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graveyardgremlin (7194 KP) rated Fury of Fire (Dragonfury, #1) in Books
Feb 15, 2019
<b>NOTE:</b> I did not finish Fury of Fire. I reached page 207, out of 412, before I called it quits. My review reflects on what I read and no more, which is more than enough to be indicative to how the author creates her book.
During the course of reading, everyone comes across a book that just doesn't connect with them. That doesn't mean the book is bad or that others shouldn't read it, it just means the it isn't a good fit that particular person. This is that book for me. I had a very difficult time getting through what I read, mostly due to a bunch of little things that stood out and were what I consider oddities, especially in context to situations in the book. If I had to describe this book in one word, it'd be abrasive. The characters, the dialogue, and most importantly, the writing felt like rubbing sandpaper over a wound. Over and over again.
<b>THE BAD</b>
The constant bombardment of internalizing that both Myst and Bastian provide in this book was like a splinter under my fingernail. The more I dug, the more painful it became, and I started to dislike the book and main characters more and more as I read on. Admittedly, it was pretty easy to loathe Bastian and Myst when it became apparent that they are both boring and stupid, and I didn't find Bastian all that likeable in the first place. Call me crazy, but I just feel uneasy when a character wants to immediately jump the bones of a person he just met in horrific situation while she is frightened beyond belief. But apparently that's okay because he acknowledges his creepiness in a fit of mental self-flagellation. Sorry, but that doesn't fly with me. Maybe if that had been mentioned only once, I would have let it slide, but it keeps on like that for way too long. Apparently he's all alpha on the outside and emo on the inside. What a winning combination! Not. Myst herself starts off, uh, decent enough but then quickly becomes the nitwit I was hoping to avoid. She gets the fastest case of Stockholm Syndrome I've ever come across. For all intents and purposes, Bastian kidnapped her. Sure, we the readers know it's for Myst and the baby's safety from the evil Razorbacks, but she certainly doesn't know that, therefore I found her reactions extremely unrealistic and bizarre to the situations she was in. One minute she's fighting, and by fighting I mean being stubbornly spunky, or somewhat thinking of escape, the next she's imagining wild, hot monkey sex with Bastian. I'm sorry but if some big, six-foot-six (apparently every male is 6'6 in this book, even the human cop. Obviously, if a guy is under that height, he's not really a man.), scary dude who can turn into a dragon kidnaps me, I am so not going to be thinking about how hot they are or what they're like in the sack. Yeah, uh-huh, that makes perfect sense. Oy! Anyway, they end up making out that night due to Bastian's alpha going crazy and some supernatural roofie that dragons put out to females. God, this is not romantic at all. And it's only been a few hours since they "met"! The morning after Myst is kidnapped, she wakes up naked and finds out Bastian bathed her, can you say mondo creepy? So after she dresses, she goes meandering through the Nightfury's lair, admiring his artwork and crap, then ends up in the kitchen with the rest of the freaky-tall Nightfuries. I'd be high-tailing it out of there, in fact, I would have been plotting escape long before this point. It appears she only thinks of escape once a day. While she's in the kitchen, Bastian has her sit at the table so she can eat her breakfast. He sets down a plate in front of her and as she goes to have a bite, she notices he cut her waffles into little, perfect, bite-size pieces and she's apparently overcome by this act. How weird is that?! All feminist angles aside, who cuts up someone else's food unless: A, it's for a small child, two, their arms and hands are broken, or D, they're handicapped in some way that prevents them from feeding themselves? W.T.F.? Frankly, I think it's just odd. And then she gets misty-eyed (Myst is all misty, how cute. *gag*) when he asks her to help name the baby he kidnapped. I've already doubted her sanity before but now it's gone to even more ridiculous heights by this point.
The magical Rohypnol I mentioned before creeped me the heck out. So when a dragon guy needs his energy fix, he picks out a woman, roofies her, feeds off her energy, sleeps with her, and then wipes her memory! Say what? That's too close to rape for my liking. This wasn't just the bad guys doing this, but the next book's "hero" did that to a woman in a hospital (note: she wasn't a patient, I think she was a researcher or something, I don't remember). How sweet.
