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Ross (3284 KP) rated Season of Storms in Books
Apr 23, 2018 (Updated Apr 25, 2018)
2-d characters (2 more)
fantasy-by-numbers
Frequent incongruent Latin/French phrases
More a set of short stories than a novel in its own right
* I received an advance copy of this book from NetGalley in return for an honest review. Formatting issues (many) have not been factored into the review *
To my knowledge, the books of The Witcher are split into the short story collection prequels (one of which I have read) and the full books (which I have not read). This book is somewhere in between being neither strictly a collection of short stories nor a focussed standalone novel in its own right. Chronologically, this book falls in between the stories contained in The Last Wish) though it is impossible to say quite where it falls (as mention of the stryga is made near the end, which begins the Last Wish I have to assume it comes after the flashback stories from that tome but before the overarching story linking them all).
It may be because I haven't read the full novels, but I find the Witcher to be a thoroughly bland and unexciting character and I have no connection with him. He has next to no personality and contributes nothing to the dialogue of the book. Similarly, all other characters are very disposable - they are either supposedly strong-willed sorceresses (who smell of flowers and throw themselves at the Witcher and are bedded instantly) or they are otherwise instantly forgettable.
I think Sapkwoski was trying to give the sorcerers a sense of academic snobbery but they frequently use Latin phrases, which just gets irritating very quickly. Similarly French words and phrases are thrown in willy-nilly without translation which gets annoying as well. This seems even more unusual when you realise the story was written in Polish and translated into English, with some parts kept in French or Latin. And then further when it is meant to be in a different world where French wouldn't be a thing.
The story essentially follows Geralt of Rivia (The Witcher) who loses his swords and goes on a quest to get them back, and just happens along the way to meet people who need his skills (like on Neighbours where one character leaves and another comes in through the door at exactly the same moment). This aspect makes me think this was meant to be a series of short stories stitched together. But unfortunately here those short stories are not finished up within themselves and you have a number of unsatisfying loose ends in the back of your head throughout.
As with The Last Wish, I found the ending very confusing and had no idea what had happened. It may be that other works fill in the gap and I will have that filled in time, but if so that makes this not a satisfying read in its own right.
Overall, I don't mind Sapkowski's writing in general, other than a few irritating bad habits and I like the overriding idea of the stories but find the execution, character development and overall world-building somewhat clumsy and throw-away. But as I say, this may be because (I think) I have read these in chronological order, rather than published order. I will fill in the gaps and work out if that is the case.
To my knowledge, the books of The Witcher are split into the short story collection prequels (one of which I have read) and the full books (which I have not read). This book is somewhere in between being neither strictly a collection of short stories nor a focussed standalone novel in its own right. Chronologically, this book falls in between the stories contained in The Last Wish) though it is impossible to say quite where it falls (as mention of the stryga is made near the end, which begins the Last Wish I have to assume it comes after the flashback stories from that tome but before the overarching story linking them all).
It may be because I haven't read the full novels, but I find the Witcher to be a thoroughly bland and unexciting character and I have no connection with him. He has next to no personality and contributes nothing to the dialogue of the book. Similarly, all other characters are very disposable - they are either supposedly strong-willed sorceresses (who smell of flowers and throw themselves at the Witcher and are bedded instantly) or they are otherwise instantly forgettable.
I think Sapkwoski was trying to give the sorcerers a sense of academic snobbery but they frequently use Latin phrases, which just gets irritating very quickly. Similarly French words and phrases are thrown in willy-nilly without translation which gets annoying as well. This seems even more unusual when you realise the story was written in Polish and translated into English, with some parts kept in French or Latin. And then further when it is meant to be in a different world where French wouldn't be a thing.
The story essentially follows Geralt of Rivia (The Witcher) who loses his swords and goes on a quest to get them back, and just happens along the way to meet people who need his skills (like on Neighbours where one character leaves and another comes in through the door at exactly the same moment). This aspect makes me think this was meant to be a series of short stories stitched together. But unfortunately here those short stories are not finished up within themselves and you have a number of unsatisfying loose ends in the back of your head throughout.
As with The Last Wish, I found the ending very confusing and had no idea what had happened. It may be that other works fill in the gap and I will have that filled in time, but if so that makes this not a satisfying read in its own right.
