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Purple Phoenix Games (2266 KP) rated Baby Dragon Bedtime in Tabletop Games
Nov 19, 2020
You know, I never really considered the childhood of dragons. I saw a version of what it COULD be whilst watching A Game of Thrones, but I’m sure not all dragons are brought up that way. In fact, it turns out that baby dragons are quite similar to my children: they never really want to go to bed. Most of the time it’s really okay, but there are moments Mommy and Daddy just need SLEEP. So when we call up to the kids to get ready for bed, they scramble to get everything cleaned up (well, in my fantasy world, anyway), and so do dragons. But they clean up their hoards of gold and treasure, whereas my kids just need to pick up four Paw Patrol figures… and that’s still too much…
In Baby Dragon Bedtime (here forward known as BDB) players will begin the game with a hand of five cards: 2xPeek, 2xGrab, and a Flip. Using these cards during the game will allow players to pick up and Peek at a card on the table, Grab one for their discard pile, or just Flip a card from face-up to face-down or vice versa. Players will be grabbing more action-type cards, Gold cards and Hoard cards, and dreaded Dust Bunnies and Chewing Gum cards.
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, give each player a deck of five starting cards with matching letters printed on the corner (A-G). Shuffle the rest of the cards (if playing with adults) and throw them on the table as shown below. Play will begin when someone counts down or says, “Go!,” or whatever signal is decided.
There are no turns in BDB in an adult game, and players are flipping over their cards from their decks to complete the actions on them. All players are playing simultaneous and games can last one minute or up to five. Anyone may stop playing at any time and “go to sleep,” thus protecting their treasure piles from negative VP cards. Once a player’s deck has run out of cards to draw they may simply flip over their deck, or give a shuffle and draw as normal. In this way a player’s hand is steadily growing, but being bogged down with dead VP (positive or negative) cards. Players may end up Grabbing more action cards and be able to do more actions going through their deck, or it may be simply comprised of VP cards and starting actions, though that seems highly unlikely. Once all players have taken the turns they wish to take, or the game ends via the Mama! card a player has played, players will add up their points from their decks and the winner may then challenge the players to another round.
The game changes a bit when playing with children or if the players wish to have a less frantic experience. In this case, instead of randomly throwing out the cards on the table, a 6×6 grid will be formed on the table and players will take turns revealing their cards from the their decks and choosing cards to Flip, Peek, or Grab. Though the game is suggested for ages 6 or 7+ I was able to have a fun time playing with my 4-year-old son (see below). In fact, BDB is now his favorite game of all time, and I’m completely cool with that. We even were able to play with his grandparents and have a good time… when he wasn’t crying because I Grabbed the Gold card he wanted.
Components. This game is a bunch of cards. They are all fine quality and feature cartoony, non-scary, and colorful dragon art. For a children’s game the art is perfect. For an adult’s game it is lacking. But, I cannot really see much that would satisfy both sides. All in all, the cards are good and should hold up to a fair amount of play. The box is packed pretty tight, though, so be careful not to damage the cards when packing back up.
Like I mentioned, I was able to play this with my 4-year-old son, and he loves it. Any true hobby game I can play with my son at that age is a winner for me. Baby Dragon Bedtime is not a strategic game, but more based on memory and luck of the draw. So if you are searching for a uniquely-themed real-time deck-builder that can be played with children AND/OR adults, then check out Baby Dragon Bedtime. It is quick and simple, and rewards players who allow the youngsters to win. Purple Phoenix Games gives this a 15 / 18 for versatility and gameplay.
In Baby Dragon Bedtime (here forward known as BDB) players will begin the game with a hand of five cards: 2xPeek, 2xGrab, and a Flip. Using these cards during the game will allow players to pick up and Peek at a card on the table, Grab one for their discard pile, or just Flip a card from face-up to face-down or vice versa. Players will be grabbing more action-type cards, Gold cards and Hoard cards, and dreaded Dust Bunnies and Chewing Gum cards.
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, give each player a deck of five starting cards with matching letters printed on the corner (A-G). Shuffle the rest of the cards (if playing with adults) and throw them on the table as shown below. Play will begin when someone counts down or says, “Go!,” or whatever signal is decided.
There are no turns in BDB in an adult game, and players are flipping over their cards from their decks to complete the actions on them. All players are playing simultaneous and games can last one minute or up to five. Anyone may stop playing at any time and “go to sleep,” thus protecting their treasure piles from negative VP cards. Once a player’s deck has run out of cards to draw they may simply flip over their deck, or give a shuffle and draw as normal. In this way a player’s hand is steadily growing, but being bogged down with dead VP (positive or negative) cards. Players may end up Grabbing more action cards and be able to do more actions going through their deck, or it may be simply comprised of VP cards and starting actions, though that seems highly unlikely. Once all players have taken the turns they wish to take, or the game ends via the Mama! card a player has played, players will add up their points from their decks and the winner may then challenge the players to another round.
The game changes a bit when playing with children or if the players wish to have a less frantic experience. In this case, instead of randomly throwing out the cards on the table, a 6×6 grid will be formed on the table and players will take turns revealing their cards from the their decks and choosing cards to Flip, Peek, or Grab. Though the game is suggested for ages 6 or 7+ I was able to have a fun time playing with my 4-year-old son (see below). In fact, BDB is now his favorite game of all time, and I’m completely cool with that. We even were able to play with his grandparents and have a good time… when he wasn’t crying because I Grabbed the Gold card he wanted.