The excessive swearing needed edited down. Normally I don't mind a little cursing here and there, but so much of it didn't need to be added to the dialogue or characters and showed a lack of creativity.
The "dragons" are really shape-shifting vampires. They have to feed off women, only it's energy instead of blood, they can't be out in the sun, they heal quickly, live a long time, are super-strong, amongst other attributes. If you're going to have shape-shifting dragons, don't make them so similar to other paranormal species. Differentiate them so they're unique, not a near-clone.
I didn't like the whole reading of minds thing. If it was something that happened when mated, fine, but I don't like the thought of someone just arbitrarily getting into someone else's brain whenever they want. It's a violation. Bastian did this to Myst way too often.
The characters sound a lot like each other. They don't all have individual voices so there isn't much beyond a name separating one from the other.
<b>THE GOOD</b>
The first fight scene was actually quite well-done, although it was very early on in the book so it might not hold up on a second reading. The next fight scene wasn't too bad, maybe a little confusing at times.
The other characters in the Dragonfury series have the potential to be more interesting if they can be given some individuality, but since I didn't connect with the author's writing style and don't like most of the ideas, I won't be looking for any sequels to this oh-so-romantic series. I wouldn't recommend this book, but hey, if it sounds right up your alley or you have masochistic tendencies, by all means try it out for yourself.
As a final note, I just wanted to thank <a href="http://homealone.wikia.com/wiki/Buzz_McCallister" target="_blank">Buzz McCallister</a> for his mad counting/alphabetizing skillz in writing this review. I couldn't have done it without you, buddy.
<img src="http://kindbooksandcoronets.files.wordpress.com/2012/03/buzzmccallister1.jpg">
During the course of reading, everyone comes across a book that just doesn't connect with them. That doesn't mean the book is bad or that others shouldn't read it, it just means the it isn't a good fit that particular person. This is that book for me. I had a very difficult time getting through what I read, mostly due to a bunch of little things that stood out and were what I consider oddities, especially in context to situations in the book. If I had to describe this book in one word, it'd be abrasive. The characters, the dialogue, and most importantly, the writing felt like rubbing sandpaper over a wound. Over and over again.
<b>THE BAD</b>
The constant bombardment of internalizing that both Myst and Bastian provide in this book was like a splinter under my fingernail. The more I dug, the more painful it became, and I started to dislike the book and main characters more and more as I read on. Admittedly, it was pretty easy to loathe Bastian and Myst when it became apparent that they are both boring and stupid, and I didn't find Bastian all that likeable in the first place. Call me crazy, but I just feel uneasy when a character wants to immediately jump the bones of a person he just met in horrific situation while she is frightened beyond belief. But apparently that's okay because he acknowledges his creepiness in a fit of mental self-flagellation. Sorry, but that doesn't fly with me. Maybe if that had been mentioned only once, I would have let it slide, but it keeps on like that for way too long. Apparently he's all alpha on the outside and emo on the inside. What a winning combination! Not. Myst herself starts off, uh, decent enough but then quickly becomes the nitwit I was hoping to avoid. She gets the fastest case of Stockholm Syndrome I've ever come across. For all intents and purposes, Bastian kidnapped her. Sure, we the readers know it's for Myst and the baby's safety from the evil Razorbacks, but she certainly doesn't know that, therefore I found her reactions extremely unrealistic and bizarre to the situations she was in. One minute she's fighting, and by fighting I mean being stubbornly spunky, or somewhat thinking of escape, the next she's imagining wild, hot monkey sex with Bastian. I'm sorry but if some big, six-foot-six (apparently every male is 6'6 in this book, even the human cop. Obviously, if a guy is under that height, he's not really a man.), scary dude who can turn into a dragon kidnaps me, I am so not going to be thinking about