Midnight in Europe
Book
Paris, 1938. As the shadow of war darkens Europe, democratic forces on the Continent struggle...
Honor Among Thieves (Empire and Rebellion, #2)
Book
Nebula and Hugo Award nominees Daniel Abraham and Ty Franck—writing as James S. A. Corey—make...
Tales of the Arabian Nights
Tabletop Game
In tales of the Arabian Nights, you are the hero or heroine in a story of adventure and wonder just...
board game storytelling questing
The City of Kings
Tabletop Game
This world used to be a garden full of life; from the flying Vadora to the deep-dwelling Dwarves –...
BoardGAMES 2018Games
Lindsay (1779 KP) rated Giving Hope: A Child's Journey Through a Pandemic in Books
Sep 9, 2021
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.
Debbiereadsbook (1608 KP) rated Cabbages & Kings in Books
Feb 3, 2022
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
Shadow of the Sith
Book
Luke Skywalker and Lando Calrissian return in this essential novel set between Return of the Jedi...
Lindsay (1779 KP) rated Saving Mrs. Roosevelt in Books
Sep 10, 2022
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.
Purple Phoenix Games (2266 KP) rated Quests: Heroes of Sorcado in Tabletop Games
May 26, 2021
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!
Purple Phoenix Games (2266 KP) rated Dungeon Roll in Tabletop Games
Jun 12, 2019
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/