Components. This game is a bunch of cards. They are all fine quality and feature cartoony, non-scary, and colorful dragon art. For a children’s game the art is perfect. For an adult’s game it is lacking. But, I cannot really see much that would satisfy both sides. All in all, the cards are good and should hold up to a fair amount of play. The box is packed pretty tight, though, so be careful not to damage the cards when packing back up.
Like I mentioned, I was able to play this with my 4-year-old son, and he loves it. Any true hobby game I can play with my son at that age is a winner for me. Baby Dragon Bedtime is not a strategic game, but more based on memory and luck of the draw. So if you are searching for a uniquely-themed real-time deck-builder that can be played with children AND/OR adults, then check out Baby Dragon Bedtime. It is quick and simple, and rewards players who allow the youngsters to win. Purple Phoenix Games gives this a 15 / 18 for versatility and gameplay.

Purple Phoenix Games (2266 KP) rated Relic Runners in Tabletop Games
Jun 24, 2021
YES! More adventuring games! I do love adventure games. Relic Runners has players, well, running all over the board searching for, well, relics to add to their collections to bring back to their homelands and become renowned elite adventuristas! One of my wife’s favorite games, a Days of Wonder title, and one for which I have lukewarm feelings. But why?
Relic Runners is a route-building, pick-up-and-deliver, set collection game that puts players in a central camp and has them exploring outward and around the jungle building familiar pathways and exploiting riches from temples and ruins searching for those sweet sweet relics. The winner is the player who collects the most amount of VP from coins, temple pieces, and relics. So let’s get exploring!
To setup, populate the board with toolboxes, shrines, and ruins per the rulebook. Give each player a playmat and all components of matching color. The explorer bust will begin the game in the camp in the middle of the board along with two rations per player. On each playmat place the pathways and rations in their spots, and the toolbox tokens in their spot with one (or more depending on player special power) at the bottom of the Progression Table. The game can now begin!
The game ends when, depending on player count, a specific number of relics have been claimed by the players. Relics are claimed by completing Relic Expeditions, though we always call them Relic Runs, because that’s kinda the title of the game. In order to make a Relic Run players will need to have explored ruins and removed layers of shrines in order to reveal the relics. Movement is unique in Relic Runners because players may move from one location to the next for free if it is a “familiar” path marked with a pathway token in their color plus one space either before or after the familiar pathways. So a player can effectively run through five or six spots on the board if they had previously been able to place pathway tokens on the paths between the spots. This is how effective Relic Runs are accomplished.
When players pass along water trails they may encounter toolboxes. When these toolboxes are flipped to their inactive side the player will be able to move one of their toolbox tokens up the Progression Table to add effectiveness to their player. These tech tree increments could include increased ability to explore and find additional supplies, improve movement, or even give players more actions and bonuses.
Players will be running all around the board trying to uncover shrine tiles for points and abilities, upgrading their characters for efficiency, and attempting multiple Relic Runs as often as possible to bring the game’s end. The player with the most coin, combinations of relics, and temple layers is the winner!
Components. I mentioned in my opener that this is a Days of Wonder game. So? Well, Days of Wonder only produce ONE new title every year, and they seem to put all their eggs into that one big game (not including expansions for other titles throughout the year). Relic Runners is no different. The components are truly wonderful. The board and cardboard bits are great. The temples are unique and interesting. The plastic bits that begin on playmats and the base camp are quite fine. The relics, however, are simply spectacular. There are four types of relics in the game and 20 relics are included in the box. It’s all very impressive and I have had no issues with the components here nor with any Days of Wonder game. They really know what they’re doing.
The gameplay, to me, is just not my thing. Like I mentioned earlier, my wife absolutely adores this game. I can see why she does, but I feel there are other adventure style games that I would prefer to play. Now, Relic Runners is a good game. Josh rated it a six, so he loves it too. For me some of the movement mechanics are weird in that you have to move every turn so that you can’t just travel to a shrine and dismantle it over three turns. I get it. I do, but I just don’t like it. It doesn’t make thematic sense that an explorer would run to a shrine, begin work, then leave it unattended for other explorers to finish the job. So there’s a disconnect for me.
Also, I would have loved to have seen more variation in the player Progression Table. Make each character truly unique to appeal to replayability and different players’ play styles. Obviously I’m no designer, but that would have made a difference for me.
I love the components, am just okay with the art style, and am okay or less with the gameplay. But, Josh and Kristin both love it, and it will certainly appeal to many gamers. I won’t be getting rid of it, but I also won’t be suggesting we play it very often at all. However, if your collection needs a unique adventure style game featuring some interesting movement mechanics and superb components, pick up a copy of Relic Runners. Purple Phoenix Games gives it a 14 / 18. I was hoping for more Indiana Jones but I got cross-country Dora the Explorer.
Relic Runners is a route-building, pick-up-and-deliver, set collection game that puts players in a central camp and has them exploring outward and around the jungle building familiar pathways and exploiting riches from temples and ruins searching for those sweet sweet relics. The winner is the player who collects the most amount of VP from coins, temple pieces, and relics. So let’s get exploring!
