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One August Night
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'Excellent as ever. Victoria Hislop at her best.' Reader review 'Within a few pages I was back in...

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BookInspector (124 KP) rated Deity in Books
Jul 1, 2021
The host of this book is Scott King, an online journalist that loves raking up old graves. đ He chooses a case and interviews six people, that tell the reader different perspectives of the same case. This time he investigates a very controversial celebrity, that died in the fire and was accused of many things, such as abuse against young girls. I love Scott Kingâs style, he does not judge, he shares the stories, allowing the reader to decide what they want to believe in. All the characters are pretty unexpected and very intriguing, I just love to see the story unravelling.
The narrative of this book is extremely addictive. Every perspective brings something different and new to the overall view of the case, that is why I simply could not put down this book. There are plenty of twists and turns and the whole story is shrouded in mystery and ghosts. For me, the story had some similarities to real celebrities and some of the allegations I have read in the past. The whole story sounds so realistic, that I actually wanted to google Zach Crystal in case he was real. đ The topics discussed in this book are child abuse, mental illness, wish to control, mystical creatures, fanaticism, religion, the life of rich and famous, family relations, and many more.
I loved the atmosphere of this novel, it is creepy and very intriguing. The writing style is impeccable as always. The chapters are pretty long, but they are so absorbing, that the pages just fly by. The ending of this novel was phenomenal, but I still have unanswered questions about the whole story⌠Even though this book is fifth in the series, it can easily be read as a stand-alone. I can not wait for the next book, because this case was a really sensitive one, and I am very excited to see what Scott King will investigate next.
So, to conclude, this book has brilliant characters and a plot that always kept me guessing. I think this book was amazing, and I would recommend it to anyone. I hope you will like it as well. đ
The narrative of this book is extremely addictive. Every perspective brings something different and new to the overall view of the case, that is why I simply could not put down this book. There are plenty of twists and turns and the whole story is shrouded in mystery and ghosts. For me, the story had some similarities to real celebrities and some of the allegations I have read in the past. The whole story sounds so realistic, that I actually wanted to google Zach Crystal in case he was real. đ The topics discussed in this book are child abuse, mental illness, wish to control, mystical creatures, fanaticism, religion, the life of rich and famous, family relations, and many more.
I loved the atmosphere of this novel, it is creepy and very intriguing. The writing style is impeccable as always. The chapters are pretty long, but they are so absorbing, that the pages just fly by. The ending of this novel was phenomenal, but I still have unanswered questions about the whole story⌠Even though this book is fifth in the series, it can easily be read as a stand-alone. I can not wait for the next book, because this case was a really sensitive one, and I am very excited to see what Scott King will investigate next.
So, to conclude, this book has brilliant characters and a plot that always kept me guessing. I think this book was amazing, and I would recommend it to anyone. I hope you will like it as well. đ