Overall, I don't mind Sapkowski's writing in general, other than a few irritating bad habits and I like the overriding idea of the stories but find the execution, character development and overall world-building somewhat clumsy and throw-away. But as I say, this may be because (I think) I have read these in chronological order, rather than published order. I will fill in the gaps and work out if that is the case.

Purple Phoenix Games (2266 KP) rated Kingdomino: Age of Giants in Tabletop Games
Sep 7, 2021 (Updated Sep 29, 2021)
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.
This breakdown is for the super popular tile-laying game Kingdomino and its Age of Giants expansion.
Included in this strangely-dimensioned-box-when-compared-with-its-base-game is a plethora of components. Most notably are components to include a fifth player (brown this time) and a very large domino dispenser. Also included are six gianteeples, 17 Challenge Tiles, and a scorepad.
The giants can be found in the art on certain dominoes and their footprints are found on other dominoes. When drawing and adding a tile featuring a giant to your kingdom you must also place a gianteeple upon the domino. This giant is attracted to crowns, so it will cover up (and thus nullify for scoring) one of the crown icons in your kingdom. Dominoes with giant footprints will award the player with the ability to reassign a gianteeple from the placer’s kingdom to an opponent’s kingdom, covering a crown in the process.
The 17 Challenge Tiles that are included in this expansion help players to hone in on a certain strategy when placing terrain dominoes. At setup two of the 17 tiles are revealed and will dictate extra bonus points at game end for all players who satisfy their iconography. Some will award bonus points for having certain terrain types in the kingdom, while others will award points having no crown icons on any dominoes at all! There are several types of Challenge Tiles to explore each game.
Age of Giants is an excellent expansion that includes a lot of thoughtful components and rules. I especially enjoy the domino dispenser and I always like being able to add more players to my games. So for those points alone I would add this expansion. However, the Challenge Tiles are very interesting, especially for players who suffer from not having specific goals to attain whilst playing. Similarly, the addition of the giants and their footprint dominoes are a nice touch, but secondary to me, oddly.
Does this mean I recommend everyone to go out and purchase this expansion post-haste?
Official recommendation: No, this is not a must-buy at all. Everything included within this expansion is great, and adds something to the original Kingdomino, but unless you are needing components for a fifth player, or really enjoy the idea of the Challenge Tile, the rest is really fluff to help pimp out your game. Yes, the domino dispenser is awesome and handy, but not necessary. Yes, it’s cool to be able to send giants to neighboring kingdoms to mess with your opponents, but I don’t think Kingdomino needed that. So, I am torn with this recommendation, but I am thankful I have it in my collection for my first few points.
This breakdown is for the super popular tile-laying game Kingdomino and its Age of Giants expansion.
Included in this strangely-dimensioned-box-when-compared-with-its-base-game is a plethora of components. Most notably are components to include a fifth player (brown this time) and a very large domino dispenser. Also included are six gianteeples, 17 Challenge Tiles, and a scorepad.
The giants can be found in the art on certain dominoes and their footprints are found on other dominoes. When drawing and adding a tile featuring a giant to your kingdom you must also place a gianteeple upon the domino. This giant is attracted to crowns, so it will cover up (and thus nullify for scoring) one of the crown icons in your kingdom. Dominoes with giant footprints will award the player with the ability to reassign a gianteeple from the placer’s kingdom to an opponent’s kingdom, covering a crown in the process.
The 17 Challenge Tiles that are included in this expansion help players to hone in on a certain strategy when placing terrain dominoes. At setup two of the 17 tiles are revealed and will dictate extra bonus points at game end for all players who satisfy their iconography. Some will award bonus points for having certain terrain types in the kingdom, while others will award points having no crown icons on any dominoes at all! There are several types of Challenge Tiles to explore each game.
Age of Giants is an excellent expansion that includes a lot of thoughtful components and rules. I especially enjoy the domino dispenser and I always like being able to add more players to my games. So for those points alone I would add this expansion. However, the Challenge Tiles are very interesting, especially for players who suffer from not having specific goals to attain whilst playing. Similarly, the addition of the giants and their footprint dominoes are a nice touch, but secondary to me, oddly.
Does this mean I recommend everyone to go out and purchase this expansion post-haste?
Official recommendation: No, this is not a must-buy at all. Everything included within this expansion is great, and adds something to the original Kingdomino, but unless you are needing components for a fifth player, or really enjoy the idea of the Challenge Tile, the rest is really fluff to help pimp out your game. Yes, the domino dispenser is awesome and handy, but not necessary. Yes, it’s cool to be able to send giants to neighboring kingdoms to mess with your opponents, but I don’t think Kingdomino needed that. So, I am torn with this recommendation, but I am thankful I have it in my collection for my first few points.