To setup, populate the board with toolboxes, shrines, and ruins per the rulebook. Give each player a playmat and all components of matching color. The explorer bust will begin the game in the camp in the middle of the board along with two rations per player. On each playmat place the pathways and rations in their spots, and the toolbox tokens in their spot with one (or more depending on player special power) at the bottom of the Progression Table. The game can now begin!
The game ends when, depending on player count, a specific number of relics have been claimed by the players. Relics are claimed by completing Relic Expeditions, though we always call them Relic Runs, because that’s kinda the title of the game. In order to make a Relic Run players will need to have explored ruins and removed layers of shrines in order to reveal the relics. Movement is unique in Relic Runners because players may move from one location to the next for free if it is a “familiar” path marked with a pathway token in their color plus one space either before or after the familiar pathways. So a player can effectively run through five or six spots on the board if they had previously been able to place pathway tokens on the paths between the spots. This is how effective Relic Runs are accomplished.
When players pass along water trails they may encounter toolboxes. When these toolboxes are flipped to their inactive side the player will be able to move one of their toolbox tokens up the Progression Table to add effectiveness to their player. These tech tree increments could include increased ability to explore and find additional supplies, improve movement, or even give players more actions and bonuses.
Players will be running all around the board trying to uncover shrine tiles for points and abilities, upgrading their characters for efficiency, and attempting multiple Relic Runs as often as possible to bring the game’s end. The player with the most coin, combinations of relics, and temple layers is the winner!
Components. I mentioned in my opener that this is a Days of Wonder game. So? Well, Days of Wonder only produce ONE new title every year, and they seem to put all their eggs into that one big game (not including expansions for other titles throughout the year). Relic Runners is no different. The components are truly wonderful. The board and cardboard bits are great. The temples are unique and interesting. The plastic bits that begin on playmats and the base camp are quite fine. The relics, however, are simply spectacular. There are four types of relics in the game and 20 relics are included in the box. It’s all very impressive and I have had no issues with the components here nor with any Days of Wonder game. They really know what they’re doing.
The gameplay, to me, is just not my thing. Like I mentioned earlier, my wife absolutely adores this game. I can see why she does, but I feel there are other adventure style games that I would prefer to play. Now, Relic Runners is a good game. Josh rated it a six, so he loves it too. For me some of the movement mechanics are weird in that you have to move every turn so that you can’t just travel to a shrine and dismantle it over three turns. I get it. I do, but I just don’t like it. It doesn’t make thematic sense that an explorer would run to a shrine, begin work, then leave it unattended for other explorers to finish the job. So there’s a disconnect for me.
Also, I would have loved to have seen more variation in the player Progression Table. Make each character truly unique to appeal to replayability and different players’ play styles. Obviously I’m no designer, but that would have made a difference for me.
I love the components, am just okay with the art style, and am okay or less with the gameplay. But, Josh and Kristin both love it, and it will certainly appeal to many gamers. I won’t be getting rid of it, but I also won’t be suggesting we play it very often at all. However, if your collection needs a unique adventure style game featuring some interesting movement mechanics and superb components, pick up a copy of Relic Runners. Purple Phoenix Games gives it a 14 / 18. I was hoping for more Indiana Jones but I got cross-country Dora the Explorer.

Purple Phoenix Games (2266 KP) rated ICECOOL in Tabletop Games
Jun 25, 2019 (Updated Aug 13, 2020)
Moving components around the board/play area is a staple of most board games. As board games have evolved, that mechanic has maintained an integral role in many games. If it ain’t broke, don’t fix it, right? Well just because it’s not broken, doesn’t mean it can’t use a little innovation….and that’s where ICECOOL comes into play.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.

Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games
Aug 15, 2019 (Updated Aug 19, 2021)
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!

Haley Mathiot (9 KP) rated Running on the Cracks in Books
Apr 27, 2018
Rating: 3-ish/5
<b> My Summary: </b> Leo is scared. She’s not quite sure what to think of her kooky uncle anymore, and she doesn’t want to take chances. What if he does something to her… Leo runs away. She goes in search of her grandparents, her only living relatives. She accidently gets her photo in the newspaper, and had to hide. She meets a boy named Finlay, who seems to be the one who’s going to put an end to her new freedom… at first anyway. But then Finlay becomes a friend to Leo, and he becomes her key to staying away from her uncle. Leo will do anything to keep from being found and being sent back there. She ends up staying with a crazy lady who is hospitable enough, but refuses to take her medication and whose friends aren’t much better. Then she realizes that her Uncle is on her tail. How will she stay away?
<b> What I thought: </b> Running on the Cracks was an enjoyable read. When I first saw the cover, I imagined an action filled YA novel with a lot of suspense. Although there was suspense, it wasn’t anything that got your blood racing. I thoroughly enjoyed this book when I sat down to read it, but I had to be in the right mood to do it.
<b> The Writing: </b> The format of writing was different than I’d read before, but it was very engaging. It switched viewpoints, had pieces of the story in written-story form (meaning a whole chapter was just a letter or a newspaper article or an e-mail), had whole sections where it was just dialogue (those were my favorite sections—mostly it was when characters were on the phone, and they were all very funny) and even had a few chapters from the “crazy” person’s perspective (it’s always interesting being inside the head of a madman…). Also, the writer has written the book in an accent, meaning that some of the words are spelled wrong so that you can hear it pronounced with an accent in your head—quite engaging and welcoming. The writing was good, but as it was foreign it was a little odd (i.e. “lead” instead of “leash” etc), but not in a bad way.
