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The Woman in Cabin 10
The Woman in Cabin 10
Ruth Ware | 2017 | Fiction & Poetry
6
7.5 (51 Ratings)
Book Rating
Laura (Lo) Blackstock is excited to finally get the opportunity of her travel journalism career: a chance to cover the launch of a luxury cruise ship, the Aurora. The ship is headed to Norway, and Lo has the ability to mingle with a set of wealthy passengers and make some connections to jump-start her writing career. But before she even sets foot on the boat, Lo is reeling from a break-in at her apartment, which leaves her anxious, exhausted, and--through a series of unfortunate events--on the outs with her boyfriend, Jonah. Still, at first the Aurora seems gorgeous and luxurious, if a bit small for Lo's claustrophobia. But her first evening on board, after an evening of dining and drinking, Lo is awoken to the sound of an argument in cabin 10 next door, and she's convinced she sees a woman tossed overboard. But no one on the ship believes her, and the woman she knows she met earlier in cabin 10, when asking to borrow mascara, is gone--nowhere on the boat. Lo knows realistically this isn't possible: it's a small boat and people can't just disappear. But she also knows who she saw and what she saw. Is she going crazy? And is someone on the boat now out to get her?

This was an interesting and suspenseful thriller. I agree with the comparisons to an Agatha Christie novel: with the setting of the novel being a ship, you have a limited cast of characters (and suspects), which heightens some of the intrigue. Ware does an excellent job of setting the scene, and you can practically feel yourself trapped in this opulent yet slightly claustrophobic, endlessly rocking luxury cruise-liner. Lo is set up rather quickly as unreliable narrator: she's clearly anxious after her break-in, prone to drinking, and reeling from a lack of sleep. Therefore, from the outset, we're not sure if we can trust what we're reading or what seems to be unfolding on this ship. One of my favorite things about this novel is that it certainly keeps you guessing -- I was constantly coming up with (and discarding) various theories as I read, placing blame on a new character every few chapters. And, of course, always harboring that seed of doubt that Lo just made the entire thing up. While we hear entirely from Lo, Ware places a few newspaper stories at the end of each chapter, which just add to your doubt and confusion.

As for Lo, she's not the most enjoyable of main characters and due to our limited set of characters, we don't have many others, so most of the tale hinges on her. She's a bit annoying and whiny and prone to overthinking and bad decisions. She can get frustrating at times, to say the least. The story itself isn't really creepy or spooky, but it's definitely interesting and, as I said, keeps you guessing until nearly the very end. A few of the plot points seem a bit haphazard, as if things were just jammed together randomly into the story, but I suppose they all work together at the end.

Overall, this is certainly an engaging and suspenseful thriller. If you enjoy a fast-paced whodunnit, this one is for you. 3.5 stars.
  
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Darren (1599 KP) rated Rabid (2019) in Movies

Oct 14, 2019  
Rabid  (2019)
Rabid (2019)
2019 | Horror
Characters – Rose is the quiet assistant to a fashion designer, she has her own ideas that she does want to see made, the girls come to her to get small adjustments, but the designer treats her like a carpet. She isn’t seen in the same light as the models and often keeps to herself. She gets involved in an accident which first sees her horribly disfigured and secondly lose her job, desperate to fix this, she turns to an experimental procedure which fixes everything, giving her a new lease for life and a taste for blood. Brad is one of the co-workers that does try to help Rose come out of her shell by inviting her to the party before the accident. Chelsea is the foster sister to Rose that has been working with her too, she is the one that opens up her home after the accident, helping her get back on her feet, supporting her through the treatment, not looking away like most the others in her life would.

Performances – Laura Vandervoort does give us a strong performance throughout, being able to balance the losing her mind and determined personality. Hanneke Talbot is strong too and the supportive friend, that does get to show the pushy personality her character has around Rose. Benjamin Hollingsworth does show us a strong friend or potential love interest in the film, while big names like Stephen McHattie and C.M. Punk make entertaining supporting appearance.