Heather Cranmer (2721 KP) rated Alice in Zombieland - White Rabbit Chronicles in Books
Jun 7, 2018
(This review can also be found on my blog at <a href="http://themisadventuresofatwentysomething.blogspot.co.uk">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I've been dying to read this book since I first heard about it months ago. I love zombies because, well, zombies are just so darn cool! However, I think I built myself up a bit too much and bought in to the hype a bit too much. I didn't think the book was bad, but I didn't think it was that great either.
Alice, or Ali for short, thinks her father is crazy. He has so many rules when it comes to his daughters, especially things that involve go out during the night. He's worried about the monsters, but Alice just thinks he's going insane until one night, her whole family is killed in a car crash. It is then that she sees her first monster. Maybe her dad wasn't crazy after all. Alice will have to enlist the help of the school's bad crowd if she wants answers, and that means getting close to Cole Holland, the resident bad boy. Will Alice have her heart broken? Will she even be able to survive long enough to have her heart broken?
Okay, I absolutely, positively love, love, love the title of this book: Alice in Zombieland. It just has a certain ring to it. I'd say the title definitely describes the story. If I were to sum up this book in three words, Alice in Zombieland would be exactly what I'd say.
I do think the cover is pretty, but I feel that it's lacking. I do love the little details there are to see when you look closer at the cover, but as I said, something is missing from the cover. I think it would've been cool, maybe, to have a few zombies on the cover as well.
The world building is fantastic! Gena Showalter makes it feel as if a zombie apocalypse is actually happening or really could happen. It's so easy to get lost in Alice's world and forget that you're actually just reading a story. The author makes the world of zombies come to life, and it does get a bit scary.
The pacing is what really bothered me. I felt as if it was a bit all over the place. At the very beginning, I felt I was losing the will to live as the pacing was so slow. Then it got a bit better, then it'd get slow, then it'd get better again. My interest in this book was all over the place. I never knew what to expect in the next chapter. Was it going to be super slow or fast paced?
The dialogue was believable for the teenagers. They spoke exactly how I'd imagine teens of today to speak. However, Alice has a seven year old sister who spoke like she was at least thirteen years old. Her vocabulary, and the way she spoke were definitely not normal for a seven year old. With that said, I did enjoy the dialogue immensely especially when it came to interactions between Kat and Alice. I even loved the sarcastic interactions between Cole and Alice. There wasn't any swearing in this book which I admired.
I thought the characters were fantastic and very believable. I loved how Alice was willing to do whatever it took to avenge her family and how she wasn't willing to take anything from anybody. Cole is your typical bad boy: moody, snarly, sarcastic, etc. There is something likable about Cole, and as the story progresses, we find out a little bit about why Cole is the way he is. My favourite character had to be Kat though. I loved her witty and sarcastic sense of humour. In fact, I wish I could be like Kat. She definitely had me laughing quite a bit. The only non-believable character was Alice's little sister Emma. As stated in the previous paragraph, she didn't speak like a normal seven year old, nor did she act like an everyday seven year old. Because of that, I had a hard time relating to her as a character.
One thing I really loved about this book was the chapter names. I loved how they were zombie related but still had the Alice in Wonderland feel about them. Unfortunately, this was not enough to warrant a higher rating for this book. Perhaps it's just me though as this book does have quite high reviews, but I just couldn't enjoy it that much. I might carry on with the series in the hopes it gets better, but I'm not dying to read the next book in the series.
I'd recommend this book to those aged 14+ if I really had to recommend it. However, I'd say don't waste your money. Rent it from a library or borrow it if you really want to read it.
Alice in Zombieland (The White Rabbit Chronicles #1) by Gena Showalter gets a 3.25 out of 5 from me.
I've been dying to read this book since I first heard about it months ago. I love zombies because, well, zombies are just so darn cool! However, I think I built myself up a bit too much and bought in to the hype a bit too much. I didn't think the book was bad, but I didn't think it was that great either.