<b> The Characters: </b> The characters were pretty relatable. I felt scared for Leo when she was running from her Uncle, and sorry for Finlay when we was stressed about lying to his mom. The characters were really cool, well developed, and some of them were kooky. I really liked Leo and Finlay. They had such cool names! I loved the “President”, but the “Godfather” was my favorite. He was just so… weirdly cool… (I don’t know, maybe that’s because I’m a little insane myself). Not too much, I rather enjoyed it actually. It’s always fun to read something a little different.
<b> The Plot: </b> The plot was pretty believable, and I know that (sadly) there are true stories like this all the time. I don’t know how the police are over in Scotland but I doubt very seriously that Leo would have gotten away with hiding from the American police for as long as she did from the Scottish police (but that’s my opinion as a police and spy novel writer). Although there was suggestion of the Uncle trying to sexually abuse women in the book, it never actually happened, and it was very age appropriate.
<b> My Recommendation: </b> I would recommend it to a friend ages 11-15, maybe even a little younger, but not older than that. Again, I enjoyed it when I sat down to read it, but it wasn’t quite my personal attention level (I’m 18). All in all, I enjoyed this book a lot.
<i> Thank you to Henry Holt In Group for supplying my review copy of this book! </i>
For more reviews and giveaways,, please visit haleymathiot.blogspot.com
~Haleyknitz
<a href="http://haleymathiot.blogspot.com/2009/09/win-lockdown.html">PS- don’t forget—enter my giveaway for LOCKDOWN before October 20!
</a>
<b> My Summary: </b> Leo is scared. She’s not quite sure what to think of her kooky uncle anymore, and she doesn’t want to take chances. What if he does something to her… Leo runs away. She goes in search of her grandparents, her only living relatives. She accidently gets her photo in the newspaper, and had to hide. She meets a boy named Finlay, who seems to be the one who’s going to put an end to her new freedom… at first anyway. But then Finlay becomes a friend to Leo, and he becomes her key to staying away from her uncle. Leo will do anything to keep from being found and being sent back there. She ends up staying with a crazy lady who is hospitable enough, but refuses to take her medication and whose friends aren’t much better. Then she realizes that her Uncle is on her tail. How will she stay away?
<b> What I thought: </b> Running on the Cracks was an enjoyable read. When I first saw the cover, I imagined an action filled YA novel with a lot of suspense. Although there was suspense, it wasn’t anything that got your blood racing. I thoroughly enjoyed this book when I sat down to read it, but I had to be in the right mood to do it.
<b> The Writing: </b> The format of writing was different than I’d read before, but it was very engaging. It switched viewpoints, had pieces of the story in written-story form (meaning a whole chapter was just a letter or a newspaper article or an e-mail), had whole sections where it was just dialogue (those were my favorite sections—mostly it was when characters were on the phone, and they were all very funny) and even had a few chapters from the “crazy” person’s perspective (it’s always interesting being inside the head of a madman…). Also, the writer has written the book in an accent, meaning that some of the words are spelled wrong so that you can hear it pronounced with an accent in your head—quite engaging and welcoming. The writing was good, but as it was foreign it was a little odd (i.e. “lead” instead of “leash” etc), but not in a bad way.
<b> The Characters: </b> The characters were pretty relatable. I felt scared for Leo when she was running from her Uncle, and sorry for Finlay when we was stressed about lying to his mom. The characters were really cool, well developed, and some of them were kooky. I really liked Leo and Finlay. They had such cool names! I loved the “President”, but the “Godfather” was my favorite. He was just so… weirdly cool… (I don’t know, maybe that’s because I’m a little insane myself). Not too much, I rather enjoyed it actually. It’s always fun to read something a little different.
<b> The Plot: </b> The plot was pretty believable, and I know that (sadly) there are true stories like this all the time. I don’t know how the police are over in Scotland but I doubt very seriously that Leo would have gotten away with hiding from the American police for as long as she did from the Scottish police (but that’s my opinion as a police and spy novel writer). Although there was suggestion of the Uncle trying to sexually abuse women in the book, it never actually happened, and it was very age appropriate.
<b> My Recommendation: </b> I would recommend it to a friend ages 11-15, maybe even a little younger, but not older than that. Again, I enjoyed it when I sat down to read it, but it wasn’t quite my personal attention level (I’m 18). All in all, I enjoyed this book a lot.
<i> Thank you to Henry Holt In Group for supplying my review copy of this book! </i>
For more reviews and giveaways,, please visit haleymathiot.blogspot.com
~Haleyknitz
<a href="http://haleymathiot.blogspot.com/2009/09/win-lockdown.html">PS- don’t forget—enter my giveaway for LOCKDOWN before October 20!
</a>

Purple Phoenix Games (2266 KP) rated Shuffle Grand Prix in Tabletop Games
Jun 12, 2019 (Updated Jun 12, 2019)
I very rarely reference video games in my reviews. Mostly because I have never really been a big video gamer. I was always more into RPG style video games (Final Fantasy XI ftw), but some styles of video games I also enjoyed quite a bit. Among those were the battle racing style games of Crash Team Racing and Mario Kart. So much fun not only to race to the finish but also to plant traps and equip weapons to slow your opponents’ progress. Such is your plight as you play Shuffle Grand Prix by new-to-the-board-game-scene publisher Games by Bicycle.
