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Book Rating
*This review is from my blog and originally published in 2012*

This is going to be a hard review for me to write. No,no, it’s not a bad book. It’s one of my favorites. It’s bittersweet because this is the ending to one of my favorite Christian Fiction series. I fell in love with Ms. Lessman’s work when I read book 1 in this series, A Hope Undaunted. Ironically, it’s not the first in the O’Connor clans stories…there was a series previously written called The Daughters Of Boston. This particular series is so emotionally moving, so deeply intense that you get to become a part of the story. You can feel yourself being pulled deep into the heart of the story, becoming the characters, feeling every pain, every laugh, and every tear drop that falls. It’s absolutely an amazing feeling when reading a Julie Lessman novel.

I’ve been dying to read this book. This one is Steven O’Connor’s story. He’s the baby boy of the O’Connor family and, while I adored each of the others that I read about, I felt that Steven was the most deserving of having his story told. He was quietly awaiting his turn through out all the other books and it’s finally here! And oh what a turn it is! We get a bit of background on Steven in the other books, having a broken relationship with his ex fiance. Now, he’s a respectable man of the law and 25 years old. What he’s not expecting is for the arrival of Annie, a young impressionable girl of 17…..and his former fiance’s baby sister. Or the protectiveness he feels for her.

Susannah “Annie” Kennedy has left her home in Iowa to move on from her past and embrace a future in Boston. Her parents are dead now, her sister has raved about Boston and she’s ready to embrace a life out side of her straight and narrow past. When an circumstance arises and Annie finds herself face to face with Steven O’Connor, her sisters ex, she’s embarrassed…..and highly attracted to him! There’s just one little problem with that….he doesn’t realize that she’s Maggie’s baby sister.

Watching as these two came to terms with their past, and seeking forgiveness to over come it, and move on to a life filled with love and happiness was absolutely tear jerking! I loved every minute of this amazing 5 Book conclusion to my favorite series. Ms. Lessman kept the intensity woven through out as she did with the previous books. Her messages of forgiveness, letting go and seeking His love are just as strong and sweep through the reader instantly. If you love passion, if you love heartbreaking redemption and amazing historic detail, then look no further than the author who can create an unforgettable, un-put-downable novel that will spin the readers mind out of control. Well done Ms. Lessman and I am anxious to see what you have in story for your fans next…will we get glimpses of the O’Connor’s? Will we get to fall in love with another amazing family? Keep up the amazing writing, Ms. Lessman!
  
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Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
I have never wanted to move to Louisiana, ever. The bugs, the swamps, the heat and humidity, ugh. But after reading this latest installment by Ms Nicholas, I may just have to pack my bags and head south. Ohhhweeee this is a scorcher.

Tori was in New Orleans for Mardi Gras last year, her first vacation in a very long time. While in town she went to a bar where she met Josh. Josh was a typical southern boy, sweet talking, flirt that knew his way around a woman. Thinking his interest in her was just a game he was playing made flirting with him easy as she knew it would go no where, but it was too quick to have these kinds of feelings right? When he suggests meeting back in the same spot in one year if they were both still interested, to show her it wasn’t just about a one-night stand, she accepts. Now it is Mardi Gras one year later and she is in town for her best friend Andrews wedding. Should she expose herself and see if he shows?

Josh has been mooning over Tori for a year and is making his way to the bar he worked at last year to see if she shows. He hopes she shows up, she has to, there is no other option. Making his way down Bourbon Street is another story though. At this rate he is going to use up his whole break just making it the few short blocks he needs to walk. Please be there!!!

Tori heads to the bar, with her Mardi Gras mask in place and sees who she thinks is Josh also with a mask on. He sees her and heads her way, calling out to her just before she kisses him. But wait, the kiss though familiar isn’t the spark fire kiss that Josh gave her last year. She pulls back to find Andrew under the mask. After apologizing and explaining who she was looking for she finds out the Josh doesn’t work there anymore but the let her know where she can find him. She heads out the next day to see if he is still interested in her.

Josh never imagined Tori would come looking for him after she failed to show up at the bar last night. When she arrives at his business he realizes she did show but they missed each other. He also learns about the mistaken kiss and why she is really in town. He doesn’t care either way, he is just beyond the moon that Tori is back. He will do whatever it takes to make sure she never goes back to Iowa again.

Tori is used to being “handled” by Andrew, she tends to be irrational and embarrassing (well at least according to Andrew and her father) so when he tries to reign her in she goes along with it. Knowing Paisley (Andrew’s fiancé) has it in for her as well thinking she is secretly in love with Andrew isn’t helping the situation at all. I won’t go in to too much with Paisley and Andrew but I wanted to jump in the book and punch them both. Andrew preys on Tori’s vulnerability and makes her doubt herself constantly throughout the book. Josh knows he will need to make a big declaration to get Tori to just be herself and accept him and the life he wants to give her.

This book starts a new series, Boys of the Bayou which spins off from Boys of the Big Easy. You do not have to read these books in any order, they are good as standalones but there are character overlaps and some back stories mentioned that if you like to keep things in chronological order may irk you if read out of order. Once again the author give me a 5 star book to consume in rapid fashion. There are so many laugh out loud and real life moments in this book I couldn’t even start listing them or this review would be 10 pages long. Just know that the secondary characters are all hysterical and I would love to follow them around in real life 24/7/365. I voluntarily read and advance reader copy without expectations for review. Any and all opinions expressed are my own. You are doing yourself a great disservice by not adding this to your bookshelf, ebook or however you get your next great reads in your hands. Go, go now, go quickly and enjoy.