
Leap of Fate
Games
App
*** Minimum hardware: iPad 4, iPad mini 2, iPhone 5s. *** Leap of Fate is a furiously-paced...

Alice (12 KP) rated The Silver Tide (The Copper Cat, #3) in Books
Jul 3, 2018
The Silver Tide brought several running story arcs to a close nicely with just the right amount of action, drama and hate. Now I use the term hate lightly because it wasn’t hate from me but hate of some of the characters who originally I thought were good people – boy was I wrong.
The Silver Tide was the best title and I waited until right near the end to find out what the relevance of that was. Oh it was so good! I tweeted Jen Williams just before I got there grumbling because Sebastian was being abused in the book as a character and then I read the ending and my decision changed entirely.
This book had the same easy flow of dialogue and prose with character descriptions and world building in abundance – by world building, I don’t mean the standard Ede but a new “world” called Euriale where all sorts of weird and wonderful beasties and plants to die for – literally. This new world had some wonderful if slightly psychotic characters in it and there were pirates everywhere, several of those were psychotic as well.
The storyline for this book was based around Euriale and involved time travel, long dead gods and characters who have died and been reborn; Estenn a character who is half-mad at the beginning of the book and completely mad by the time Wydrin kicked her psycho butt is a new one, she’s entirely consumed by the Twins – Res’ni and Res’na – and believes herself to the their Emissary and it is because of Estenn that things happen in this book: good and innocent people die for her cause and Y’Gria followed by Y’Ruen, Res’ni and Res’na aid her in slaughtering the mages in a time gone by.
The ending, although sad because it ended, was brilliant. It was lovely seeing Sebastian finally get his happily ever after especially after the few disastrous attempts he made in the first two books – Oster and Sebastian I ship it. Dragon with dragon-kin oh yes! There was also a major overabundance of dragons and dragon-kin in this book and some pretty sweet new magical powers for Frith which was super.
Wydrin had her moments as always and this book was fantastically British in a lot of ways; including copious use of the words “fuck” and “mum” which I liked. I really can’t fault Wydrin Threefellows character in any way, shape or form and she went through some particularly freaky things in this book (when comparing the other books to this one, definitely freaky-deaky).
In all, this series was brilliant, it was a fantastic read all round and I’ve already got two people I know wanting to steal the series from me so they can read it on their own.

Kingdom Rush Origins HD
Games and Entertainment
App
***Best Mobile Game 2015 DICE Nominee*** The most addicting tower defense game returns in an...

Kingdom Rush Origins
Games and Entertainment
App
***Best Mobile Game 2015 DICE Nominee*** The most addicting tower defense game returns in an...

Goddess in the Stacks (553 KP) rated Alanna: The First Adventure in Books
Apr 16, 2018
That complaint aside, the Alanna books are really the foundation that the rest of Tortall was built upon. It's interesting to see how Pierce has fleshed out some of the concepts she touched on in the Alanna saga, and it's fun to see where some of the things from the Beka Cooper trilogy originated. It also pays to keep in mind that though the Alanna books were written first, the Beka Cooper trilogy is based two hundred years earlier. We learn a lot more about the office of The Rogue in the Beka Cooper trilogy, something that isn't explained very well in the Alanna quartet, even though one of Alanna's main romantic interests is George Cooper (yes, a descendant of Beka!), the Rogue. Pierce also never explains the origins of Alanna's cat, Faithful, in the actual Alanna books. That explanation lies in the Beka Cooper books as well.
The Song of the Lioness quartet is the story of a girl who decides to rebel against tradition and follow her heart to become a knight. In her time, ladies simply do NOT become knights. They learn to organize households and marry well. Alanna, however, is lucky enough to have a twin brother who does not want to become a knight; instead Thom wants to be a mage. So when they're sent off to face their futures, they switch places, with Alanna becoming "Alan", the younger twin. (Thom stays Thom; the school that ladies are sent to is the same school mages start at.)
Alan/Alanna begins as a page, then moves to squire, and eventually a knight. Her secret is discovered, but due to her influential friends, most of whom knew she was a girl by then, she is able to keep her status. Her adventures take her from uncovering a plot against the royal family, to being adopted by a desert tribe, to recovering a magic jewel of prosperity, with many small adventures in between.
I love reading Pierce's heroines; both Alanna and Beka have problems reconciling their feminine natures with the work they've chosen. The scenes where Alanna's love interests see her in a dress for the first time, instead of her normal boy-garb and armor, is heart-warming in one case, and sad in another. In both womens' lives it's the man who can accept all of their aspects who ultimately wins their heart, which is a wonderful message.
Ultimately, the technical flaws in the writing of the Alanna saga faded as I became absorbed in the story. I'll be requesting more Tortall books from the library in the near future!
You can find all my reviews at http://goddessinthestacks.wordpress.com

Scene Speak
Education and Medical
App
Scene Speak is versatile customizable app that provides a framework on the iPad to create...

Charmed & Dangerous
Book
Magic takes many forms. From malignant hexes to love charms gone amok, you’ll find a vast array of...
Urban Fantasy Paranormal MM Romance

Soul Raiders
Tabletop Game
Tomorrow is the day: you will pledge yourself to the ancestral order of the Soul Raiders, in the...

Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.