DISCLAIMER: While I will not be delving completely into the rulebook and describing every rule and scenario, I will give you a good idea of how the game plays and what I think of it. -T
Okay let’s setup this game in our minds. Shuffle the large deck of Distance Cards (in denominations of 25, 50, 75, and 100 distance) to form a draw deck. Each player will draft a team of racer and co-pilot, which means taking the racer’s deck and co-pilot’s deck to form their team. Each pilot is a different character with different decks and different special abilities that can be used throughout the game. For example, my first team was the wizard and the musician. Place the driver’s character card on top of the wheel (health) card at maximum wheel strength, and tuck the co-pilot’s card underneath them. You cannot use the co-pilot’s ability until they become the driver (when your main pilot spins out due to your opponents and their dastardly play). Now shuffle the driver’s and co-pilot’s decks together (a la Smash Up) to form your personal draw deck, draw three cards, and you are ready to begin!
On your turn you will flip over the top Distance Card and place it in front of yourself. This is how far you have driven this turn, and ultimately is your VP stack. From there you may play cards from your hand to affect your own cards, the cards of your opponents, or place traps. You may equip items to your car (max 2), switch out equipment, or pass your turn ? This structure continues until there are no more Distance Cards to draw, then the game ends and you count Distance to see who is the winner! I have intentionally left some rules out because they are fun to discover and play – like making your opponent spin out (for trophies), nerfing your opponents, card combo play, etc.
Components: this game is relatively light on components as it is a large number of playing cards and a collection of trophy chits. The chits are good quality, and were definitely too numerous for our plays. The cards are of great quality, which is what you expect from Bicycle, the playing card giant. The art in this game is VERY quirky. I wouldn’t say the art is amazing, but it’s fun and fits the theme. Think Munchkin art. In fact, think of this game as a whole as a combination of CTR/Mario Kart meets Munchkin.
Overall, I really dig this game. It’s pretty fast-playing, though those AP-prone players will hold up the game a bit on their turns. The rules are light, the game play is really fun, and the flavor text on the cards is quite humorous. I thought out loud as we were playing that this is a replacement for Munchkin for me, and I like Munchkin a lot. The take-that/screw-your-neighbor aspect is certainly there, but even when you pile on it doesn’t seem to slow you down so much that you can no longer do much on your turn. I appreciate that. The eight provided playable character decks feels like I can play this game for a really long time with different combinations and enjoy it each time. So for the ease of play, enjoyment of play, different combos we are excited to try, and absolute silliness, Purple Phoenix Games gives this one a bashin’ 14 / 18. Check it out!
https://purplephoenixgames.wordpress.com/2019/06/06/shuffle-grand-prix-review/
DISCLAIMER: While I will not be delving completely into the rulebook and describing every rule and scenario, I will give you a good idea of how the game plays and what I think of it. -T
Okay let’s setup this game in our minds. Shuffle the large deck of Distance Cards (in denominations of 25, 50, 75, and 100 distance) to form a draw deck. Each player will draft a team of racer and co-pilot, which means taking the racer’s deck and co-pilot’s deck to form their team. Each pilot is a different character with different decks and different special abilities that can be used throughout the game. For example, my first team was the wizard and the musician. Place the driver’s character card on top of the wheel (health) card at maximum wheel strength, and tuck the co-pilot’s card underneath them. You cannot use the co-pilot’s ability until they become the driver (when your main pilot spins out due to your opponents and their dastardly play). Now shuffle the driver’s and co-pilot’s decks together (a la Smash Up) to form your personal draw deck, draw three cards, and you are ready to begin!
On your turn you will flip over the top Distance Card and place it in front of yourself. This is how far you have driven this turn, and ultimately is your VP stack. From there you may play cards from your hand to affect your own cards, the cards of your opponents, or place traps. You may equip items to your car (max 2), switch out equipment, or pass your turn ? This structure continues until there are no more Distance Cards to draw, then the game ends and you count Distance to see who is the winner! I have intentionally left some rules out because they are fun to discover and play – like making your opponent spin out (for trophies), nerfing your opponents, card combo play, etc.
Components: this game is relatively light on components as it is a large number of playing cards and a collection of trophy chits. The chits are good quality, and were definitely too numerous for our plays. The cards are of great quality, which is what you expect from Bicycle, the playing card giant. The art in this game is VERY quirky. I wouldn’t say the art is amazing, but it’s fun and fits the theme. Think Munchkin art. In fact, think of this game as a whole as a combination of CTR/Mario Kart meets Munchkin.