Story – The story here follows a young lady that sees her life turned upside down after an accident leaves her disfigured, only for an experiment procedure bringing out a new version of herself and an unwanted side effect along the way. This is a remake and one story that can remain similar is places, while bringing the social side of the film to new heights, the fashion world does make a wonderful backdrop for the story because it reflects the world that image needs to be fix with surgery. There are certain ways the story does feel weaker, that is mostly seeing how everything is spreading, which is important, but it doesn’t follow Rose, which is the important side of the story.

Horror/Sci-Fi – The horror side of the film comes from the real world situation that Rose goes through, with the accident before hitting the graphic violence of what is happening to Rose, which is also the sci-fi side of the film, the changes Rose goes through.

Settings – The film uses the fashion world as the main settings backdrop, it shows us just how important image is to Rose and the people close to her.

Special Effects – The complete highlight of this film comes from the practical effects, which look as graphic as they can, the injury suffered by Rose is one of the worst wounds you will see in this year’s horror films. We should give a shout out to the team (According to IMDB) Graham Chivers, Jeff Derushie, Anahita Loghmanifar, Emily O’Quinn and Omar Roessler


Scene of the Movie – The first reveal from the injury.

That Moment That Annoyed Me – We do move away from Rose, as the bigger problems spread around the city, we could have been given more fear from not seeing this, only hearing about it.

Final Thoughts – This is a practical effects masterclass in horror, it will use some of the best you will see this year even if the story is a modernised look at a cult classic.

Overall: Bloody graphic horror.
  
Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.
  
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honingwords (32 KP) rated After Mrs Hamilton in Books

Jul 5, 2018 (Updated Jul 6, 2018)  
After Mrs Hamilton
After Mrs Hamilton
Clare Ashton | 2012 | LGBTQ+
10
10.0 (1 Ratings)
Book Rating
It’s an absolute masterpiece.
I’m going to go out on a limb here. I think After Mrs Hamilton by Clare Ashton is my all time favourite book.

Ever.

In any genre.

Normally when I recommend a book to a friend I’ll drop it into conversation. If I really like it I’ll send you a link to a review and follow up a few days later with a question on how you got on with it.

With this one I bought you your own copy, cos you ain’t getting mine, I opened it at the beginning and thrust it into your hands, I took your phone off the hook AND I rang your boss to tell her you won’t be in tomorrow morning.

Here’s a duvet for you too - you’ll be under it until the end.

Did I say favourite book?

Of all time.

And quite rightly so. It’s an absolute masterpiece.

This was my Book Club’s book of the month and it was suggested to me at a time when I was becoming jaded with the sheer number of books set in America, which I’d been reading up to then. It opened me up to an author I’d never heard of before, who sets her books in England and Wales. One who has come up with an original plot that starts off gently unfolding, before twisting and turning to a most unpredictable ending.

I absolutely devoured it.

I wanted to re-open it immediately the last page closed, but forced myself to wait using the interim to read Clare Ashton’s other books in quick succession. I had to see if the absolute need to re-immerse myself in her addictive, easy to read, rich in description, style would continue to be as strong. Also, I needed a clear period of time in front of me to allow for the fact the characters would take over my life again.

After over ten years of reading lesfic Clare Ashton is now the one I use to compare all other authors. I’m slightly worried that I can’t decide which of her novels is my favourite, but as this is the first one I read, it probably takes pride of place.

I’d say there are five or six characters to pay attention to but Clo is the main one. The plot revolves around her friends and family but, more specifically, it is woven around a web of coincidences. Coincidences about people who each have secrets and who may have known each other in the past, coincidences about where they lived and met, coincidences about how their pasts and futures may be intertwined.

Coincidences which prove just how small the world really is, especially if you ever lived in Middle Heyford.

Clare deals with two taboo subjects. The first is that Clo works for Marella as an escort to women. (“Prostitution. You can call it what it is,” says Clo.) She uses the income to allow her to care for her arthritic grandmother Amelia.

The second taboo subject I will let you find out for yourself, but for the record, I am not squeamish about it and think Clare was extremely brave to include it. I found myself nodding along with Clo’s reaction.