Bob Mann (459 KP) rated Pitch Perfect 3 (2017) in Movies
Sep 29, 2021
Aca-bysmal.
Mr Plot and Miss Tale were teenage sweethearts. They met at Storyville High School and inseparable, but were viciously cursed by a jealous school nurse, bitter from a recent split. Notwithstanding this setback, they realised that they were soul-mates, got engaged and were married in the following summer. Everyone wished them well, and spoke of the time when the sound of little Plots would ring out around their new house. Unfortunately, however hard they tried, no little Plot arrived. The ancient curse of the school nurse rang in their ears. They paid to see the most expensive doctors on Harley Street, but noone could help them. It turned out that not only was Mrs Plot infertile, but so was Mr Plot. It was hopeless, and because of an unfortunate conviction for marujiana possession in Mr Plotâs teenage years they couldnât even adapt, sorry, adopt a little Plot from someone else. So they lived together with sadness and bitterness building up inside them. Would the curse ever be lifted? Would they work through their differences to find new purpose in life? Or would they part acromoniously with Mrs Plot joining a convent to sing mournful songs of grief and missed opportunities in the Swiss Alps? TO⌠BEâŚCONTINUED.
There. You were there, werenât you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a storyâŚ. and Iâm not a âprofessional Hollywood scriptwriterâ.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 â Kay Cannon (the original PP screenwriter) and Mike White (âThe Emoji Movieâ) â think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved âPitch Perfectâ and the pretty dreadful sequel âPitch Perfect 2â will pay their box office money regardless? Letâs advertise the hell out of it and cash in our chips before word of mouth gets out!?
In this âadventureâ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain â what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, âLove and Mercyâ) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.
Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, âInterstellarâ, âDaddyâs Home 2â). Lithgow â sporting a wonderful Australian accent â is about the best thing in the film. The âplotâ (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amyâs that he needs, for reasons â given the yacht he sails â that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but Iâve never heard him on BBC Radio 2)? Does anyone really care?
As my wife pointed out, itâs a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be âinâ youâd better diet⌠hard. Nice.
Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say thatâs vaguely nice about this monstrosity?
Some of the acapella song and dance numbers are fun enough, particularly âToxicâ that opens the film;
The closing number by Anna Kendrick (âTable 19â) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh⌠smile;
Itâs also a relief that John and Gail, unlike in âPitch Perfect 2â, only come out with one xenophobic/racist comment in the film (and thatâs about the French, so that hardly counts đ ).
And Iâm outâŚ
There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be âAca-Awfulâ. Itâs not as toxically dreadful as âDirty Grandpaâ⌠what could be? But, seriously, life is too short for this.
There. You were there, werenât you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a storyâŚ. and Iâm not a âprofessional Hollywood scriptwriterâ.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 â Kay Cannon (the original PP screenwriter) and Mike White (âThe Emoji Movieâ) â think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved âPitch Perfectâ and the pretty dreadful sequel âPitch Perfect 2â will pay their box office money regardless? Letâs advertise the hell out of it and cash in our chips before word of mouth gets out!?
In this âadventureâ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain â what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, âLove and Mercyâ) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.
Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, âInterstellarâ, âDaddyâs Home 2â). Lithgow â sporting a wonderful Australian accent â is about the best thing in the film. The âplotâ (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amyâs that he needs, for reasons â given the yacht he sails â that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but Iâve never heard him on BBC Radio 2)? Does anyone really care?
As my wife pointed out, itâs a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be âinâ youâd better diet⌠hard. Nice.
Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say thatâs vaguely nice about this monstrosity?
Some of the acapella song and dance numbers are fun enough, particularly âToxicâ that opens the film;
The closing number by Anna Kendrick (âTable 19â) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh⌠smile;
Itâs also a relief that John and Gail, unlike in âPitch Perfect 2â, only come out with one xenophobic/racist comment in the film (and thatâs about the French, so that hardly counts đ ).
And Iâm outâŚ
There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be âAca-Awfulâ. Itâs not as toxically dreadful as âDirty Grandpaâ⌠what could be? But, seriously, life is too short for this.

Purple Phoenix Games (2266 KP) rated Quests: Heroes of Sorcado in Tabletop Games
May 26, 2021
Iâve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. Itâs a lot of fun, although itâs quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized â so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monsterâs weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers â adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure youâve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some âchoose your adventureâ elements to it, but it doesnât give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so donât let the fact that youâll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though â it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, âlevel upâ the Adventurers, etc.) that will just add to the experience. Yes, there is the âone and doneâ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If youâre looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized â so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monsterâs weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers â adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure youâve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some âchoose your adventureâ elements to it, but it doesnât give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so donât let the fact that youâll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though â it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, âlevel upâ the Adventurers, etc.) that will just add to the experience. Yes, there is the âone and doneâ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If youâre looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!

BookwormMama14 (18 KP) rated The Huntress of Thornbeck Forest (A Medieval Fairy Tale, #1) in Books
Jan 2, 2019
Danger and romance lie deep in the heart of Thornbeck Forest. Where a poacher's only desire is to feed the poor. The forester determined to catch the poacher. And a margrave who holds the future of all in his hands.
"Because love was the best reason of all!"
Odette Menkels has a burning desire to help the orphans of Thornbeck. And the forest at her doorstep has an abundance of wild game. The only problem is that the game belongs to the king. Nevertheless, Odette braves the wrath of the margrave who is responsible for the Thornbeck forest. Every night she disguises herself, hunts the deer and feeds the poor. Her life is changed in an instant when she meets Jorgen Hartman, the forester, at the Midsummer festival. Jorgen has found evidence of a poacher and would like nothing better than to bring this poacher to justice. What will he do if he finds out that Odette is the poacher? Will Odette have everything stripped from her? There will be many confessions and consequences, but not all are bad...and some may even surprise you!
This is the first book I have read by Melanie Dickerson, but it won't be the last! I already have The Golden Braid on my list to read by the end of the year. I believe that writing medieval fairy tales for adults was a stroke of genius! The thrill of the chase. The excitement of the hunt. Balls and finery, sorrow and hunger, the desire to do good and the consequences of the laws of the land. The tragic circumstances of the day were portrayed very well. Life in 1363 was rough! But we are reminded that the bonds of love and family are not to be trifled with. Enter the forest of Thornbeck and be whisked through an incredible journey.
"Because love was the best reason of all!"
Odette Menkels has a burning desire to help the orphans of Thornbeck. And the forest at her doorstep has an abundance of wild game. The only problem is that the game belongs to the king. Nevertheless, Odette braves the wrath of the margrave who is responsible for the Thornbeck forest. Every night she disguises herself, hunts the deer and feeds the poor. Her life is changed in an instant when she meets Jorgen Hartman, the forester, at the Midsummer festival. Jorgen has found evidence of a poacher and would like nothing better than to bring this poacher to justice. What will he do if he finds out that Odette is the poacher? Will Odette have everything stripped from her? There will be many confessions and consequences, but not all are bad...and some may even surprise you!
This is the first book I have read by Melanie Dickerson, but it won't be the last! I already have The Golden Braid on my list to read by the end of the year. I believe that writing medieval fairy tales for adults was a stroke of genius! The thrill of the chase. The excitement of the hunt. Balls and finery, sorrow and hunger, the desire to do good and the consequences of the laws of the land. The tragic circumstances of the day were portrayed very well. Life in 1363 was rough! But we are reminded that the bonds of love and family are not to be trifled with. Enter the forest of Thornbeck and be whisked through an incredible journey.