Overall, I really dig this game. It’s pretty fast-playing, though those AP-prone players will hold up the game a bit on their turns. The rules are light, the game play is really fun, and the flavor text on the cards is quite humorous. I thought out loud as we were playing that this is a replacement for Munchkin for me, and I like Munchkin a lot. The take-that/screw-your-neighbor aspect is certainly there, but even when you pile on it doesn’t seem to slow you down so much that you can no longer do much on your turn. I appreciate that. The eight provided playable character decks feels like I can play this game for a really long time with different combinations and enjoy it each time. So for the ease of play, enjoyment of play, different combos we are excited to try, and absolute silliness, Purple Phoenix Games gives this one a bashin’ 14 / 18. Check it out!
https://purplephoenixgames.wordpress.com/2019/06/06/shuffle-grand-prix-review/

Purple Phoenix Games (2266 KP) rated The Resistance: Avalon in Tabletop Games
Jun 12, 2019
Do you appreciate your friends and your relationships with them? If so, please read no further. Do you want to dissolve your friendships and cause your family members to wonder what went wrong with you and never trust you again? Play The Resistance: Avalon with them.
The Resistance: Avalon (which we always just refer to as simply Avalon) is a game of hidden roles played over several rounds where the “good guys” from King Arthur’s court are pitted against the “bad guys” in Mordred’s thrall. The number of players at the table determines the number of players to be assigned to the good and bad guys squads and the required goals for victory for each team.
To begin, role cards are divvied up and players secretly find out which team they are on for the game. Blue background cards are good guys, red are bad guys. ALERT! Yes, already. I cannot tell you how many times games have been voided because a player was not quite sure what team they were on, so make sure your players know what’s up before continuing. From here a narrator player reads the script in the rulebook to give instructions to players with their eyes closed (a la Mafia or Werewolf). This allows different members of each team to know certain information about their own team or even the opposite team. Players are then instructed to open their eyes simultaneously and thus begins the game of facades.
A player is chosen at random to be the quest giver for now. This person then assigns other players to go on a quest. The “quest” is just a generic quest where it will either succeed or fail. Once the quest giver has made their choices, everyone at the table has a chance to vote to approve the quest team or deny the quest team. Simple majority vote wins. If the team is approved, the quest happens. If the team is denied, the next player in the circle becomes the quest giver and must create a new team of players to go questing.
Once approved, the quest team players are each given two cards: Success and Fail. Secretly, under the table works best, the players make their choices. ALERT! All good guys MUST CHOOSE SUCCESS CARDS so the quest can succeed. Bad guys can choose either one. The questers then pass their cards to an uninvolved player who will then shuffle the cards without looking at them. Once completed, the cards are revealed and thus the success or failure of the quest. If all cards are Success, then the quest was a success and the good guys mark this on the main board. If even just one Fail card appears the quest fails and the bad guys mark it on the main board. This continues until either the good guys win or the bad guys claim victory!
Components. The box is small (akin to the Tiny Epic size boxes). I’m not sure if the game comes with an insert because I won mine from a BGG auction. The cards included in the game are fine, and I sleeved mine because they get held quite a bit. The other miscellaneous tokens are nice and do the job well. This is a game that is less reliant on components, and much more so on game play.
If my intro seemed dark a foreboding, it was completely intentional. Have I witnessed friendships dissolving as a result of this game? Ok not entirely, but there have been some pretty amazing head turns and surprise reveals coupled with slapping and yelling. Not me, mind you, but others. In any case, this game is definitely one to check out if you are a fan of hidden role games and if you want to add tons of tension to your game night. I honestly have no idea why this game (or its older sibling The Resistance if you are more into that theme) isn’t in every game collection. Yes, I know, there are now TONS of hidden role games out there. But this is my favorite of the lot. By far.
We at Purple Phoenix Games are split somehow, giving this one 18 / 24. Obviously it is because Josh is a minion of Mordred and wants our review to fail.
https://purplephoenixgames.wordpress.com/2019/04/24/the-resistance-avalon-review/
The Resistance: Avalon (which we always just refer to as simply Avalon) is a game of hidden roles played over several rounds where the “good guys” from King Arthur’s court are pitted against the “bad guys” in Mordred’s thrall. The number of players at the table determines the number of players to be assigned to the good and bad guys squads and the required goals for victory for each team.
To begin, role cards are divvied up and players secretly find out which team they are on for the game. Blue background cards are good guys, red are bad guys. ALERT! Yes, already. I cannot tell you how many times games have been voided because a player was not quite sure what team they were on, so make sure your players know what’s up before continuing. From here a narrator player reads the script in the rulebook to give instructions to players with their eyes closed (a la Mafia or Werewolf). This allows different members of each team to know certain information about their own team or even the opposite team. Players are then instructed to open their eyes simultaneously and thus begins the game of facades.
A player is chosen at random to be the quest giver for now. This person then assigns other players to go on a quest. The “quest” is just a generic quest where it will either succeed or fail. Once the quest giver has made their choices, everyone at the table has a chance to vote to approve the quest team or deny the quest team. Simple majority vote wins. If the team is approved, the quest happens. If the team is denied, the next player in the circle becomes the quest giver and must create a new team of players to go questing.
Once approved, the quest team players are each given two cards: Success and Fail. Secretly, under the table works best, the players make their choices. ALERT! All good guys MUST CHOOSE SUCCESS CARDS so the quest can succeed. Bad guys can choose either one. The questers then pass their cards to an uninvolved player who will then shuffle the cards without looking at them. Once completed, the cards are revealed and thus the success or failure of the quest. If all cards are Success, then the quest was a success and the good guys mark this on the main board. If even just one Fail card appears the quest fails and the bad guys mark it on the main board. This continues until either the good guys win or the bad guys claim victory!
