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Kara Skinner (332 KP) rated Same Time Next Year in Books
Sep 10, 2019
Word Count: 4,560
Average Goodreads Rating: 3.27/5 stars
My rating: 4.5/5 stars
It’s not often a book can surprise me. But Same Time Next Year totally took me off guard.
Every year, for the past either years, Regina White and Tyler Harrison meet at the same hotel, in two connecting rooms for one night.
The receptionist, Elizabeth, thinks she has the whole situation figured out. But she doesn’t know what this night means to the mysterious couple. And somehow she can’t stop thinking about them anyway.
You can read Same Time Next Year for free on Smashwords.
At first I thought I wasn’t going to like this story. I thought it was about two people leaving their depressing and dull lives to have one night of infidelity and debauchery a year, like some sort of modern day fairy tale. On top of that, the “good” character, Elizabeth, is kind of a bitch who is quick to condemn and judge Regina, but smile and admire Tyler.
It’s one thing to disapprove of adultery, it’s another thing to have double standards about it.
But despite my misgivings at first, I got sucked into the very hot sex scene quickly.
“No, I don’t want champagne. I want you. Naked. And wet. And begging.”
Gotta love good dirty talk. Unfortunately the scene ends abruptly and before the couple gets to the really good part, if you know what I mean. 😉
For such a short story there is actually a lot of character development. We learn that Tyler and Regina met at a conference years ago, when they had those two hotel rooms by coincidence. Tyler loves how Regina’s strong and confident in public, but a little submissive in the bedroom. Regina loves how Tyler still wants her, and how he’s always willing to please her. They have great chemistry together and I love how they’re still attracted to each other after all those years, and always come back to the same hotel.
My only complaint, aside from the abrupt end to the sex scene, is Elizabeth. I get why she’s necessary to the story, but she’s undeveloped and unlikeable, and I wish she was gone.

Jon Hansen (9 KP) rated Quantum in Tabletop Games
May 2, 2019
Quantum plays somewhat like risk, where you advance units to positions to capture objectives. The catch is that your units are dice- higher numbers can move further, but lower numbers are better in combat, and each has a special ability.
The game revolves around placing "Quantum Cubes", which your units build on planets. Each planet has a number and an amount of slots for quantum cubes to be placed, and to build a cube your units (which are literally dice) must add up the the number on the planet they are on.
Building quantum cubes allows you to select an "advancement card", which contain either permanent upgrades to your turns and abilities, or one-time powerful bonuses. All advancement cards feel meaningful and powerful, and which ones you select determine a lot of how your game will play out. You can "build" for combat, research, mobility, and even some weird other things like being able to change one of your dice once per turn either up one number or down one (and thus changing its abilities).
The game board is configurable tiles, so the "map" can be different each time, and support a faster or slower game, or more or less players (the game only comes with pieces for 4 players, but if you had the dice it wouldn't be hard to play extra with improvised pieces).
The game pacing is really well done; if all players know what they're doing, the race to place the final cube can be intense and exciting, as each player will end up with different strengths as they implement unique strategies to win.
We love quantum and have had a blast every time we've played it- we're expecting it to become a family favorite and for our copy to end up very well loved.

Phillip McSween (751 KP) rated Assassination Nation (2018) in Movies
May 3, 2019
Acting; 10
Beginning: 10
Characters: 10
Cinematography/Visuals: 8
Director Sam Levinson begins the film by capturing the essence of the daily lives of the four girls the story revolves around. You see them joking around, getting ready for a night out on the town, texting and doing all the social media stuff. It’s not long before the movie takes an extremely jarring turn. It’s a sharp curve and I appreciate the contrast. The movie maintains its bright vitality even as people are dying all over the place. Like it or not, it’s hard to look away.
Conflict: 7
Assassination Nation is slow in a number of spots. It’s like a sputtering car: hard to get going and once it does, it’s only a matter of time before it begins to stop again. There are a number of intense moments, but they are either few and far between or too little too late. From the title, I expected more.
Genre: 2
Memorability: 1
I am racking my brain trying to remember moments from this movie. It comes to me in pieces, but not spectacular pieces. The movie overall is missing a serious punch. It’s trying to succeed at being something it’s not and it shows. I mean, REALLY shows.
Pace: 8
Plot: 4
Resolution: 7
As messy as the movie can be at times, you are always hoping that the girls get a decent payoff. I won’t ruin what happens but I will say that, although it’s not perfect, it definitely beats the movie’s saggy middle.
Overall: 67
Assassination Nation is the kind of movie you watch once to say you did then move on forever. At best, it’s meh. Just when you get a glimpse of things improving, they fall below expectations. Again and again.