how hot they are or what they're like in the sack. Yeah, uh-huh, that makes perfect sense. Oy! Anyway, they end up making out that night due to Bastian's alpha going crazy and some supernatural roofie that dragons put out to females. God, this is not romantic at all. And it's only been a few hours since they "met"! The morning after Myst is kidnapped, she wakes up naked and finds out Bastian bathed her, can you say mondo creepy? So after she dresses, she goes meandering through the Nightfury's lair, admiring his artwork and crap, then ends up in the kitchen with the rest of the freaky-tall Nightfuries. I'd be high-tailing it out of there, in fact, I would have been plotting escape long before this point. It appears she only thinks of escape once a day. While she's in the kitchen, Bastian has her sit at the table so she can eat her breakfast. He sets down a plate in front of her and as she goes to have a bite, she notices he cut her waffles into little, perfect, bite-size pieces and she's apparently overcome by this act. How weird is that?! All feminist angles aside, who cuts up someone else's food unless: A, it's for a small child, two, their arms and hands are broken, or D, they're handicapped in some way that prevents them from feeding themselves? W.T.F.? Frankly, I think it's just odd. And then she gets misty-eyed (Myst is all misty, how cute. *gag*) when he asks her to help name the baby he kidnapped. I've already doubted her sanity before but now it's gone to even more ridiculous heights by this point.
The magical Rohypnol I mentioned before creeped me the heck out. So when a dragon guy needs his energy fix, he picks out a woman, roofies her, feeds off her energy, sleeps with her, and then wipes her memory! Say what? That's too close to rape for my liking. This wasn't just the bad guys doing this, but the next book's "hero" did that to a woman in a hospital (note: she wasn't a patient, I think she was a researcher or something, I don't remember). How sweet.
The excessive swearing needed edited down. Normally I don't mind a little cursing here and there, but so much of it didn't need to be added to the dialogue or characters and showed a lack of creativity.
The "dragons" are really shape-shifting vampires. They have to feed off women, only it's energy instead of blood, they can't be out in the sun, they heal quickly, live a long time, are super-strong, amongst other attributes. If you're going to have shape-shifting dragons, don't make them so similar to other paranormal species. Differentiate them so they're unique, not a near-clone.
I didn't like the whole reading of minds thing. If it was something that happened when mated, fine, but I don't like the thought of someone just arbitrarily getting into someone else's brain whenever they want. It's a violation. Bastian did this to Myst way too often.
The characters sound a lot like each other. They don't all have individual voices so there isn't much beyond a name separating one from the other.
<b>THE GOOD</b>
The first fight scene was actually quite well-done, although it was very early on in the book so it might not hold up on a second reading. The next fight scene wasn't too bad, maybe a little confusing at times.
The other characters in the Dragonfury series have the potential to be more interesting if they can be given some individuality, but since I didn't connect with the author's writing style and don't like most of the ideas, I won't be looking for any sequels to this oh-so-romantic series. I wouldn't recommend this book, but hey, if it sounds right up your alley or you have masochistic tendencies, by all means try it out for yourself.
As a final note, I just wanted to thank <a href="http://homealone.wikia.com/wiki/Buzz_McCallister" target="_blank">Buzz McCallister</a> for his mad counting/alphabetizing skillz in writing this review. I couldn't have done it without you, buddy.
<img src="http://kindbooksandcoronets.files.wordpress.com/2012/03/buzzmccallister1.jpg">

James P. Sumner (65 KP) rated Angel Has Fallen (2019) in Movies
Aug 21, 2019
Is the third time a charm for Mr. Butler's action thriller series?
Gerard Butler returns as Secret Service agent Mike Banning in the third entry of the "Fallen" series, picking up where London Has Fallen left off.
We see an aging and sore Banning, struggling with the rigors of his profession, torn between his love for his duty to protect the President and the smart, semi-retirement position as Secret Service Director.