Alice, or Ali for short, thinks her father is crazy. He has so many rules when it comes to his daughters, especially things that involve go out during the night. He's worried about the monsters, but Alice just thinks he's going insane until one night, her whole family is killed in a car crash. It is then that she sees her first monster. Maybe her dad wasn't crazy after all. Alice will have to enlist the help of the school's bad crowd if she wants answers, and that means getting close to Cole Holland, the resident bad boy. Will Alice have her heart broken? Will she even be able to survive long enough to have her heart broken?
Okay, I absolutely, positively love, love, love the title of this book: Alice in Zombieland. It just has a certain ring to it. I'd say the title definitely describes the story. If I were to sum up this book in three words, Alice in Zombieland would be exactly what I'd say.
I do think the cover is pretty, but I feel that it's lacking. I do love the little details there are to see when you look closer at the cover, but as I said, something is missing from the cover. I think it would've been cool, maybe, to have a few zombies on the cover as well.
The world building is fantastic! Gena Showalter makes it feel as if a zombie apocalypse is actually happening or really could happen. It's so easy to get lost in Alice's world and forget that you're actually just reading a story. The author makes the world of zombies come to life, and it does get a bit scary.
The pacing is what really bothered me. I felt as if it was a bit all over the place. At the very beginning, I felt I was losing the will to live as the pacing was so slow. Then it got a bit better, then it'd get slow, then it'd get better again. My interest in this book was all over the place. I never knew what to expect in the next chapter. Was it going to be super slow or fast paced?
The dialogue was believable for the teenagers. They spoke exactly how I'd imagine teens of today to speak. However, Alice has a seven year old sister who spoke like she was at least thirteen years old. Her vocabulary, and the way she spoke were definitely not normal for a seven year old. With that said, I did enjoy the dialogue immensely especially when it came to interactions between Kat and Alice. I even loved the sarcastic interactions between Cole and Alice. There wasn't any swearing in this book which I admired.
I thought the characters were fantastic and very believable. I loved how Alice was willing to do whatever it took to avenge her family and how she wasn't willing to take anything from anybody. Cole is your typical bad boy: moody, snarly, sarcastic, etc. There is something likable about Cole, and as the story progresses, we find out a little bit about why Cole is the way he is. My favourite character had to be Kat though. I loved her witty and sarcastic sense of humour. In fact, I wish I could be like Kat. She definitely had me laughing quite a bit. The only non-believable character was Alice's little sister Emma. As stated in the previous paragraph, she didn't speak like a normal seven year old, nor did she act like an everyday seven year old. Because of that, I had a hard time relating to her as a character.
One thing I really loved about this book was the chapter names. I loved how they were zombie related but still had the Alice in Wonderland feel about them. Unfortunately, this was not enough to warrant a higher rating for this book. Perhaps it's just me though as this book does have quite high reviews, but I just couldn't enjoy it that much. I might carry on with the series in the hopes it gets better, but I'm not dying to read the next book in the series.
I'd recommend this book to those aged 14+ if I really had to recommend it. However, I'd say don't waste your money. Rent it from a library or borrow it if you really want to read it.
Alice in Zombieland (The White Rabbit Chronicles #1) by Gena Showalter gets a 3.25 out of 5 from me.

Asphalt 6: Adrenaline
Games and Entertainment
App
Feel the thrill of racing like never before in the newest adrenaline-pumping edition of the Asphalt...

Heather Cranmer (2721 KP) rated Sinister Entity in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I had been craving a good ghost story, so when Sarah from Fae Books recommended Sinister Entity by Hunter Shea, I bought it on Amazon right afterwards. I'm glad I did because it was a fantastic read!
(Now I've read that most readers of review blogs don't like when a blog basically says again what a book is about, so I'm just going to give you a little bit more about what the book is about since it's not just about a doppelganger.) Jessica and Eddie are ghost hunters both with unique abilities. When they get a call from the Leigh family saying that they are seeing their daughter's double, Eddie and Jessica jump at the chance to help. However, the doppelganger is the least of the Leigh's problem. A more sinister force has set its sight on their 16 year old daughter. She is in more danger than anyone could have imagined.
Anything that has the word "entity" in it, I'm loving. I'm a sucker for ghost stories so the title definitely got my attention.
The cover conveys that it's going to be a scary story, but I think the cover could've been a little bit better. I would've liked to see a picture of Selena (the Leigh's daughter) and her doppelganger in a scary setting or something similar.
The world building was done rather well. I've been a part of a ghost hunting team, so I was more critical one it came to that aspect. However, Shea didn't disappoint. Not once did it feel as if the whole scary entity thing was over the top. I can't fault the world building at all. The whole normal family in suburbia thing feels natural and not pushed upon the reader.