Laura Doe (1350 KP) rated The Bridgertons: Happily Ever After (Bridgertons, #1.5-8.5; 9.5) in Books
Jan 12, 2022
This was a lovely end to a series that I have enjoyed the whole way through and I am sad to be leaving the Bridgertons behind⌠for now, as Iâm sure I will be revisiting them time and time again.
This book is a collection of second epilogues for each of the books in the series, starting with Daphneâs story and ending with a novella about Violetâs life. It was lovely to have some questions answered, like what on earth did Gregory and Lucy call their nine children? Did Francesca and Michael ever have children? And most importantly did Hyacinth ever find the hidden diamonds in the house? All of these questions are answered in the second epilogues contained within this book. Julia Quinn also writes a little foreword at the start of each of the second epilogues which either sums up the previous book and the questions she has given or gives a little insight into what you are about to read.
As ever, Julia Quinnâs writing has been so easy to read that I have found that I have not wanted to put this last book down, wanting to find out more about this family and their lives, but I also definitely did not want to get to the end because it would be over. A very rare feeling when it comes to a book series in my opinion.
I will be looking into Julia Quinnâs other series to see if I can fall in love with her other characters as much as I have fallen in love with the Bridgerton family, and I am very much looking forward to watching it play out on screen with the next Netflix series that is going to be released this year. Hopefully it will live up to the source material!
This book is a collection of second epilogues for each of the books in the series, starting with Daphneâs story and ending with a novella about Violetâs life. It was lovely to have some questions answered, like what on earth did Gregory and Lucy call their nine children? Did Francesca and Michael ever have children? And most importantly did Hyacinth ever find the hidden diamonds in the house? All of these questions are answered in the second epilogues contained within this book. Julia Quinn also writes a little foreword at the start of each of the second epilogues which either sums up the previous book and the questions she has given or gives a little insight into what you are about to read.
As ever, Julia Quinnâs writing has been so easy to read that I have found that I have not wanted to put this last book down, wanting to find out more about this family and their lives, but I also definitely did not want to get to the end because it would be over. A very rare feeling when it comes to a book series in my opinion.
I will be looking into Julia Quinnâs other series to see if I can fall in love with her other characters as much as I have fallen in love with the Bridgerton family, and I am very much looking forward to watching it play out on screen with the next Netflix series that is going to be released this year. Hopefully it will live up to the source material!