This takes a little while to get going compared to most films in the genre, but it isn't too long before everything goes sideways and Banning finds himself on the run from everyone, framed for something we all know he didn't do. The question is: who did it?
Drawing obvious inspiration from classic genre entries like Die Hard, as well as more modern offerings like John Wick, Gerard Butler takes on everyone from both sides of the law as he tries to get to the bottom of the conspiracy.
Aside from the slightly slow start, the pacing of this film is spot-on, mixing balls-to-the-wall action with gripping tension - accompanied by a very clever soundtrack that enhances the experience well.
The dialogue feels real and meaningful. There's nothing cheesy, no scene-filling conversations or anything, which is always a genuine concern with this type of film. Everything is done with a purpose.
I think perhaps too much effort was made to make this a 15-certificate (an R-rating for you lovely Americans). It was more for the language than anything. The violence and fighting was well-choreographed, taking the up-close, gritty approach akin to the Bourne movies, but there was nothing here that wouldn't have made the cut for a 12A. I think they gambled with the post-Deadpool debate of having a wider audience for a 12A vs. the "it's a 15, therefore it must be good because kids aren't allowed" appeal. I'm not saying it ruins the movie, I just think it was unnecessary. The aforementioned Deadpool, for example, absolutely wouldn't have worked if it was less than a 15, so I get why they made it the way the did. But with this, it would've been the exact same film either way, so why cut out a sizable portion of cinema-goers?
That being said, I did really, really enjoy this film. Is it predictable? Sadly, yes. That probably isn't THAT shocking of a revelation, as these types of films tend to follow a similar (and usually winning) formula, but I confess to being a little disappointed that I was able to figure out the main antagonist and the overall "big bad" within three minutes of the film starting. However, to this film's credit, this predictability doesn't take away from the experience at all. It's quite honest about what it is from the get-go, and it simply doesn't care. It does what it sets out to do, and it does it very well - better than a lot of similar movies in recent times. As with all films in this genre, people tend to watch them knowing what they're getting themselves in for, so you can just relax, switch off, and enjoy the ride for a couple of hours.
I can't sign off without mentioning Nick Nolte's turn as Butler's father. His performance, while not surprising, feels almost out-of-place, as it's so damn good he deserves an Oscar nod. He probably won't get one, as films like this tend not to get noticed by the Academy, but let me tell you, he steals every scene he's in, and you feel every word he says. There's an obvious comparison to the character he portrayed in Warrior, alongside Tom Hardy and Joel Edgerton. While he gets nowhere near as much screen time here, he makes the most of what he does get, and it truly is the stand-out performance of the year so far, by a long way.
This film is a solid 7/10, and I highly recommend it. I bumped it to an 8/10 because of Nick Nolte. If I could go back and just watch his scenes again, I would. Grab the popcorn, forget about the outside world... you could do a lot worse at the cinema right now than this.
We see an aging and sore Banning, struggling with the rigors of his profession, torn between his love for his duty to protect the President and the smart, semi-retirement position as Secret Service Director.
This takes a little while to get going compared to most films in the genre, but it isn't too long before everything goes sideways and Banning finds himself on the run from everyone, framed for something we all know he didn't do. The question is: who did it?
Drawing obvious inspiration from classic genre entries like Die Hard, as well as more modern offerings like John Wick, Gerard Butler takes on everyone from both sides of the law as he tries to get to the bottom of the conspiracy.
Aside from the slightly slow start, the pacing of this film is spot-on, mixing balls-to-the-wall action with gripping tension - accompanied by a very clever soundtrack that enhances the experience well.
The dialogue feels real and meaningful. There's nothing cheesy, no scene-filling conversations or anything, which is always a genuine concern with this type of film. Everything is done with a purpose.