The pacing at the beginning was a little slow. I felt that, at the beginning, it was too much info dumping. The book starts off with Jessica investigating another house. I felt like we didn't really need to read about that. The fact that she was a ghost hunter which we are told in the beginning was good enough. Also, we are also introduced to Eddie's special abilities in a university research type setting. I felt like this was a bit overkill. Just let Eddie explain his special abilities throughout the story instead of dumping them on us in the beginning. Saying that, the pacing picked up after the info dump at the beginning. I couldn't put the book down after that. The story continues to flow smoothly throughout the rest of the book.
Even though the plot in this type of story has been done before, I still enjoyed it. I love the doppelganger spin on this type of classic ghost story. I also must mention the plot reminded me of the stories of the late great Richard Laymon. (If you don't know who he is, look him up, and then read some of his novels). I also enjoyed the fact that the plot didn't really have any romance in it which was refreshing.
I enjoyed each of the characters even the sinister entity and Selena's doppelganger. I felt that each character was written exceptionally well. I especially enjoyed how strong of a character Jessica was. I never felt like she was inferior to Eddie just because she is a female. Both characters were just as strong as each other. As for Selena, I could actually feel her fear. I love how the author actually made her come across as a teenage girl. The way Selena acted and spoke were exactly what I imagined someone of her age doing/saying. I felt sorry for Selena throughout most of the book due to what was happening to her. I enjoyed the scenes with her doppelganger immensely, and I never expected the twist to happen. I even enjoyed how evilly the sinister entity was written.
The dialogue was really fun to read as it left me feeling a little bit afraid for everyone in the book. Not once did the dialogue between the characters feel forced. Like the pacing, the dialogue was smooth. As for the language, there are a few bad words when it comes to female and male anatomy, so just be warned if you're not big on that.
Overall, Sinister Entity by Hunter Shea is a very good and spooky ghost story. It has a classic ghost story feel which I enjoyed thoroughly.
I'd recommend this book to all fans of horror aged 17+ due to language used and themes throughout.
I had been craving a good ghost story, so when Sarah from Fae Books recommended Sinister Entity by Hunter Shea, I bought it on Amazon right afterwards. I'm glad I did because it was a fantastic read!
(Now I've read that most readers of review blogs don't like when a blog basically says again what a book is about, so I'm just going to give you a little bit more about what the book is about since it's not just about a doppelganger.) Jessica and Eddie are ghost hunters both with unique abilities. When they get a call from the Leigh family saying that they are seeing their daughter's double, Eddie and Jessica jump at the chance to help. However, the doppelganger is the least of the Leigh's problem. A more sinister force has set its sight on their 16 year old daughter. She is in more danger than anyone could have imagined.
Anything that has the word "entity" in it, I'm loving. I'm a sucker for ghost stories so the title definitely got my attention.
The cover conveys that it's going to be a scary story, but I think the cover could've been a little bit better. I would've liked to see a picture of Selena (the Leigh's daughter) and her doppelganger in a scary setting or something similar.
The world building was done rather well. I've been a part of a ghost hunting team, so I was more critical one it came to that aspect. However, Shea didn't disappoint. Not once did it feel as if the whole scary entity thing was over the top. I can't fault the world building at all. The whole normal family in suburbia thing feels natural and not pushed upon the reader.
The pacing at the beginning was a little slow. I felt that, at the beginning, it was too much info dumping. The book starts off with Jessica investigating another house. I felt like we didn't really need to read about that. The fact that she was a ghost hunter which we are told in the beginning was good enough. Also, we are also introduced to Eddie's special abilities in a university research type setting. I felt like this was a bit overkill. Just let Eddie explain his special abilities throughout the story instead of dumping them on us in the beginning. Saying that, the pacing picked up after the info dump at the beginning. I couldn't put the book down after that. The story continues to flow smoothly throughout the rest of the book.
Even though the plot in this type of story has been done before, I still enjoyed it. I love the doppelganger spin on this type of classic ghost story. I also must mention the plot reminded me of the stories of the late great Richard Laymon. (If you don't know who he is, look him up, and then read some of his novels). I also enjoyed the fact that the plot didn't really have any romance in it which was refreshing.
