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6
6.0 (1 Ratings)
Book Rating
32 of 235
Book
The Extraordinary Hope of Dawn Brightside
By Jessica Ryn
⭐️⭐️⭐️

She’s not lost. She’s just waiting to be found…
‘Completely beguiling – a messy, loveable cast of characters with Dawn at the centre, bringing the light. A truly lovely read’
Beth Morrey, Sunday Times bestselling author of Saving Missy

Dawn Elisabeth Brightside has been running from her past for twenty-two years and two months, precisely.

So when she is offered a bed in St Jude’s Hostel for the Homeless, it means so much more than just a roof over her head.
 
But with St Jude’s threatened with closure, Dawn worries that everything is about to crumble around her all over again.
 
Perhaps, with a little help from her new friends, she can find a way to save this light in the darkness?
 
And maybe, just maybe, Dawn will finally have a place to call home….


It was good sad in places and makes you think that life’s events can change our lives. It was an easy read not something I usually pick up! Overall it was a 3 star as nothing really jump out and grabbed me.
  
Fort
Fort
2020 | Card Game
One activity my 5-year-old son will never tire of: building forts. Mostly pillow/blanket-based, but all I am doing is grooming him for an eventual treehouse fort of his own in the backyard someday. What an excellent theme for a game, and when I had a chance to speak with Brooke from Leder Games about reviewing this one, I absolutely jumped for joy for the opportunity. No guessing whether we like a game here at Purple Phoenix Games – we put our ratings right on the first graphic of every review, so you know already that I love Fort. Let’s see why.

Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.

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, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.

After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.


Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.

It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.

If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
  
TM
The Motion of Puppets
4
4.0 (1 Ratings)
Book Rating
In Keith Donohue's modern retelling of Orpheus and Eurydice, The Motion of Puppets, we're introduced to a range of characters from a besotted husband and his missing wife, to an emotionally unstable puppet girl as the husband embarks on a journey to save his wife from eternity as a doll. For fans of mythology, this sounds like a great read and it is, without a doubt, beautifully written; however, when it comes to execution, the story fell flat.

Theo and Kay Harper are newlyweds with a ten year age difference between them. A teacher at a local college, Theo takes an summer vacation away from New York with his wife, Kay, as she performs with a cirque in Quebec City. While she works, he translates a book from French to English, and everything appears to be fine. That is, until Kay suddenly disappears one night after going out with her fellow actors for dinner and drinks. Woven with necromancy, animated puppets, and many references to the madness of Alice in Wonderland, Donohue's story could be considered riveting, and perhaps I would gladly label it so if I had not been so profoundly bored while reading it.

The book's plot is, in and of itself, highly intriguing. As a fan of horror and having proclaimed a love for anything necromantic in nature, the idea of people becoming puppets, or even dying and being reanimated in any fashion really, is something apt to catch my attention, and for that reason and my love of ancient mythology, I requested an advanced reader's copy of The Motion of Puppets. My frustration with it came mostly in the fact that I felt like the book progressed too slowly and there seemed to be a lot of extra "fluff" added in. For instance, the snippets regarding Theo's translation of Eadweard Muybridge's biography really felt a bit unnecessary. There was no real correlation between Muybridge and the book itself, save to provide Theo with something on which to focus. That, also, didn't feel necessary, as Theo seems to be a rather detached character, despite his very clear obsession with his wife. Even Kay's point of view seems to be a bit overly deluded, considering her time as a puppet is significantly shorter than that of the other puppets around her and yet she seems almost as aloof as they are by the conclusion of the book.

In addition to moving at a bit of a slow pace, The Motion of Puppets also seems to rely a bit more on Alice in Wonderland-like elements than it does mythos or current happenings. Everything seems weird and ridiculous, and little, if anything, makes any sense. If you try to make sense of it, chances are you'll find yourself lost, which I found myself giving up on halfway through the book. Magic is clearly alluded to as being the cause for the current state of the majority of the cast's existence; however, it is hardly mentioned and never really explained. Clearly there's enough oddness going on that the nearly-faceless bad guys worry about being found out, but even that isn't enough of a reason to delve into the why or how: it simply is.