The novel begins with Marella interviewing her new client, Mrs Hamilton. Marella is the lynch pin to everything, yet we learn little about her throughout the book and she isn’t in many scenes. She is vitally important; there would be no story without her, yet Clare manages to allow Marella to stay mainly in the shadows. I would very much like to see future stories with her in them and think it is a huge shame Clare has no plans to visit this storyline again.

Clo knows Laura from university and Susan from living in Middle Heyford. Clo’s grandmother Amelia is the mother of Alice who has a special page all to herself in my imaginary book “People I’d Like To Punch In The Face” and Helen is Susan’s dead Mother’s sister. The intricate relationships between the characters are all explained as you go along but it is difficult to keep them all straight in your head, unless you either pay very good attention, or draw an L Word type chart for them, which is what I ended up doing.

Mrs Hamilton tells us she is fifty-four and throughout the book Clare refers to her, and certainly Mrs Hamilton thinks of herself, as an older woman. Clo meets with her professionally at the beginning and it is their mutual attraction which is explored throughout the rest of the book. There is an age difference there but it is not an issue for either of them.

There is a little part of me which wants to rebel against the idea that fifty-four is old though, and I wonder now that since the publication of the book was in 2012, and Clare is five years closer to Mrs Hamilton’s age now, would she still consider fifty-four year old skin to be ageing and mottled?

On that point, with me coming along five years after publication, I have to say there is nothing in the novel to date it. It is as fresh today as it would have been back then. Five years isn't long enough to notice too much, but I’m going to predict that readers in another twenty years will be saying this novel is ‘timeless.’

By necessity, there are a few back stories to wade through - the two main sets of characters could, possibly, have been dealt with in two books instead of one. At 308 pages this is a fairly long book, at the beginning it flows a tad more slowly than in the later chapters, but I’m sticking with my first impressions on it, and I wouldn’t have wanted Clare to have handled it any other way.

I like all the main characters. Amelia is so important to Clo and I am relieved when she returns home after a trip away and want to hug her! I like Laura, but feel she may be a high maintenance friend! I think Susan and I would be friends in real life. Clo’s father, Edward is a frustrating coward of a man, but is in an important scene with Clo’s lover and I melted a little towards him when she blurts out “I’m in love with your daughter’” and he says “Well I had gathered that.” Other than Clare’s well-written sex scenes this, and the few paragraphs leading up to it, would be my favourite part of the book.

One character has to deal with what I would suggest is a ‘betrayal by omission’ - others, those closest to her, know facts about her but don’t let her in on the secret. When it all comes out she seems able to accept this, after only a very short time adjusting. This isn't something I could have coped with and this is the one thing that made me uncomfortable during the book and the time mulling it over immediately after.

There are three points in this story when I spoke out loud. There was an

Oh!

A

Huh!

And finally an

OH MY GOD!

There is a split at the end - one side gets their happily ever after and the other story is one where we are left with a total absence of a conclusion. It was about a day later before I realised I didn’t know what happened with that story line and had to go back and reread the ending! Yup, there is nothing - we are left to make our own minds up!

Clare has been known to say that she is in denial about her breast obsession, but there are no fewer than 50 times the word ‘breast’ is used in this book and I loved every single one of them! I’m hoping she continues to not have any breast obsession in her future work!

After finishing the book the first time I added a category to help me rate books I am reviewing. I added “Should this be made into a film?” because it was a most definite YES! for After Mrs Hamilton.

The second time round I am about to add another category: Would I cherish a signed copy of this book? Errr YES!

My advice is to read this once. Then, with the knowledge you have at the end, go and read it again. Clare has so many clues and references cleverly placed throughout which you may think are just lovely details at the time, but they are actually very important to being able to fully understand the book.

It’s nearly impossible to sleep until this story is fully unravelled. Read it during a weekend when you have no work to worry about because otherwise you will want to pull a sickie.
  
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Lizz Cook (11 KP) Jul 6, 2018

Wow. You make me yearn for the feelings you got from this read. You are a wonderful writer.

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honingwords (32 KP) Jul 6, 2018

Thank you Lizz, you are very kind :)

Destinies
Destinies
2021 | Adventure, Exploration, Fantasy, Medieval
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.

Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.

DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.

Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.

The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.


Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.

I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.

Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.

What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.

If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
  
Factually Accurate
I received this book for free through Goodreads First Reads.

A spectacle of celebrity, talent and burning ambition, Queen Bees combines the biographical stories of six ambitious women who helped to shape the standards of British society between the two world wars. Londoner Siân Evans is a cultural historian who has previously worked with the Victoria and Albert Museum, National Trust and Design Museum, and takes great lengths to thoroughly research into her written subject in order to portray a highly accurate insight to the lives of historical figures. Due to the non-existent political status of women in the early 1900s, the women featured in this book are virtually unknown today, yet they had a great impact during the 20s and 30s and helped to shape the Britain of today.

Although not necessarily born into it, circumstances such as marriage meant these six women were regarded as upper class. In no particular order, the names impacting on the social revolution and thus featured in Queen Bees are as follows: Lady Nancy Astor, the first female MP; Lady Sybil Colefax, who became a friend of Edward VIII; Lady Emerald Cunard, also connected with the royal family; Mrs. Ronnie Greville, a rather formidable woman; Lady Edith Londonderry, the founder of the Women’s Legion; and Laura Corrigan, the youngest of the set. Evans talks the reader through these women’s careers as professional hostesses as they compete to throw the better party, entertaining famous writers and actors as well as members of royalty, both national and foreign.

What is perhaps the most interesting, and indeed the most worth learning, is the way a couple of these women altered the future of the British monarchy. Without their interference the future George VI would never have married Elizabeth Bowes-Lyon, and without their involvement in the relationship between Edward VIII and Wallis Simpson, George VI would never have come to the throne. This is such an important aspect of British history that has been widely left out and ignored. Without these hostesses influence we would all be experiencing a slightly different life.

In terms of the actual writing, Siân Evans manages fairly well to engage the reader as she relates the factual story in a more or less chronological way. A slight issue is the quick, often undetected, move from one woman to the next, resulting in a lot of confusion about who is who particularly at the beginning of the book. A lot of the narrative features other key figures from the same period and often moves away from the main characters, which, whilst interesting, is not what the reader necessarily expected from a book whose title Queen Bees suggested it was only going to be about the women’s lives.

Footnotes, quotes and extracts from letters and diaries help to make the book appear reliable, factual and believable. Some of the content, without back up, would have seemed rather fanciful or exaggerated. Queen Bees can be read as a source of entertainment or as a citation for historical research. What is found within these pages is a more unbiased account of the early twentieth century than would be found in numerous male dominated history textbooks.

Mature readers of all ages are likely to gain something from reading Queen Bees – pleasure, knowledge etc., however it is most likely to appeal to the contemporary feminist. With this in mind, be aware that the six hostesses were not feminists of their time; they were not involved in Suffragette movements and were fairly content to live off money earned by their husbands or fathers. Yet, on the other hand, they impacted on the future of Britain as much as the male politicians of the time. Highly political in content, Queen Bees is worth reading to discover our own history, but be prepared for initial confusion over who is who and rather lengthy paragraphs.
  
<i>I received this book for free through Goodreads First Reads.</i>

A spectacle of celebrity, talent and burning ambition, <i>Queen Bees</i> combines the biographical stories of six ambitious women who helped to shape the standards of British society between the two world wars. Londoner Siân Evans is a cultural historian who has previously worked with the <i>Victoria and Albert Museum, National Trust </i>and <i>Design Museum</i>, and takes great lengths to thoroughly research into her written subject in order to portray a highly accurate insight to the lives of historical figures. Due to the non-existent political status of women in the early 1900s, the women featured in this book are virtually unknown today, yet they had a great impact during the 20s and 30s and helped to shape the Britain of today.

Although not necessarily born into it, circumstances such as marriage meant these six women were regarded as upper class. In no particular order, the names impacting on the social revolution and thus featured in <i>Queen Bees</i> are as follows: Lady Nancy Astor, the first female MP; Lady Sybil Colefax, who became a friend of Edward VIII; Lady Emerald Cunard, also connected with the royal family; Mrs. Ronnie Greville, a rather formidable woman; Lady Edith Londonderry, the founder of the Women’s Legion; and Laura Corrigan, the youngest of the set. Evans talks the reader through these women’s careers as professional hostesses as they compete to throw the better party, entertaining famous writers and actors as well as members of royalty, both national and foreign.