I enjoyed each of the characters even the sinister entity and Selena's doppelganger. I felt that each character was written exceptionally well. I especially enjoyed how strong of a character Jessica was. I never felt like she was inferior to Eddie just because she is a female. Both characters were just as strong as each other. As for Selena, I could actually feel her fear. I love how the author actually made her come across as a teenage girl. The way Selena acted and spoke were exactly what I imagined someone of her age doing/saying. I felt sorry for Selena throughout most of the book due to what was happening to her. I enjoyed the scenes with her doppelganger immensely, and I never expected the twist to happen. I even enjoyed how evilly the sinister entity was written.
The dialogue was really fun to read as it left me feeling a little bit afraid for everyone in the book. Not once did the dialogue between the characters feel forced. Like the pacing, the dialogue was smooth. As for the language, there are a few bad words when it comes to female and male anatomy, so just be warned if you're not big on that.
Overall, Sinister Entity by Hunter Shea is a very good and spooky ghost story. It has a classic ghost story feel which I enjoyed thoroughly.
I'd recommend this book to all fans of horror aged 17+ due to language used and themes throughout.

Heather Cranmer (2721 KP) rated The Turn of The Key in Books
Sep 26, 2019
I am a huge fan of Ruth Ware. Even though I wasn't a fan of her book The Death of Mrs. Westaway, I loved The Lying Game and In a Dark, Dark Wood. When I found out about The Turn of the Key, I knew I had to read it as soon as possible. It was much better than I thought it was going to be!
The synopsis of the book had such a spooky feel, and I loved the plot of The Turn of the Key. Rowan isn't very happy at her job at Little Nippers, a daycare where she looks after babies and toddlers. Plus, it doesn't pay very well. When she comes across an ad to be a live in nanny for a rich couple's children for a fantastic sum, she jumps a the chance. She's surprised when she gets the job, but she is ecstatic. Heatherbrae, the house where she will nanny, is a smart house complete with an app that controls everything in the house. When her employers have to leave the next day, she is thrown into her job as a nanny of Maddie, Ellie, and Petra. Strange things start happening such as being woken up in the middle of the night with music blaring from the speakers all over the house and lights being turned on up to full brightness. Items go missing from their original place, and Maddie is a nightmare child to look after. Rowan begins to second guess her nannying job at Heatherbrae, but she decides to stick it out. Unfortunately, a child ends up dead, and Rowan ends up in prison for the child's murder even though she swears she's innocent. Was Rowan framed or was it the work of something far more sinister?
I thought everything flowed smoothly, and The Turn of the Key definitely had me spooked. I kept trying to guess what was going on. The Turn of the Key hints that it could be something paranormal throughout the story, so I kept wondering if it was some sort of ghost or if it was a person. I'd also try to guess who was behind it all, but I was wrong. There are a few plot twists and one major plot twist that blindsided me completely. It was a plot twist that made me actually made my draw drop! I doubt any reader would have or will predict that plot twist. One minor thing that I was left pondering over had to do with the ending when all is revealed. I won't give any spoilers away, but I will say it's never mentioned how a person can get into a certain sealed off room. That's all I will say on that matter because I don't want to give too much away. Other than that, every other question I had was answered by the last page. As for the pacing, it is done perfectly. Not once did I feel as if The Turn of the Key slowed down at all. This is a book that grabs your hand and pulls you along without letting go!
The characters in The Turn of the Key all felt very realistic and fleshed out well enough for everything to be believable. Rowan is a very likable character and kudos for her for actually staying on as a nanny at Heatherbrae when everything went pear shaped. Even though some of the kids were hard to love, she still wanted to do what's right by them. I would have high tailed it out of there quickly if I was in her position! I felt like she dealt with everything to the best of her ability. I admired Jack and how he was willing to help Rowan out. He came across as a very caring man. It was obvious that the character of Jean loved the children at Heatherbrae which made me love her even if she wasn't featured very much. Sandra and Bill (the owners of Heatherbrae and Rowan's employers) were written well. They weren't very good parents I felt. They were too busy with their work to really know their children. Unfortunately, I know this happens in real life too. Maddie had her issues, but I loved how she was written. I felt bad for her because I felt like she was the black sheep of the family. I also felt bad for the oldest daughter Rhiannon. She was another one that seemed to have issues, but I loved her vulnerability at her lowest point. I loved the dialogue between Rowan and Rhiannon. Petra was just adorable, but Ellie was my favorite. She was easily swayed by her sister, Maddie, but I loved when she was away from Maddie and was able to be her own person. I felt she was just the sweetest little girl!