There is no doubt in my mind that Keith Donohue is an excellent writer; he has a beautiful command of language that quite literally takes my breath away. Though The Motion of Puppets failed to satisfy me as a reader, I will likely read more of his work when I have the time. As for the genre of this book, horror probably isn't the right one. It'd be better suited in fantasy. There's nothing scary here.

Thank you to Macmillan-Picador, NetGalley, and the author for providing me with an advanced reader's copy of this book in exchange for an honest review.
  
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Beast: The Beginning (Hate Story, #1)
Beast: The Beginning (Hate Story, #1)
Mary Catherine Gebhard | 2017 | Erotica, Romance
10
9.0 (2 Ratings)
Book Rating
I loved Beast: The Beginning (Hate Story, #1). From the minute I started reading This I was lost in another world, one of blood, hate and organised crime.
Where being bad was good and innocence is soon corrupted and lost forever.
So beast is about Frankie Notte and Anteros Drago a boss in the Pavoni family.
Frankie trades herself for her Papas life accompanying the beast to a fate unknown.
The Beast himself has every intention of selling Frankie to the Institute to be sold to the highest bidder.
But sometimes the best-laid plans can go awry, as is what happens here, leaving the beast with a slave that he's not quite sure what to do with.
Now, this was described as a dark read, and there is plenty of evidence of that darkness scattered throughout Beast, but behind closed doors, the Beast becomes increasingly fascinated with his new toy and there is at times a surprising gentleness to some of his interactions with Frankie.
He continues to try and keep up a front in front of his wolves as they start to lose confidence in their leader, questioning his actions towards an inconsequential Slave.
There is also a lot of secrets and intrigue running beneath the surface and rumours running amok concerning the Pavoni Princess, even Beast himself starts to listen and doubt what is real.
So dissecting our two main honchos here.
Anteros Drago/ Beast first, he's Ruthless, cruel, seemingly without mercy, he wants to break Frankie reducing her to nothing, he even initially tells her she is nothing.
His Black-heart is dark to the core, he lives for the job having spent years planning, with his wolves there rise to the top of the family from mere foot soldiers.
He appears to have no weaknesses. that is until Frankie slowly starts to thaw his ice-cold heart, not that you would major notice this as he's still a complete bastard to Frankie subjecting her to awful situations to teach her her place and generally playing mind games, belittling her at every turn while fighting his growing affections and deceiving himself regarding his feelings towards her.
Now Frankie herself, she is multi-faceted in regards to what she portrays outwardly.
Shes, not a worldly girl having been ill much of her teenage years, but From day one despite her apprehension, Frankie refuses to back down, sometimes even stupidly goading Beast, She grows so much in character throughout this story, seeming to get stronger with each new trial experienced, she also tries daily to fight her strange attraction towards the Beast that she swears she hates.
When we get the final satisfying reveal, setting us up for book two all players have been moved around into their new places almost like a chess match.
Or maybe even a new blood war.
You can see straight off that the next instalment is going to be very different in regards to changing tides.
So Really well done to the author I can't wait to get stuck into Beauty: The End (Hate Story, #2).
This may have been my first Mary Catherine Gebhard book, but definitely won't be my last.
It's been quite a while since I indulged myself in a good Dark romance and though this was not as dark as some I have read I found this a great addition to its genre.
So Give this a go if you like a good anti-hero romance, happy reading.


Reviewed By Beckie Bookworm
https://www.beckiebookworm.com/
https://www.facebook.com/beckiebookworm/
https://www.goodreads.com/user/show/9460945-bex-beckie-bookworm
  
A Shiver of Snow and Sky
A Shiver of Snow and Sky
Lisa Lueddecke | 2017 | Children
9
7.5 (2 Ratings)
Book Rating
A SHIVER OF SNOW AND SKY By Lisa Lueddecke
Contains spoilers, click to show
A SHIVER OF SNOW AND SKY
LISA LUEDDECKE
341
YA / FANTASY

Sypnosis:
On the frozen island of Skane, the sky speaks. Beautiful lights appear on clear nights and their colours having meanings: Green means all is well, and the Goodness is happy. Blue means a snowstorm is on the way. And then there's red. Red is rare. A warning.

Seventeen years ago the sky turned red just as Osa was born, unleashing a plague that claimed the lives of hundreds of villagers, including her own mother. This time, when the night sky once again bleeds crimson, she must discover how to stop the onslaught before so many lives are lost again.