I think perhaps too much effort was made to make this a 15-certificate (an R-rating for you lovely Americans). It was more for the language than anything. The violence and fighting was well-choreographed, taking the up-close, gritty approach akin to the Bourne movies, but there was nothing here that wouldn't have made the cut for a 12A. I think they gambled with the post-Deadpool debate of having a wider audience for a 12A vs. the "it's a 15, therefore it must be good because kids aren't allowed" appeal. I'm not saying it ruins the movie, I just think it was unnecessary. The aforementioned Deadpool, for example, absolutely wouldn't have worked if it was less than a 15, so I get why they made it the way the did. But with this, it would've been the exact same film either way, so why cut out a sizable portion of cinema-goers?
That being said, I did really, really enjoy this film. Is it predictable? Sadly, yes. That probably isn't THAT shocking of a revelation, as these types of films tend to follow a similar (and usually winning) formula, but I confess to being a little disappointed that I was able to figure out the main antagonist and the overall "big bad" within three minutes of the film starting. However, to this film's credit, this predictability doesn't take away from the experience at all. It's quite honest about what it is from the get-go, and it simply doesn't care. It does what it sets out to do, and it does it very well - better than a lot of similar movies in recent times. As with all films in this genre, people tend to watch them knowing what they're getting themselves in for, so you can just relax, switch off, and enjoy the ride for a couple of hours.
I can't sign off without mentioning Nick Nolte's turn as Butler's father. His performance, while not surprising, feels almost out-of-place, as it's so damn good he deserves an Oscar nod. He probably won't get one, as films like this tend not to get noticed by the Academy, but let me tell you, he steals every scene he's in, and you feel every word he says. There's an obvious comparison to the character he portrayed in Warrior, alongside Tom Hardy and Joel Edgerton. While he gets nowhere near as much screen time here, he makes the most of what he does get, and it truly is the stand-out performance of the year so far, by a long way.
This film is a solid 7/10, and I highly recommend it. I bumped it to an 8/10 because of Nick Nolte. If I could go back and just watch his scenes again, I would. Grab the popcorn, forget about the outside world... you could do a lot worse at the cinema right now than this.

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Charlotte (184 KP) rated The Mistake in Books
Mar 20, 2021
Although this is a review it will also serve as a letter to Mandy and any other person who has been in this or similar position.
Also this is trigger central with physical and emotional abuse, rape, bereavement, suicide attempts and self harm. If ANY of this affects you please seek help.
Let's start at the beginning.....yes maybe it was a mistake BUT remember you were being MANIPULATED. At the point you made that first 'mistake' he had already done the ground work, he'd slowly started controlling you and your environment......you didn't have a real choice.
He was a master of manipulation and deception, he already knew what words and phrases to use to get compliance........he had experience of it, he relished it. The guy had plausibility and knew how to create a good story....a believable one, well, multiple stories. The story to fool authorities, the story to fool family and friends, the story that became the script of your life.....this is NOT your fault! Whether due to generally being a trusting person or (for Mandy) being vulnerable from a previous bad relationship, you were taken advantage of.
Hope is a make or break feeling, meeting number 4 full of hope for things to get better was bittersweet. I don't have children but can only imagine what emotional trauma was caused from the very first moment of fear for the children. I take my hat off to all the survivors who steeled themselves and did what was necessary to protect their babies. Mandy did what was needed, not for her but her babies.....that's selflessness right there.
MB passing, for goodness sake! It's fluffing heartbreaking. Not going to lie I cried, for MB, for someone that deserved happiness but yet again was dealt a crap hand in life.
Totally unimpressed with flakey bake, I won't say anything else as I'll just swear a lot.
I've actually met Mandy a few times. She came across as outspoken, independent and strong in person, as well as fun (She's serious about the changing hair colours).
Having read this I have no doubt of the strength of this amazing woman. Followed for years by many demons yet still able to stand up and carry on, able to put into words, write a book, about things that most people wouldn't be capable of imagining let alone have touch their lives. A true inspiration.
I know how depression can creep up on you, stalk you, cloak itself so self doubt sets in......I also know how hard it is to ask for help but please ask, it's a lifesaver.
A story of freedom, survival, heartbreak, despair, hope and love as well as so much more.
This is a tissues and chocolate read from start to finish.