What is perhaps the most interesting, and indeed the most worth learning, is the way a couple of these women altered the future of the British monarchy. Without their interference the future George VI would never have married Elizabeth Bowes-Lyon, and without their involvement in the relationship between Edward VIII and Wallis Simpson, George VI would never have come to the throne. This is such an important aspect of British history that has been widely left out and ignored. Without these hostesses influence we would all be experiencing a slightly different life.

In terms of the actual writing, Siân Evans manages fairly well to engage the reader as she relates the factual story in a more or less chronological way. A slight issue is the quick, often undetected, move from one woman to the next, resulting in a lot of confusion about who is who particularly at the beginning of the book. A lot of the narrative features other key figures from the same period and often moves away from the main characters, which, whilst interesting, is not what the reader necessarily expected from a book whose title <i>Queen Bees</i> suggested it was only going to be about the women’s lives.

Footnotes, quotes and extracts from letters and diaries help to make the book appear reliable, factual and believable. Some of the content, without back up, would have seemed rather fanciful or exaggerated. <i>Queen Bees</i> can be read as a source of entertainment or as a citation for historical research. What is found within these pages is a more unbiased account of the early twentieth century than would be found in numerous male dominated history textbooks.

Mature readers of all ages are likely to gain something from reading <i>Queen Bees</i> – pleasure, knowledge etc., however it is most likely to appeal to the contemporary feminist. With this in mind, be aware that the six hostesses were not feminists of their time; they were not involved in Suffragette movements and were fairly content to live off money earned by their husbands or fathers. Yet, on the other hand, they impacted on the future of Britain as much as the male politicians of the time. Highly political in content, <i>Queen Bees </i>is worth reading to discover our own history, but be prepared for initial confusion over who is who and rather lengthy paragraphs.
  
Marriage Story (2019)
Marriage Story (2019)
2019 | Comedy, Drama
Verdict: Powerful

Story: Marriage Story starts as we meet theatre director Charlie (Driver) and his wife actress Nicole (Johansson) they are about to go through a separation, with Nicole starting a new life in LA where she is trying to return to the television or film, moving away from the New York theatre lifestyle.
With the lives going on completely different directions, Nicole is pushed into getting a lawyer in Nora Fanshaw (Dern) which sees the two looking at a divorce, something neither thought would come their way, where they end up seeing the darker side of a break up even if they want to remain friends for their son.

Thoughts on Marriage Story

Characters – Nicole is an actress, mother and wife, she is given a chance to leave the theatre and return to television, while the couple are going through a separation and her moving to LA. She has given up a lot of her dreams for her marriage in the past, which is one of the reasons why she wants to get a divorce. Charlie is the theatre director, father and husband in New York, he wants to stay in New York running his theatre company. He is more stubborn that he wants to admit. Nora Fanshaw and Jay are both the lawyers hired to represent the divorcing couple, they show their ruthless sides whenever the two are trying to get the upper hand.
Performances – Adam Driver gives us one of the best performances of the year, where he shows one that suddenly sees his whole life come crashing around him, showing the signs of his anger of everything happening. Scarlett Johansson is fantastic too where we see how she is escaping from a trapped life showing her character start a new life. Laura Dern and Ray Liotta are both great in the supporting roles usually getting the bigger and louder scenes.
Story – The story here follows a couple that are going through a separation that turns into a messy divorce as they expose the problems, they both had through the years. The best way to describe this story is brilliant, when we break it down, it shows how relationships can break down and how two people want to end things calmly and for the right reasons, remaining friends for their son. It shows us how things can get out of hand when lawyers get involved and how everybody seems to know best apart from the two who are going through the breakup. We see how lives can change, people can move on and how holding on can be heart breaking. It is watching how both Nicole and Charlie are reacting to how everything is spirally out of hand which is easy for the highlight of the storytelling.
Comedy/Romance – The comedy in the film is brilliant, it does get a perfectly laugh when needed, while staying straight when it doesn’t, the romance does show us how love can go from the heights to the end.
Settings – The film uses the two main settings of cities, New York and LA, the locations are used to show how the lives will need to be changed, not just for Nicole and Charlie, but their son too.