Trigger warnings for The Turn of the Key include profanity, drinking, underage drinking, lying, blackmail, a child's death, marital cheating, and mentions of sex (although not graphic).
Overall, The Turn of the Key is such a well written book. The plot sucks you in from the beginning, and the characters are all very interesting! I would definitely recommend The Turn of the Key by Ruth Ware to everyone age 16+ who enjoy a fantastic psychological read!
The synopsis of the book had such a spooky feel, and I loved the plot of The Turn of the Key. Rowan isn't very happy at her job at Little Nippers, a daycare where she looks after babies and toddlers. Plus, it doesn't pay very well. When she comes across an ad to be a live in nanny for a rich couple's children for a fantastic sum, she jumps a the chance. She's surprised when she gets the job, but she is ecstatic. Heatherbrae, the house where she will nanny, is a smart house complete with an app that controls everything in the house. When her employers have to leave the next day, she is thrown into her job as a nanny of Maddie, Ellie, and Petra. Strange things start happening such as being woken up in the middle of the night with music blaring from the speakers all over the house and lights being turned on up to full brightness. Items go missing from their original place, and Maddie is a nightmare child to look after. Rowan begins to second guess her nannying job at Heatherbrae, but she decides to stick it out. Unfortunately, a child ends up dead, and Rowan ends up in prison for the child's murder even though she swears she's innocent. Was Rowan framed or was it the work of something far more sinister?
I thought everything flowed smoothly, and The Turn of the Key definitely had me spooked. I kept trying to guess what was going on. The Turn of the Key hints that it could be something paranormal throughout the story, so I kept wondering if it was some sort of ghost or if it was a person. I'd also try to guess who was behind it all, but I was wrong. There are a few plot twists and one major plot twist that blindsided me completely. It was a plot twist that made me actually made my draw drop! I doubt any reader would have or will predict that plot twist. One minor thing that I was left pondering over had to do with the ending when all is revealed. I won't give any spoilers away, but I will say it's never mentioned how a person can get into a certain sealed off room. That's all I will say on that matter because I don't want to give too much away. Other than that, every other question I had was answered by the last page. As for the pacing, it is done perfectly. Not once did I feel as if The Turn of the Key slowed down at all. This is a book that grabs your hand and pulls you along without letting go!
The characters in The Turn of the Key all felt very realistic and fleshed out well enough for everything to be believable. Rowan is a very likable character and kudos for her for actually staying on as a nanny at Heatherbrae when everything went pear shaped. Even though some of the kids were hard to love, she still wanted to do what's right by them. I would have high tailed it out of there quickly if I was in her position! I felt like she dealt with everything to the best of her ability. I admired Jack and how he was willing to help Rowan out. He came across as a very caring man. It was obvious that the character of Jean loved the children at Heatherbrae which made me love her even if she wasn't featured very much. Sandra and Bill (the owners of Heatherbrae and Rowan's employers) were written well. They weren't very good parents I felt. They were too busy with their work to really know their children. Unfortunately, I know this happens in real life too. Maddie had her issues, but I loved how she was written. I felt bad for her because I felt like she was the black sheep of the family. I also felt bad for the oldest daughter Rhiannon. She was another one that seemed to have issues, but I loved her vulnerability at her lowest point. I loved the dialogue between Rowan and Rhiannon. Petra was just adorable, but Ellie was my favorite. She was easily swayed by her sister, Maddie, but I loved when she was away from Maddie and was able to be her own person. I felt she was just the sweetest little girl!
Trigger warnings for The Turn of the Key include profanity, drinking, underage drinking, lying, blackmail, a child's death, marital cheating, and mentions of sex (although not graphic).
Overall, The Turn of the Key is such a well written book. The plot sucks you in from the beginning, and the characters are all very interesting! I would definitely recommend The Turn of the Key by Ruth Ware to everyone age 16+ who enjoy a fantastic psychological read!

A Chakra Meditation by Glenn Harrold
Lifestyle
App
A Chakra Meditation is a superb high quality hypnotherapy App by the multi-million selling...

Purple Phoenix Games (2266 KP) rated Zombie Kidz Evolution in Tabletop Games
Nov 9, 2021
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!

Grateful American: A Journey from Self to Service
Book
The moving, entertaining, never-before-told story of how one man found his calling. "The book is...