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Merissa (12069 KP) rated Investigated (Daywalker Academy #1) in Books
Oct 30, 2019
Okay, so if you follow my reviews you will know I am an avid Maya Daniels stalker... ahem, I mean fan! She hasn't written a bad book yet in my opinion, and she remains the Queen of Sass. She's covered many different themes with her books, and then there is this one...
Franky is a hybrid, half vampire-half fae. The life expectancy of hybrids isn't very long, but Franky works for The Agency so hers is a little more 'fraught'. The trouble is, Franky's powers are on the fritz and she has no idea what's going on. She is saved by a stranger and ends up going to the one place in the world where she faces danger like no other.
OH. MY. GOD!!!!! I loved this book so much. I'm also begging for a Zoltan!!! I want one of my own. I'm not even joking. There is drama, kick-ass action, snark by the bucket-load, and plenty of attraction. To put it simply, I NEED ALL THE BOOKS NOW!!! Yes, I know I'm being greedy, but there is a reason for this. Ms. Daniels is also a pain in the ass đ with her cliffhanger endings. So I know that even if I get book two tomorrow, I will still be in the same position as I am now.
Investigated is the first book in the Daywalker Academy series, and I really can't recommend it highly enough. We are talking high class, quality writing and editing with nary an error to disrupt me! I read this book in one sitting. I simply couldn't put it down. Who needs food anyway? (Answer - my girls apparently!)
So there you go. If you are looking for an adult paranormal romance, with a Maya Daniels quirk, sass galore, and steaming attraction that is off the charts, then look no further.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Franky is a hybrid, half vampire-half fae. The life expectancy of hybrids isn't very long, but Franky works for The Agency so hers is a little more 'fraught'. The trouble is, Franky's powers are on the fritz and she has no idea what's going on. She is saved by a stranger and ends up going to the one place in the world where she faces danger like no other.
OH. MY. GOD!!!!! I loved this book so much. I'm also begging for a Zoltan!!! I want one of my own. I'm not even joking. There is drama, kick-ass action, snark by the bucket-load, and plenty of attraction. To put it simply, I NEED ALL THE BOOKS NOW!!! Yes, I know I'm being greedy, but there is a reason for this. Ms. Daniels is also a pain in the ass đ with her cliffhanger endings. So I know that even if I get book two tomorrow, I will still be in the same position as I am now.
Investigated is the first book in the Daywalker Academy series, and I really can't recommend it highly enough. We are talking high class, quality writing and editing with nary an error to disrupt me! I read this book in one sitting. I simply couldn't put it down. Who needs food anyway? (Answer - my girls apparently!)
So there you go. If you are looking for an adult paranormal romance, with a Maya Daniels quirk, sass galore, and steaming attraction that is off the charts, then look no further.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Becs (244 KP) rated Too Hot To Touch in Books
Oct 2, 2019
Style: Extensive reading.
Point of View: Third person.
Difficulty Reading: Too Hot To Touch was a pretty easy read. I flew through the book but I also enjoy reading erotic romance books and tend to finish them in a short matter of time.
Promise: Lore Leigh promises a hot and steamy read that involves Breeds (like a shapeshifter) and humans falling in love (eventuallyâŚ).
Quality: Too Hot To Touch was a quality read and in my book is worth a reread. Maybe not the type of book that you would reread over and over again as your go-to reread. But more of a when your craving a quick steamy romance.
Insights: So when I first received the book, I was like âOh yea! This is going to be something like Twilight werewolves!!â But as I started reading more and more I realized that it wasnât. If thatâs what youâre looking for, donât read this. This is more of certain characters having an animal gene that doesnât turn them into animals but gives them the ability to tap into the hunger and lust that animals get. Donât get me wrong! It was still a very well written and catchy book. But if youâre not a fan of erotic romances, I would choose a different book.
Ah-Ha Moment: I mean any of the sexy scenes! But other than that not really a moment in the book that actually stood out to me.
Favorite Quote: âEvery good girl loved a bad boy. It was a fact of life, a quirk of nature. Opposites attracts, and the badder the boy, the more attractive he was to that good girl who couldnât help but be drawn to him.â â I mean itâs not wrong.
What will you gain: A well-written erotic romance that will leave you wanting to read Lora Leighâs other novels.
Aesthetics: The cover was cool but didnât really seem to go with the book. What I like most was how there were three novellas inside of the one book. Gave me a longer read instead of a simple, 100-page read.
âThey were created, they werenât born. They were trained, they werenât raised. They were taught to kill, and now theyâll use their training to ensure their freedom.â
Point of View: Third person.
Difficulty Reading: Too Hot To Touch was a pretty easy read. I flew through the book but I also enjoy reading erotic romance books and tend to finish them in a short matter of time.
Promise: Lore Leigh promises a hot and steamy read that involves Breeds (like a shapeshifter) and humans falling in love (eventuallyâŚ).
Quality: Too Hot To Touch was a quality read and in my book is worth a reread. Maybe not the type of book that you would reread over and over again as your go-to reread. But more of a when your craving a quick steamy romance.
Insights: So when I first received the book, I was like âOh yea! This is going to be something like Twilight werewolves!!â But as I started reading more and more I realized that it wasnât. If thatâs what youâre looking for, donât read this. This is more of certain characters having an animal gene that doesnât turn them into animals but gives them the ability to tap into the hunger and lust that animals get. Donât get me wrong! It was still a very well written and catchy book. But if youâre not a fan of erotic romances, I would choose a different book.