Scene of the Movie – Let’s try and talk this through without a lawyer.
That Moment That Annoyed Me – The timeline isn’t the best.
Final Thoughts – This is easily one of the best films of the year, it shows us how love can end and how a divorce can spirally out of control, the two lead performances are easily within the best of the year too.

Overall: Awards Guaranteed.
  
The Bloody Inn
The Bloody Inn
2015 | Adult, Economic, Horror
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…

The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).


To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.

After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.

A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.

If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.

Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.


Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!

I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.

Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.

I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
  
American Gods
American Gods
Neil Gaiman | 2005 | Fiction & Poetry, Science Fiction/Fantasy
I have only ever read one other adult book ( I don't count Coraline) by Gaiman, which was vastly different from this book in both style and mood - Stardust. A friend recommended I read this book many years ago since I like mythology. I found this book really had not much to do with mythology in the classic sense. Instead the characters that were pulled from mythology, such as Odin, Anansi, Horus, Bast, and Ganesha, among others, behaved like has-been D-list celebrities that struggle to survive in a country that is repeatedly described as "...a bad land for gods." The powers they rarely put on display were minimal and amounted to the same kind of "magic" as a skilled pick-pocket, con-artist, or amateur magician. The few times any real power is observed is once during the sexual scene of a re-invented Queen of Sheba (I'll spare you the R-rated details) and when the gods travel "behind the scenes," a state of existence that only the gods can enter.
While the names of classical mythology fit into the category of the Old Gods, there are New Gods that have taken root in America, born from cultural obsessions that have evolved and devolved over the years, such as railroads - a man dressed as a railroad conductor, television - a voice talking through Lucille Ball on a rerun of I Love Lucy, vehicles - stocky men that seemed to resemble vehicles themselves, and internet - a short, nerdy, nervous kid, among other American fixations and stereotypes.
In addition, one of the scenic devices used throughout the plot is what Gaiman's characters describe as places of power - side-of-the-road dives that road-trippers visit for no apparent reason, such as a place boasting the largest doll collection in America or the biggest wheel of cheese. And no, Disneyworld is not one of them.
One of the things I found interesting about this Gaiman-born world is that the Old Gods only exist in the New World when regular people travel from other countries and bring their memories and practices with them, even when they don't intend to stay themselves. The gods are "born" from these average people, and even though they can be killed by others, they don't die otherwise, but instead alternately starve or thrive based on the behavior of the people who live and die in the New World. They all have counterpart manifestations of themselves in the countries they are pulled from, but one's existence does not affect the other - though they do seem to be aware of each other.
All of this is merely the background of the main plot, which centers around the activities and travels of a seemingly mortal man with a single name, Shadow. I never did "get" the one-name thing, but whatever. Through Shadow's narration, the reader learns of an impending storm - a battle between the Old Gods and New Gods, the former fighting for survival and the latter fighting for dominance. Shadow works for a mysterious "Mr. Wednesday" and is randomly haunted by his dead wife, Laura, but otherwise seems to have little drive of his own for most of the book. In fitting irony, he has his own brand of "magic" - an obsession for coin tricks to pass the time from his days spent in prison - which I could never really follow the descriptions of.
To be completely honest, I truly did enjoy this book, though I am struggling to say exactly why. Perhaps I was fascinated by the "shadowy" way that Gaiman told the story, or how he developed this over-the-hill world of gods and goddesses that better resembled America's middle and poor classes' struggles for survival, money, and influence. Some of the personal touches that Shadow's character added to the plot made him at times surprisingly endearing. In addition, the way that Shadow seemed to address the reader at the very end of the book was so satisfying that I laughed out loud and had to read it again several times. Something about that just brought the book to life for me and help me to fully appreciate the versatile style of Gaiman. This is one of those books you don't have to fully understand to fully appreciate.