Components. The box is small (akin to the Tiny Epic size boxes). I’m not sure if the game comes with an insert because I won mine from a BGG auction. The cards included in the game are fine, and I sleeved mine because they get held quite a bit. The other miscellaneous tokens are nice and do the job well. This is a game that is less reliant on components, and much more so on game play.
If my intro seemed dark a foreboding, it was completely intentional. Have I witnessed friendships dissolving as a result of this game? Ok not entirely, but there have been some pretty amazing head turns and surprise reveals coupled with slapping and yelling. Not me, mind you, but others. In any case, this game is definitely one to check out if you are a fan of hidden role games and if you want to add tons of tension to your game night. I honestly have no idea why this game (or its older sibling The Resistance if you are more into that theme) isn’t in every game collection. Yes, I know, there are now TONS of hidden role games out there. But this is my favorite of the lot. By far.
We at Purple Phoenix Games are split somehow, giving this one 18 / 24. Obviously it is because Josh is a minion of Mordred and wants our review to fail.
https://purplephoenixgames.wordpress.com/2019/04/24/the-resistance-avalon-review/

Heather Cranmer (2721 KP) rated Grace Doll in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl).
Wow, wow, wow! I finished this book in less than 12 hours!! Yes, it was so good. Okay, yeah, I had won this book from a blog comp some time last year, and it had just been sitting on my shelf for awhile. I'm so glad that I decided to read it.
Grace Doll is Rufus Solomon's creation. He is a big movie director who has made her what she is. She should be thankful, right? Not so because Rufus has taken away her freedom. She has no family to turn to. One night, Rufus decides to give Grace the gift of immortality, a gift that Grace doesn't want. Luckily, Grace's friends help her escape from the clutches of Rufus, but Rufus is always just around the corner.
I think the title of Grace Doll is a cute one. I would say it more than suits the book because it's about Grace.
The cover of Grace Doll is what first caught my attention when I saw this book. I liked the way it was designed. Plus, it fits in with the book as the chair Grace is sitting in is mentioned in the book. I also like the way the photo of Grace is within a film strip.
The world building was a little bit weak. I found it hard to believe that a side effect of the whole eternal youth thing was that Grace would go crazy sexually from the touch of a man she was attracted to. That was what really bothered me. Also, I like the way there are photographs of Grace throughout the book, but, the girl in the photos is not drop dead gorgeous like as described in the book. Apparently, wherever Grace went, men and women alike would stare at her because of her beauty. The photos of the girl in the book look just like a plain looking girl. There's nothing special. I mean, the girl is cute, but she's not drop dead beautiful. Another thing that annoyed me about the world building was the fact that Grace kept saying how she was stuck in the mind set of a 17 year old girl. However, the treatment she had allowed her to keep her beautiful, youthful appearance. It didn't mess with her mind. You would think that after she's been alive for over 80 years, she'd act a bit more grown up than a 17 year old girl. There's also the dreaded insta-love happening. It's called lust, not love!!! You can't just instantly fall in love with someone you've just met. You have to get to know them first!
I absolutely thought the pacing was fantabulous! I would've read the book in one sitting if I wouldn't have had to cook dinner. I totally devoured this book, and I found myself wanting to know what was going to happen in the next chapter even before I finished the chapter I was on.
I did love all the characters in this book! I felt so bad for how Rufus treated Grace. I was constantly wishing bad things to happen to Rufus. I did like how Grace and Brenden didn't trust each other to begin with and how the author played that out between them. I did wish we got to know a bit more about Jonathon though.
The dialogue was interesting and worked for the ages of the characters for the most part. There were some times that I was thinking that Brenden spoke like an older person, not like someone who is 18 years old. However, the dialogue between the characters did flow quite well. I did enjoy reading the book from both Grace's and Brenden's point of view. It was interesting to see what each character was thinking and feeling. As for swear words, I only counted one, and it wasn't a bad one either.
Grace Doll by Jennifer Laurens is a fun and fast read that will leave its readers feeling breathless and wanting more but in a good way. The world building does take away some from the book, but overall, this book is highly enjoyable.
I'd recommend this book to everyone aged 15+ that's looking for something lighthearted and interesting to read.
Wow, wow, wow! I finished this book in less than 12 hours!! Yes, it was so good. Okay, yeah, I had won this book from a blog comp some time last year, and it had just been sitting on my shelf for awhile. I'm so glad that I decided to read it.
Grace Doll is Rufus Solomon's creation. He is a big movie director who has made her what she is. She should be thankful, right? Not so because Rufus has taken away her freedom. She has no family to turn to. One night, Rufus decides to give Grace the gift of immortality, a gift that Grace doesn't want. Luckily, Grace's friends help her escape from the clutches of Rufus, but Rufus is always just around the corner.
I think the title of Grace Doll is a cute one. I would say it more than suits the book because it's about Grace.
The cover of Grace Doll is what first caught my attention when I saw this book. I liked the way it was designed. Plus, it fits in with the book as the chair Grace is sitting in is mentioned in the book. I also like the way the photo of Grace is within a film strip.