Main characters:
- Osa
- Ivar

Main events:
Osa and Ivar go to visit the caves after they see the red lights appear in the sky. In the caves they try and find out if there is any writing that explains about the red lights and the Goddess. Whilst there they figure out that they will find the Goddess up in the mountains. Osa decides that's where she must go.

Returning from the caves they encounter the Or. Who are invaders from another land. Many years before Osa, her ancestors were driven away from their land of Loska and found sanctuary on the island of Skane. - Because of this they hate the Or.

Both Osa and Ivar fight the Or and win, they return back to their village and inform everyone that the Or are back. This is when Osa tells them she is going to find the Goddess in the mountains and ask for her help. Because they can't fight the Or and survive the red sky.

The rest of the story is about Osa finding the Goddess and Ivar helping to train the village to fight the incoming invasion of the Or.

Most exciting part:
When you reach the Goddess in the mountains.

My favourite part:
If I tell you, I'll spoil it. But it has to be when she returns to the village on a dragon!

My summary:
I really loved the story. I loved the idea of how simple it was yet so filling. I love how each chapter was different, one would be with Ivar in the village. And one with Osa on her journey. How both characters care and love eachother but will never tell the other character until the end. It wasn't a love story that dragged. But it featured a small amount of love just to give it a real feel.

You go with Osa to the mountains, feeling her pain of her father and sisters hate towards her and the blame of her mother's death. To her determination to reach the mountains and overcome any obstacles she encounters along the way.

The ending is truly wonderful.

Red, red the lights glow red, beware of the danger up ahead.

My Review:
I loved this book. I can't wait for the sister book next year.

Red are the lights that darken in the stars, and cold of the days that follow.

Frightened are those who have seen a red sky, that means there won't be a tomorrow.

Fear is a beast that wants darkest of nights, and Swallows and Minds one by one,

But hope is a light that takes root in the heart and can grow to be strong as the sun.

Rating:
4 ★ – I REALLY LIKED IT

Love, Christina ?
  
Mean Girls (2004)
Mean Girls (2004)
2004 | Comedy
Entertaining
Film #3 on the 100 Movies Bucket List: Mean Girls

The third film on my 100 Movies Bucket List is Mean Girls, a film I’ve seen but never had any strong emotion for. Mean Girls stars Lindsay Lohan as Cady, who after living and being homeschooled in Africa for most of her life, must now enter the terrifying world of an American high school. Here she meets Janis (Lizzy Caplan) and Damian (Daniel Franzese) who clue her into high school hierarchy, including introducing her to the Plastics: Regina (Rachel McAdams), Karen (Amanda Seyfried) and Gretchen (Lacey Chabert).

Mean Girls is a teenage movie that is unlike many others – instead of being dumb and crude, it’s surprisingly smart and humorous. From the opening scenes, it’s obvious that this is intelligent. It’s full of subtle jokes and remarks and some absolutely superb one liners, and these are all down to Tina Fey who has written an excellent script. And in the process appears to have some of the best lines as teacher Mrs Norbury, but do you blame her? Mean Girls manages to portray the high school hierarchy and social interactions perfectly. Whilst is is obviously catering more to American high schoolers, I doubt there are many that would watch this and not see something that they personally experienced at high school. It’s almost poking fun at the high school experience but in such a smart and enjoyable way. There are moments and lines in this that are almost verging on inappropriate, and likely wouldn’t be acceptable in today’s society, but even though this was made in 2004 I don’t doubt that this impropriety is still reflective of modern day high schools.

The acting on offer here is superb. Lindsay Lohan is entirely believable as Cady and this is hugely important considering the message Mean Girls is portraying. This film is entirely about the realisation that you should be happy about you are, and that putting other people down will never achieve anything. Getting this message across is done very well, in a funny yet almost heartwarming manner although admittedly it is all rather obvious. Although at least this tries to avoid as many teenage film clichés as possible, which makes for a refreshing change.

My problem with Mean Girls is the whole bitchiness of it all that underpins the second act. I know “mean” girls were to be expected, but by the end I found myself getting very irritable with how horrible these girls were and the constant sniping at each other. This may stem from my own sometimes unpleasant experiences at high school, but teenage girls stabbing each other in the backs gets very old very quickly. Fortunately the ending does at least relieve some of the meanness and provide a surprisingly heartwarming and uplifting resolution, but I’m afraid some of the damage remains. And I must admit that seeing a smart girl play dumb and risk failing for a boy really makes my blood boil, and yes I do know it’s only a film.