Also this is trigger central with physical and emotional abuse, rape, bereavement, suicide attempts and self harm. If ANY of this affects you please seek help.
Let's start at the beginning.....yes maybe it was a mistake BUT remember you were being MANIPULATED. At the point you made that first 'mistake' he had already done the ground work, he'd slowly started controlling you and your environment......you didn't have a real choice.
He was a master of manipulation and deception, he already knew what words and phrases to use to get compliance........he had experience of it, he relished it. The guy had plausibility and knew how to create a good story....a believable one, well, multiple stories. The story to fool authorities, the story to fool family and friends, the story that became the script of your life.....this is NOT your fault! Whether due to generally being a trusting person or (for Mandy) being vulnerable from a previous bad relationship, you were taken advantage of.
Hope is a make or break feeling, meeting number 4 full of hope for things to get better was bittersweet. I don't have children but can only imagine what emotional trauma was caused from the very first moment of fear for the children. I take my hat off to all the survivors who steeled themselves and did what was necessary to protect their babies. Mandy did what was needed, not for her but her babies.....that's selflessness right there.
MB passing, for goodness sake! It's fluffing heartbreaking. Not going to lie I cried, for MB, for someone that deserved happiness but yet again was dealt a crap hand in life.
Totally unimpressed with flakey bake, I won't say anything else as I'll just swear a lot.
I've actually met Mandy a few times. She came across as outspoken, independent and strong in person, as well as fun (She's serious about the changing hair colours).
Having read this I have no doubt of the strength of this amazing woman. Followed for years by many demons yet still able to stand up and carry on, able to put into words, write a book, about things that most people wouldn't be capable of imagining let alone have touch their lives. A true inspiration.
I know how depression can creep up on you, stalk you, cloak itself so self doubt sets in......I also know how hard it is to ask for help but please ask, it's a lifesaver.
A story of freedom, survival, heartbreak, despair, hope and love as well as so much more.
This is a tissues and chocolate read from start to finish.

Heather Cranmer (2721 KP) rated A Nearly Normal Family in Books
May 14, 2019
Legal thrillers usually aren't my thing. In fact, I find them to be more a snooze fest than anything else. However, when I read the synopsis for A Nearly Normal Family by M.T. Edvardsson, I was intrigued. I just want to say that this book blew me away! It was that good!
The plot for A Nearly Normal Family is very intriguing indeed. Eighteen year old Stella becomes involved with an older man named Christopher. She's having the time of her life. When she learns more about her romantic interest, she's having a hard time believing the bad stuff is true. It's not long before Christopher is found murdered, and Stella is the main suspect. Told from the point of view from Stella's father, Stella, and Stella's mother, we learn what really happened that night, what led to all of this drama, and what happens afterwards. We also learn how far people will go to protect the ones they love. I found myself not wanting to guess what happened with this book. I wanted everything to be a complete surprise which it was. There are a few twists and turns throughout this novel which I did enjoy. I loved that this book tied up any loose ends by the end of the book, and nothing was left to speculation. I hate having to guess what happened after the main mystery has been solved, so I was thrilled when I had all my answers. I'm a stickler for closure!
The characters were all very well developed and fleshed out enough that they felt real. We are introduced to Adam, Stella's father, first. We see his relationship with his daughter, his wife, and with God since he's a pastor. He relies heavily on his faith to get him through things. He's an upstanding member of the community and very trustworthy. I found Adam to be the most interesting to read about. It was interesting to read about his response to his daughter being accused of murder. Next, we are introduced to Stella's point of view. Stella is accused of murdering her boyfriend, Christopher. She's eighteen and has a devil may care attitude when it comes to everything. Some points throughout the book, I felt she was innocent of the crime, but there were other times she seemed very guilty. I couldn't figure her out. It was interesting to read about what had happened throughout her young life to get to the predicament she was in. Finally, we learn the perspective from Ulrika, Stella's mother. I didn't think I would be able to connect with Ulrika right at first, but I found myself understanding her quickly. Ulrika is a criminal defense attorney, so it was interesting reading about her perspective on everything. I was happy that Ulrika didn't use legal jargon too often. Although we don't get to read things from her perspective, the character of Amina, Stella's best friend, was also intriguing. I loved reading about the girls' friendship throughout the years and how loyal they were to one another.
