand up for herself in a time when it wasn't the done thing. I loved Alana, and her teasing of Will, but to be fair, he gave as good as he got. Alana's deepest fears come to life here, and how she manages to hold it together to keep Will safe BEFORE she loses it, I have no idea.

There is some violence, Alana and Will's village is destroyed in the beginning of the book and the attack's aftermath is described in some detail. Because of this, I would class it as upper young adult, maybe 14+.

Tipping the Robin Hood legend on its head, Ms Sheppard made new heroes, and new bad guys. She tells of everyday life in Medieval England, and just how the common folk survived.

4 very good stars

*same worded review will appear elsewhere
  
Saving Mrs. Roosevelt
Saving Mrs. Roosevelt
Candice Sue Patterson | 2021 | Fiction & Poetry, History & Politics, Romance
8
8.0 (1 Ratings)
Book Rating
Saving Mrs. Roosevelt is a good book about some actual historical events. It deals with someone that needs to be a spy to help keep the first lady safe. But this also has some fiction in it as it is historical fiction. Some actual historical events do take place. This book is about Shirley Davenport and a few SPARS that help on the home front.

The author does a beautiful job of telling the story and adventures that Shirley Davenport goes through. She goes through some training and trials as she is on a mission but can not tell her family. The way she comes home and has to deal with losing her brother on the same day she comes home from training.

You will be surprised as to who it is in the end. Shirley and her friend Joan sign up to be SPARS. Will Joan be loyal to her country, or will she not be? Things do not all seem as they are when Shirley gets home. She must lie to protect herself and her family. Will she be found out?

She seems to be charming a young man who is a Captain. Will the Captain fall for Miss Davenport, or will he wall in his grief for his two young brothers? They have stood paired up to capture the person trying to kill the Roosevelts. Will Shirley be successful in finding out about the conspiracy against the first lady?

Suppose you are looking for an excellent book to read about history and the woman that help during world war two on the homefront. This book does tell a story about a few heroes of ww2. With a little bit of romance as well.
  
Quests: Heroes of Sorcado
Quests: Heroes of Sorcado
2022 | Adventure, Card Game, Dice Game, Fantasy
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.

Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L

Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!


Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.


That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
  
Dungeon Roll
Dungeon Roll
2013 | Dice Game, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!

After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!

The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.

Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!

https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
  
City of Lost Souls (The Mortal Instruments, #5)
City of Lost Souls (The Mortal Instruments, #5)
Cassandra Clare | 2012 | Fiction & Poetry, Paranormal, Young Adult (YA)
10
8.2 (27 Ratings)
Book Rating
City of Lost Souls is the fifth book in the Mortal Instruments series. There wasn't as much action in this book as we normally get making its pacing seem a little slow, but the character development I feel that we receive in this book makes it worthwhile. The ending also packs a punch that the rest of the book generally does not. As this is the fifth book in a series, anything beyond this point could be considered spoilers if you have not read the rest of the series.

After the events of City of Fallen Angels, we find our heroes in disarray because they find that both Jace and Sebastian are missing. They find out that Jace and Sebastian have been linked by the dark ceremony, which means that Jace is no longer himself. He feels that anything that Sebastian does it right and assists him, despite the fact that it would go against his true nature.

I really enjoyed seeing Jace and Sebastian's interactions, because it showed a more human side of Sebastian. There were times when there was no one else around besides Jace, who was linked to him and had no free will of his own, and Sebastian seemed almost normal. He even had rare moments with Clary, which made you question just how much the demon blood affected him.

You know he is evil and that he has the ability to fake human emotions, but it was those actions that make you wonder, what if? Could the bond with Jace be affecting him, even to a small degree, in the same way that it affecting Jace? Giving him some dimension and the slightest influence of good? I loved how Clare made you question everything that you believed about Sebastian, just as Clary did in the book.

The character development also extended to our other favourite characters, which was nice to see since it's such a large cast. We see Izzy being both strong and determined, and fragile, insecure and hurt. She has a broad range of emotions and her world does not revolve around a boy, which was so refreshing to see. Simon is struggling with his change and who he thinks he is now, still the old Simon or is he cursed now?