Overall Mean Girls is a well done teenage film which stands out mostly because of its very smart script. It’s probably one of the best high school based films out there but it isn’t perfect, and I do question as to whether it deserves a spot on the bucket list when there are so many outstanding films that have missed out.
  
YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Black Mirror  - Season 2
Black Mirror - Season 2
2013 | Sci-Fi
More frightening insight into the near-future world (0 more)
Waldo (0 more)
Series 2 includes 4 more episodes (three plus a Christmas special) of the cult Charlie Brooker series exploring the use of technology and extrapolating it to show where society could be headed.
We explore the use of our online personalities to recreate ourselves after we die (though this quickly became more about robots than the differences in our personalities between online and the real world so for me a trick missed to an extent).
We see a post-apocalyptic world where one woman wakes up to be haunted by people filming her on mobile phones while she runs from psychopaths trying to kill her. This is a look at how obsessed the world is with filming and documenting everything, even unpleasant events happening to other people, and voyeurism as a whole. There is a massive twist at the end which makes what was a jarring, inconsistent episode (as in doesn't fit in with the rest of the series) into an exceptional look at an aspect of the world (spoiler avoided).
I found the Waldo episode to be incredibly irritating. As if a rude, cartoonish character with tiny hands could ever really be taken seriously in the world of politics?! Waldo shows an echo of Ali G's rise to fame but takes it to the next level. While I don't think we are meant to actually find Waldo funny, I found him very annoying and a step too far. Weirdly he reminded me of the banter comedy in Nathan Barley (it turns out this story was originally written for Nathan Barley).
The Christmas special was possibly my favourite of the episodes, Rafe Spall and Jon Hamm (Don Draper) living in awkward circumstances in a cabin. We are led to believe they are working at a remote mining operation or some such and finally start to bond over Christmas dinner and open up. They share stories about their lives before they moved, all three showing the benefits and perils of the technology whereby people can stream their lives to others (and get real-time dating advice) but can also block others from their lives (whereby they are pixelated to you and vice versa). Parts of this story were truly harrowing, how a happy relationship could quickly turn sour and the technology mean years of upset that could be avoided.
  
When thirteen-year-old Savannah Hopkins doesn’t come straight home from school, as she always does, her mother Jane immediately raises the alarm.
Leading the investigation is Detective Natalie Ward whose daughter Leigh is the same age as Savannah. Soon Natalie’s worst fears are confirmed when the teenager’s broken body is found in nearby shrubland.
Evidence points towards a local recluse, but just as the net is closing around him, one of Savannah’s friends, Harriet, is reported missing.
As Natalie delves into the lives of both girls, she soon discovers a sinister video on their phones, daring the girls to disappear from their families for 48 hours.
But Natalie isn’t quick enough for this killer, and she is devastated to find Harriet’s body on a fly tip a day later.
Caught up in the case, she takes her eye off her own daughter and when Leigh goes missing after school she knows she must be in terrible danger. The clock is ticking for Natalie. Can she catch this killer before her little girl becomes the next victim?

This is the third book in Carol Wyer’s British 'Detective Natalie Ward' series.
‘The Dare’ opens with the disappearance of thirteen year-old Savannah Hopkins. She recently moved to this new town with her mother Jane. Savannah simply doesn’t return home after school one day. The next day her body is found, and the thriller is off and running. Other seemingly random teen-aged girls disappear after Savannah. Detective Ward and her team is frustratingly one step behind the killer as the body count increases. But it’s certainly not for lack of trying on their part.
The plot, as always, was plausible, as we don’t always know what our children are doing when not at home. We don’t know what they are doing on their mobile devices, or who their friends are. It is a scary time for parents. Carol Wyer incorporated those fears into this book, and she did a great job!
I liked the additional perspective of the killer occasionally being thrown in. Definitely made it interesting to know his thoughts.
I highly recommend this book, I can't wait for book 4..

Thank-You’ to NetGalley; the publisher, Bookouture; and the author, Carol Wyer; for providing a free e-ARC copy of this book.