Ah-Ha Moment: I mean any of the sexy scenes! But other than that not really a moment in the book that actually stood out to me.
Favorite Quote: âEvery good girl loved a bad boy. It was a fact of life, a quirk of nature. Opposites attracts, and the badder the boy, the more attractive he was to that good girl who couldnât help but be drawn to him.â â I mean itâs not wrong.
What will you gain: A well-written erotic romance that will leave you wanting to read Lora Leighâs other novels.
Aesthetics: The cover was cool but didnât really seem to go with the book. What I like most was how there were three novellas inside of the one book. Gave me a longer read instead of a simple, 100-page read.
âThey were created, they werenât born. They were trained, they werenât raised. They were taught to kill, and now theyâll use their training to ensure their freedom.â
Ivana A. | Diary of Difference (1171 KP) rated Geekerella (Once Upon a Con #1) in Books
Nov 1, 2018
My review can also be found on my blog: www.diaryofdifference.com
When the typical Cinderella story meets a geeky girl, a comic con and an actor instead of a prince, you get Geekerella. A story unlike any other Cinderella like stories, full with wittiness, geekiness and style.
We have Elle, who is our Cinderella. Her father passed away and left her with her stepmom and her two stepsisters. Elle is also a vivid lover of Starfield, sci-fi series similar to Star Trek and Star Wars. She is also a blogger, where she writes all things Starfield.
On the other side, we have Darien, who is an actor and just got the main character role for the new remake of Starfield. While he deeply loves Starfield, he is not allowed to show those emotions and let everyone knows he is a fan, because it will ruin his reputation. And that is the sole reason why fans donât like him â he is just another guy that goes for the money and ruins their favourite fan fiction (we have all been there though, havenât we?).
When fate somehow connects Elle and Darien together, under unknown circumstances they start texting to each other, without revealing who they really are. And that is when everything changes.
A story about love and friendship, but most importantly â a story that teaches you to âLook to the stars. Aim. Ignite.â A story that reminds you to keep believing in who you are and why you are doing what you love. This is an amazing reminder to all of you â to be the people you want to be, because once you are comfortable with who you are and what you love to do â nothing can stop you in being great! And most importantly â HAPPY!
While there were bits and pieces that I couldnât resist but to cringe on, such as the falling in love through texting, or not being able to say no to your step sisters, or being afraid to tell your fans that you are a fan, while they keep accusing you that you donât care. (How could this ruin a reputation? It could only make it better)âŚ
While there were things that bothered me, this story was still a great revolution to the Cinderella retelling. No other story has shown a girl to fight for what she loves as strongly as this, without the help of magic or a pumpkin â even though her best friend Sage was really the fairy in this situation.
Thank you to NetGalley and Quirk Books, for providing me with an ARC copy of the book.
If you havenât read it already, please do! It is worth reading it, as it has a powerful message inside of it. I recommend it to all of you out there!
When the typical Cinderella story meets a geeky girl, a comic con and an actor instead of a prince, you get Geekerella. A story unlike any other Cinderella like stories, full with wittiness, geekiness and style.
We have Elle, who is our Cinderella. Her father passed away and left her with her stepmom and her two stepsisters. Elle is also a vivid lover of Starfield, sci-fi series similar to Star Trek and Star Wars. She is also a blogger, where she writes all things Starfield.
On the other side, we have Darien, who is an actor and just got the main character role for the new remake of Starfield. While he deeply loves Starfield, he is not allowed to show those emotions and let everyone knows he is a fan, because it will ruin his reputation. And that is the sole reason why fans donât like him â he is just another guy that goes for the money and ruins their favourite fan fiction (we have all been there though, havenât we?).
When fate somehow connects Elle and Darien together, under unknown circumstances they start texting to each other, without revealing who they really are. And that is when everything changes.
A story about love and friendship, but most importantly â a story that teaches you to âLook to the stars. Aim. Ignite.â A story that reminds you to keep believing in who you are and why you are doing what you love. This is an amazing reminder to all of you â to be the people you want to be, because once you are comfortable with who you are and what you love to do â nothing can stop you in being great! And most importantly â HAPPY!
While there were bits and pieces that I couldnât resist but to cringe on, such as the falling in love through texting, or not being able to say no to your step sisters, or being afraid to tell your fans that you are a fan, while they keep accusing you that you donât care. (How could this ruin a reputation? It could only make it better)âŚ
While there were things that bothered me, this story was still a great revolution to the Cinderella retelling. No other story has shown a girl to fight for what she loves as strongly as this, without the help of magic or a pumpkin â even though her best friend Sage was really the fairy in this situation.
Thank you to NetGalley and Quirk Books, for providing me with an ARC copy of the book.
If you havenât read it already, please do! It is worth reading it, as it has a powerful message inside of it. I recommend it to all of you out there!
Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love âem, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, whatâs going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about childrenâs books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent playerâs turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles â those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponentâs tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does â in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesnât vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but itâs just not for me. I do like the looks of everything else except the art on the tiles, and when thatâs the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles donât immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesnât necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things donât mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent playerâs turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles â those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponentâs tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does â in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesnât vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but itâs just not for me. I do like the looks of everything else except the art on the tiles, and when thatâs the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles donât immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesnât necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things donât mix very well in my experience.