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Debbiereadsbook (1454 KP) rated Death By C*ck (Fetish Alley #2) in Books
Jul 3, 2019
This is book two in the Fetish Alley series, but it's not necessary to have read book one, For Fox Sake. Not necessary, but I would recommend you do read it, if only to get a better picture of Tate and Clay, and of the other characters who pop up here again. And you know, since I'm recommending, you should also probably read Feat Of Clay, from the Men of London series, cos that will give you a FAR bigger picture of Tate and Clay and how they work as a couple.
When a young taxidermist is found dead in his place of work, the police call in Tate and Clay to help with the locals, since the police seem to be hitting a wall with the residents of Fetish Alley, and Tate and Clay are almost family to Relio, who runs the Alley. Can they figure out who killed the young man, and who is behind the spate of protection racket visits the Alley residents have had?
So, like I said, book two. And an excellent follow up it is too!
I think I enjoyed this one more than book one, as well. Here's why.
I got whodunnit very quickly, and why they-dunnit too, so it was fun watching that unravel and turn out just as I thought.
So, once that was established, I sorta glanced over those bits and settled on the more important parts of this book: that of Tate and Clay, and the way each of them, independently of each other, thought about things they wanted to change. It's gonna be kinda vague, cos spoilers and all that, but bear with me!
One of the two had asked the other, a long time ago, to marry him. And I expected THAT person to ask again, but its the OTHER that does, and in such a way, you felt it, deep in your heart! It's not a well thought out, planned long declaration of love, though. It's a rushed, heartfelt deeply emotional proposal, done in a way that is so very THEM, and I bloody loved it!
OH! And, I noticed, in both For Fox Sake, and Feat of Clay, that these guys are not ones for professing their love. Don't get me wrong, Tate and Clay adore the ground the other walks on and would KILL for the other, but they don't say those three little words. And they do here, and again, its just dropped in, as they do, with one of them nodding off. And bloody hell if it didn't make me cry!
Although this is set in Fetish Alley, there is very little actual kink, almost none, really. Tate and Clay do some shopping and that's about as kinky as it gets. Oh, there is heat, so much heat and sexy time between Tate and Clay, and some we get shut down on, but the KINK? not so much.
Relio and Tomas play a part, and we still have not very much idea with what's going on with those two, but clearly, something is. I can't wait to find out what!
A thoroughly enjoyable way to spend the afternoon!
5 stars
**same worded review will appear elsewhere**

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Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!

Heather Cranmer (2721 KP) rated Made You Up in Books
Jun 22, 2021
The plot and world building felt very realistic although I'm not Schizophrenic nor do I know anyone who is. I could not tell what was real and what was a delusion by Alex. Kudos to Zappia for giving us a brief glimpse into how a Schizophrenic would feel. I kept second guessing myself throughout Made You Up. Sometimes it would be obvious that Alex was hallucinating, but there were many times everything felt too real to be a hallucination. I would be wrong, and something realistic would be a hallucination. As you can imagine, there were many plot twists throughout this book. There was one major plot twist which I had predicted towards the beginning which turned out to be true thanks to subtle hints the author would throw in, so be sure to be attention to every word on the page to try to grasp what is Alex's reality and what is not. I did feel like the main storyline of Made You Up was whether or not Miles, the boy Alex met briefly when she was a young child, was actually real or not since she meets him again her senior year of high school. It was fun trying to guess if Miles was real or not and if he was the same boy Alex met as a child.
All of the characters in Made You Up had a lot of depth to them. They were all easy for me to imagine as real people instead of characters in a book. I enjoyed reading about Alex and her thought process and what all she had to go through all the time due to her Schizophrenia. Alex, like all the characters in this book, was a very likable character. Miles was interesting. I didn't really know what to make of him throughout the book (mainly because I was trying to figure out if he was real or imaginary). I did enjoy him, and I was definitely intrigued by his back story. It was great learning about him. I loved little Charlie and how much she seemed to love her big sister, Alex. Alex loved Charlie so much as well, and I loved reading about the tight sisterly bond between them.
Trigger warnings for Made You Up include some profanity, some violence, death, minor gore, some child abuse, mental illness, a minor sexual situation, bullying, references to Nazis, attempted murder, and death.
All in all, Made You Up is a very interesting read with a fantastic plot and well developed characters. It's obvious the author did her homework before writing this novel. I would definitely recommend Made You Up by Francesca Zappia to those aged 16+ who are seeking a book full of twists and turns. Just be warned that this book will have you second guessing almost everything (which isn't a bad thing).

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