The pacing was spot on! Every time the story would change perspectives, I thought I'd get bored with the change of character, but I was sucked in right away same as before. I devoured page after page of A Nearly Normal Family. I couldn't wait to find out more and learn about motives and what would happen.
Trigger warnings include profanity, alcohol use, drug use, violence (not very graphic), rape (not very graphic, mentions of sex (not graphic), and murder.
Overall, A Nearly Normal Family is a very intriguing read that pulls you in from the very first page and doesn't let you go even after it ends. I would definitely recommend A Nearly Normal Family by M.T. Edvardsson to those aged 18+ who like to get lost in well written thrillers!
--
(A special thank you to the publisher for providing me with an ARC paperback of A Nearly Normal Family by M.T. Edvardsson in exchange for an honest and unbiased review.)
The plot for A Nearly Normal Family is very intriguing indeed. Eighteen year old Stella becomes involved with an older man named Christopher. She's having the time of her life. When she learns more about her romantic interest, she's having a hard time believing the bad stuff is true. It's not long before Christopher is found murdered, and Stella is the main suspect. Told from the point of view from Stella's father, Stella, and Stella's mother, we learn what really happened that night, what led to all of this drama, and what happens afterwards. We also learn how far people will go to protect the ones they love. I found myself not wanting to guess what happened with this book. I wanted everything to be a complete surprise which it was. There are a few twists and turns throughout this novel which I did enjoy. I loved that this book tied up any loose ends by the end of the book, and nothing was left to speculation. I hate having to guess what happened after the main mystery has been solved, so I was thrilled when I had all my answers. I'm a stickler for closure!
The characters were all very well developed and fleshed out enough that they felt real. We are introduced to Adam, Stella's father, first. We see his relationship with his daughter, his wife, and with God since he's a pastor. He relies heavily on his faith to get him through things. He's an upstanding member of the community and very trustworthy. I found Adam to be the most interesting to read about. It was interesting to read about his response to his daughter being accused of murder. Next, we are introduced to Stella's point of view. Stella is accused of murdering her boyfriend, Christopher. She's eighteen and has a devil may care attitude when it comes to everything. Some points throughout the book, I felt she was innocent of the crime, but there were other times she seemed very guilty. I couldn't figure her out. It was interesting to read about what had happened throughout her young life to get to the predicament she was in. Finally, we learn the perspective from Ulrika, Stella's mother. I didn't think I would be able to connect with Ulrika right at first, but I found myself understanding her quickly. Ulrika is a criminal defense attorney, so it was interesting reading about her perspective on everything. I was happy that Ulrika didn't use legal jargon too often. Although we don't get to read things from her perspective, the character of Amina, Stella's best friend, was also intriguing. I loved reading about the girls' friendship throughout the years and how loyal they were to one another.
The pacing was spot on! Every time the story would change perspectives, I thought I'd get bored with the change of character, but I was sucked in right away same as before. I devoured page after page of A Nearly Normal Family. I couldn't wait to find out more and learn about motives and what would happen.
Trigger warnings include profanity, alcohol use, drug use, violence (not very graphic), rape (not very graphic, mentions of sex (not graphic), and murder.
Overall, A Nearly Normal Family is a very intriguing read that pulls you in from the very first page and doesn't let you go even after it ends. I would definitely recommend A Nearly Normal Family by M.T. Edvardsson to those aged 18+ who like to get lost in well written thrillers!
--
(A special thank you to the publisher for providing me with an ARC paperback of A Nearly Normal Family by M.T. Edvardsson in exchange for an honest and unbiased review.)

Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!

Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.

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