Heather Cranmer (2721 KP) rated The First Mistake in Books
Apr 27, 2019
Predictable but Good
I love a good thriller, so I was very excited to read The First Mistake by Sandie Jones. The synopsis just sucked me in. I was so happy that this book didn't disappoint.
The plot sucked me in right away. I found myself immersed in the world that Sandie Jones had created for her characters. Alice is still grieving over her husband Tom who died years ago. However, she's now married to Nathan and has a daughter with him. Alice soon suspects that Nathan is having an affair. When Alice tries to find out if Nathan is cheating, that's when she begins to realize that no one is who they seem. I will say that while I did find the plot interesting enough, I also found it predictable. Early on, I had predicted the plot twists for this book including the major plot twist. That didn't me enjoy it any less. I kept reading to make sure I was correct in my predictions. What really irked me the most was the ending of The First Mistake. It just seemed really rushed. The truth came out, and then it was all over within a page. I don't want to go into too much detail due to spoilers, but I just felt as if the author couldn't be bothered to write anymore, so she took the easy way out. I would have liked to know what happened to everyone in a few months time instead of the book ending so suddenly.
I thought all of the characters were well written in The First Mistake. Alice was a likable character, and I found myself angry when it seemed like Nathan may have been cheating on her. However, I felt like she was cheating on Nathan in a sense as she was still grieving her dead husband almost 10 years later. Beth was an interesting character, and I enjoyed her backstory. However, I felt like she wasn't around enough in the actual present day story. We learn about her past, but we don't see her and Alice interact too much even though they are best friends. Although I had Nathan figured out, I felt he was fleshed out very well, and I loved how convincing and charming he was towards his wife and how great he was at calming her fears about him having an affair even when all the evidence that he was cheating was there. Olivia was my favorite character. She's Nathan's and Alice's daughter. I just thought she was the cutest little girl!
The pacing was done very well, and the only place I felt like it faltered was during Beth's backstory. I just felt there was too much information that was irrelevant when learning about Beth's past. Apart from that, I felt like the pacing stayed consistent throughout.
Trigger warnings for The First Mistake include sexual situations (though not graphic), drinking alcohol, profanity, violence, and death.
All in all, The First Mistake is an interesting read. Although I found it predictable, and I hated the ending, I still enjoyed this book very much. I would recommend The First Mistake by Sandie Jones to everyone aged 17+ who enjoy a good thriller. This one does not disappoint.
--
(A special thank you to the publisher for providing me with an ARC paperback of The First Mistake by Sandie Jones in exchange for an honest and unbiased review.)
The plot sucked me in right away. I found myself immersed in the world that Sandie Jones had created for her characters. Alice is still grieving over her husband Tom who died years ago. However, she's now married to Nathan and has a daughter with him. Alice soon suspects that Nathan is having an affair. When Alice tries to find out if Nathan is cheating, that's when she begins to realize that no one is who they seem. I will say that while I did find the plot interesting enough, I also found it predictable. Early on, I had predicted the plot twists for this book including the major plot twist. That didn't me enjoy it any less. I kept reading to make sure I was correct in my predictions. What really irked me the most was the ending of The First Mistake. It just seemed really rushed. The truth came out, and then it was all over within a page. I don't want to go into too much detail due to spoilers, but I just felt as if the author couldn't be bothered to write anymore, so she took the easy way out. I would have liked to know what happened to everyone in a few months time instead of the book ending so suddenly.
I thought all of the characters were well written in The First Mistake. Alice was a likable character, and I found myself angry when it seemed like Nathan may have been cheating on her. However, I felt like she was cheating on Nathan in a sense as she was still grieving her dead husband almost 10 years later. Beth was an interesting character, and I enjoyed her backstory. However, I felt like she wasn't around enough in the actual present day story. We learn about her past, but we don't see her and Alice interact too much even though they are best friends. Although I had Nathan figured out, I felt he was fleshed out very well, and I loved how convincing and charming he was towards his wife and how great he was at calming her fears about him having an affair even when all the evidence that he was cheating was there. Olivia was my favorite character. She's Nathan's and Alice's daughter. I just thought she was the cutest little girl!
The pacing was done very well, and the only place I felt like it faltered was during Beth's backstory. I just felt there was too much information that was irrelevant when learning about Beth's past. Apart from that, I felt like the pacing stayed consistent throughout.
Trigger warnings for The First Mistake include sexual situations (though not graphic), drinking alcohol, profanity, violence, and death.
All in all, The First Mistake is an interesting read. Although I found it predictable, and I hated the ending, I still enjoyed this book very much. I would recommend The First Mistake by Sandie Jones to everyone aged 17+ who enjoy a good thriller. This one does not disappoint.
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(A special thank you to the publisher for providing me with an ARC paperback of The First Mistake by Sandie Jones in exchange for an honest and unbiased review.)

Purple Phoenix Games (2266 KP) rated The Lost Expedition in Tabletop Games
Jul 22, 2021
El Dorado â the lost city of gold. Many have searched for this fabled civilization, but none have prevailed⌠yet. Gather up your team of experts and pack your bags for the jungle â youâre headed on an adventure! Can you find the path to this lost city and get there alive? Or will the encounters of the wilderness prove to be too much to handle? Only one way to find outâŚ.
Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L
The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.
Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.
During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the teamâs explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition â it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and youâve really got to have a strategy. Maybe youâre low on Ammunition, but in order to gain back some much-needed Health, youâve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.
That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you canât tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round â but what if they choose the action you didnât want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldnât the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.
Letâs touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think itâs ok. It is strategic and entertaining, with the added elements of teamwork and cooperation â you either win together or lose together. As a group, youâve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But itâs one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isnât your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.
Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L
The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.
Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.
During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the teamâs explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition â it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and youâve really got to have a strategy. Maybe youâre low on Ammunition, but in order to gain back some much-needed Health, youâve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.
That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you canât tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round â but what if they choose the action you didnât want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldnât the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.
Letâs touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think itâs ok. It is strategic and entertaining, with the added elements of teamwork and cooperation â you either win together or lose together. As a group, youâve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But itâs one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isnât your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.