Search
Search results
Merissa (12051 KP) rated Vacancy (The Seven #1) in Books
Dec 11, 2023
VACANCY is the first book in The Seven and I am already desperate for the rest of them, but am so glad Hudson is coming up next. But I'm jumping. Let me tell you about this one first…
First off, I love Oaklynn's name. She is a strong character, even when things get tough. She is unapologetic about her past but has a plan for her present. Unfortunately for her, Damien is there to blow those plans out of the water.
I loved how it was written for Oaklynn and Thalia. Even though it was clear to the reader, Oaklynn's naivety made it perfect. I did find it hard when the revelations came out though, and my heart broke for Oaklynn for how everyone had treated her, even if I could 'maybe' understand the reasons for it.
Damien falls first and I love that trope, especially when it's written as well as it is here. He knows he has to tell her but hopes for just one more day. Until he has no choice. How he behaved after that made it realistic.
The Seven - oh, man. I love this lot. Such distinct personalities, going through so much, and having each others' backs. I can't wait to dive back into their world. And I'm really hoping Raina and Waverley are in there too somewhere. Jaylini, well, I didn't really warm to her so I'm not too bothered if she doesn't reappear.
The mystery side wasn't such a mystery, as it was pretty clear from the hints given who it was, but for me, it wasn't so much who it was, but rather how it was written and the reactions to it.
A brilliant story that I loved and HIGHLY RECOMMEND.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Dec 11, 2023
First off, I love Oaklynn's name. She is a strong character, even when things get tough. She is unapologetic about her past but has a plan for her present. Unfortunately for her, Damien is there to blow those plans out of the water.
I loved how it was written for Oaklynn and Thalia. Even though it was clear to the reader, Oaklynn's naivety made it perfect. I did find it hard when the revelations came out though, and my heart broke for Oaklynn for how everyone had treated her, even if I could 'maybe' understand the reasons for it.
Damien falls first and I love that trope, especially when it's written as well as it is here. He knows he has to tell her but hopes for just one more day. Until he has no choice. How he behaved after that made it realistic.
The Seven - oh, man. I love this lot. Such distinct personalities, going through so much, and having each others' backs. I can't wait to dive back into their world. And I'm really hoping Raina and Waverley are in there too somewhere. Jaylini, well, I didn't really warm to her so I'm not too bothered if she doesn't reappear.
The mystery side wasn't such a mystery, as it was pretty clear from the hints given who it was, but for me, it wasn't so much who it was, but rather how it was written and the reactions to it.
A brilliant story that I loved and HIGHLY RECOMMEND.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Dec 11, 2023
Kristy H (1252 KP) rated The Newcomer in Books
May 6, 2021
A fairly cute but rather unbelievable romance/mystery
When Letty Carnahan finds her sister Tanya dead, she knows she has to flee. Tanya warned her about this--if anything happened to her, Letty was to take Tanya's four-year-old daughter, Maya, and run. Letty has no idea where to go, but Tanya's left behind one clue: a magazine article with a motel circled. She and Maya arrive at the Murmuring Surf, a little motel in Florida, exhausted. Letty is convinced that Tanya's ex--Maya's father--a rich businessman is after them. But at "the Surf," the owner, Ava DeCurtis, takes a liking to Maya (and Letty). Despite the No Vacancy sign, she lets Letty and Maya stay in a tiny efficiency. But the rest of the hotel regulars regard Letty and Maya--the newcomers--with suspicion, as does Ava's son, local cop Joe DeCurtis. Joe is pretty convinced Letty is a fugitive and maybe even a murderer. As Letty tries to settle in and heal with Maya, she attempts to unravel exactly what happened to Tanya: and the more she finds out, the more it leads back to the Surf.
"Nobody could be trusted. Not after everything that had happened."
This is a cute, serviceable mystery-romance combo, albeit a slightly preposterous and unbelievable one. Letty flees Tanya's murder scene successfully, a wanted criminal, recognized by no one except Joe, an upstanding, rule-abiding cop who doesn't turn her in. And when the FBI enters the tale, their actions seem highly unreasonable, but... I guess we are supposed to believe anything in the name of love?
As for this love, it's complete insta-love and honestly, at times, a little cringe-worthy. Joe falls for Letty basically on sight and is rather pushy in trying to convince her to be in a relationship. (Hey this is crazy, we just met, I'm not turning you in, let's move in together... umm ok?) It was all a bit much.
Now, the old folks staying at the motel were a total trip. I could completely buy their crazy. And I loved Ava, who was a sweet, overly-trusting, but tough and brave mom, who just wanted to take care of everyone. (I didn't believe that Maya, who had endured great trauma, just sweetly sat and colored for hours each day while Letty worked--I'd like to meet that four-year-old!) The motel setting was spot on, and I desperately wanted to be at the beach while reading the entire book.
Overall, this one held my attention and I couldn't help but root for Letty (and Maya), but it probably won't stick with me. Joe often rubbed me the wrong way and some of the plot points had me rolling my eyes. Still, a cute summery read. 3 stars.
"Nobody could be trusted. Not after everything that had happened."
This is a cute, serviceable mystery-romance combo, albeit a slightly preposterous and unbelievable one. Letty flees Tanya's murder scene successfully, a wanted criminal, recognized by no one except Joe, an upstanding, rule-abiding cop who doesn't turn her in. And when the FBI enters the tale, their actions seem highly unreasonable, but... I guess we are supposed to believe anything in the name of love?
As for this love, it's complete insta-love and honestly, at times, a little cringe-worthy. Joe falls for Letty basically on sight and is rather pushy in trying to convince her to be in a relationship. (Hey this is crazy, we just met, I'm not turning you in, let's move in together... umm ok?) It was all a bit much.
Now, the old folks staying at the motel were a total trip. I could completely buy their crazy. And I loved Ava, who was a sweet, overly-trusting, but tough and brave mom, who just wanted to take care of everyone. (I didn't believe that Maya, who had endured great trauma, just sweetly sat and colored for hours each day while Letty worked--I'd like to meet that four-year-old!) The motel setting was spot on, and I desperately wanted to be at the beach while reading the entire book.
Overall, this one held my attention and I couldn't help but root for Letty (and Maya), but it probably won't stick with me. Joe often rubbed me the wrong way and some of the plot points had me rolling my eyes. Still, a cute summery read. 3 stars.
Purple Phoenix Games (2266 KP) rated Small World in Tabletop Games
Aug 13, 2019
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.