Despite the fact that they're not the focus, Magnus and Alec's relationship is wonderfully developed in this book. They struggle with both magical and mundane things coming between them but love one another to always persevere. Alec is still very insecure, so he worries about everything that Magnus does tell him about his past and the fact that one of them is immortal and the other not. Their love and their heartbreak is very real, which was such a redeeming characterization in this book.

Although Clary/Jace is my favourite pairing overall, I definitely love the Magnus/Alec evolution throughout this book and those that come after it. They are a very close second and probably a better portrayal of a relationship in the end. In this book, I worry about the portrayal of Clary and Jace's relationship at times because it's not always healthy. Obviously, people make mistakes, so it is realistic but it can border on obsessive and controlling at times. I understand that Jace is Clary's first love, but he is not the only person in the world and sometimes she is worryingly single-minded.

The plot culminates and plans are laid for the fantastic conclusion to this series. Although the book does not end with a cliffhanger, you are still left wondering exactly what Sebastian's plans are and how our heroes are going to stop him. Or if they are going to be able to stop him. Despite the fact that this is not the most well-written of her three series, I adore it nonetheless and constantly recommend it to people.
  
The Figment Wars: Through the Portals
The Figment Wars: Through the Portals
8
8.0 (1 Ratings)
Book Rating
The Figment Wars: Through The Portals by David R. Lord is a book that I hope to see a sequel to in the coming years. In fact, the ending of the book suggests at least a sequel if not an entire series. I just wonder how such stories can continue without becoming too far fetched or simplified by the children’s stabilizes in this book, but without giving too much away I have to stop there.

Thomas and his little brother Isaac are visiting their cousin Emily at her house and they are not exactly having a good time. At Emily’s house, the boys don’t even have a TV to watch and they are extremely bored. Then one afternoon when Thomas goes to the woods behind the house to get Emily for lunch something amazing happens. The trees themselves bend and move, forming a portal that all three children fall into. The portal transports the children into the Realm of Imagination, a place where all the things humans imagine come to life.

https://nightreaderreviews.blogspot.com/2019/07/review-figment-wars-through-portals-by.html

https://www.austinmacauley.com/book/figment-wars-through-portals
Almost as soon as the children arrive they are attacked by Monsters but luckily they are saved by Heroes and are taken to the Library in the Impossible City. It is here that they meet Belactacus who believes that the children are Real and not just confused imaginary friends. Sadly the Council who is in charge of the portals that allow beings in the Realm of Imagination to go to the Realm of Reality is corrupted and the children are denied a portal back home. Shortly after this decision Monsters attack the Impossible City and even overwhelm the Heroes. Now the children must find a way to stop the corrupted council member from bringing all the Monsters from human imagination to life in the Realm of Reality, home of the humans.

What I liked best might not seem like much but for a story such as this one, it makes a big difference. I liked how not only was the idea of the Realm of Imagination a great concept but the creation of the Realm was well explained. Also, some of the main people in the Realm were explained to be the result of collective consciousness in humans such as the standard idea of a mother figure which was a very nice touch. What I didn’t like was the budding relationship between Thomas and Emily’s old imaginary friend. I actually thought it was a little creepy. At times I found myself hoping that she would be able to become real and then I thought that it would be way too much like Thomas having a relationship with his cousin.

This book falls solidly into the YA or young adult group of readers. I know this is a broad group ranging from middle school and older, but this book is actually really good and I saw nothing that would make in inappropriate for young readers. The only thing to be careful about is if an advanced reader in elementary school wanted to read this book. I don’t know how well they would take to the idea that monsters such as the Boogeyman are real and just living in a different dimension so to speak. With all that being said I rate this book a 3 out of 4. Everything is extremely well thought out in this book. The idea of the Library and the collective consciousness of humans was amazing. The only reason why this book did not get a perfect rating is that I still felt like it was missing something that gave it that wonderful ability to really stand out, but few books have that.