The world building was a little bit weak. I found it hard to believe that a side effect of the whole eternal youth thing was that Grace would go crazy sexually from the touch of a man she was attracted to. That was what really bothered me. Also, I like the way there are photographs of Grace throughout the book, but, the girl in the photos is not drop dead gorgeous like as described in the book. Apparently, wherever Grace went, men and women alike would stare at her because of her beauty. The photos of the girl in the book look just like a plain looking girl. There's nothing special. I mean, the girl is cute, but she's not drop dead beautiful. Another thing that annoyed me about the world building was the fact that Grace kept saying how she was stuck in the mind set of a 17 year old girl. However, the treatment she had allowed her to keep her beautiful, youthful appearance. It didn't mess with her mind. You would think that after she's been alive for over 80 years, she'd act a bit more grown up than a 17 year old girl. There's also the dreaded insta-love happening. It's called lust, not love!!! You can't just instantly fall in love with someone you've just met. You have to get to know them first!
I absolutely thought the pacing was fantabulous! I would've read the book in one sitting if I wouldn't have had to cook dinner. I totally devoured this book, and I found myself wanting to know what was going to happen in the next chapter even before I finished the chapter I was on.
I did love all the characters in this book! I felt so bad for how Rufus treated Grace. I was constantly wishing bad things to happen to Rufus. I did like how Grace and Brenden didn't trust each other to begin with and how the author played that out between them. I did wish we got to know a bit more about Jonathon though.
The dialogue was interesting and worked for the ages of the characters for the most part. There were some times that I was thinking that Brenden spoke like an older person, not like someone who is 18 years old. However, the dialogue between the characters did flow quite well. I did enjoy reading the book from both Grace's and Brenden's point of view. It was interesting to see what each character was thinking and feeling. As for swear words, I only counted one, and it wasn't a bad one either.
Grace Doll by Jennifer Laurens is a fun and fast read that will leave its readers feeling breathless and wanting more but in a good way. The world building does take away some from the book, but overall, this book is highly enjoyable.
I'd recommend this book to everyone aged 15+ that's looking for something lighthearted and interesting to read.

Heather Cranmer (2721 KP) rated The Midnight Side in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
When I read the blurb for The Midnight Side by Natasha Mostert, I thought I was in for a scary ghost story. However, it's not really scary, and there's not much ghost in it. While it wasn't a fantastic read, it was still a decent one.
Isabelle (Isa for short) and Alette are cousins who have always been fairly close. As children, they would lucid dream together. When Alette dies in a car accident, Isabelle flies over from South Africa to England since she was Alette's sole beneficiary. Alette leaves three envelopes for Isabelle asking her for to do a big favor. Things become a bit more complicated when Isabelle develops romantic feelings for Alette's ex. Unknowingly, Alette has put Isabelle in danger. Will Isabelle make it out alive or will she suffer the same fate as Alette?
I don't really get the title. To me, it doesn't really seem to fit the book at all. Nothing special takes place at midnight, so the title is a bit misleading and confusing.
I'm not a fan of the cover at all. Besides showing Big Ben which is in London where the story takes place, the cover doesn't relate to the book at all.
I felt the world building was believable. There's been documented cases of lucid dreaming and receiving telephone calls from the dead. Besides the supernatural aspects, the rest of the world building was believable as well. The only thing I found a bit hard to believe was that Isabelle would develop romantic feelings for Alette's ex after she told her how he treated her. Plus, Alette was not only Isabelle's cousin, but they were like best friends. I suppose it does happen in real life, but it was a bit too instant to be 100% believable.
The pacing was a bit hit and miss throughout the first two-thirds of the book, but when it got to the last third of the book, the pacing steadied out, and I was hooked until the very end of the book.
I was a little bit confused with the story line. In my opinion, it was as if the book couldn't decide if it wanted to be more of a paranormal story or a psychological thriller. Alette leaves Isabelle instructions on how to bring her ex-husband's company crashing down. Isabelle must decide if she wants to comply with her deceased cousin's wish or listen to her heart. During this, Isabelle keeps receiving calls from Alette from the other side as well as Alette appearing in her dreams during lucid dreaming. There is a plot twist that I never saw coming. There's also no cliff hanger ending.
I thought the characters were all well developed. Even if Alette was a bit selfish, I still admired her determination. Isabelle is more of a follower instead of a leader which is why she does what Alette wants her to do. I started off not liking Justin, but by the middle of the book or so, I realized what a large heart he really had. Michael seemed like a good friend, but to me, he seemed to be a bit too...caring if that makes sense.
As for the dialogue, I felt that it flowed very well. In fact, I wish there would've been more dialogue instead of description. I think that having more dialogue would've made this book a bit better. I don't remember any swearing in this book, and the violence is mild.
Overall, The Midnight Side is a decent read. I think it would've been better with more dialogue and less description. I would've also liked more paranormal elements in the book, but that's just a personal preference.
I'd recommend this book to those aged 18+ who are fans of the psychological thriller as horror fans probably won't be too impressed.
<b>I'd give The Midnight Side by Natasha Mostert a 3.5 out of 5.</b>
(I received a free ecopy of this title from the publisher through Netgalley in exchange for a fair and honest review).
When I read the blurb for The Midnight Side by Natasha Mostert, I thought I was in for a scary ghost story. However, it's not really scary, and there's not much ghost in it. While it wasn't a fantastic read, it was still a decent one.
Isabelle (Isa for short) and Alette are cousins who have always been fairly close. As children, they would lucid dream together. When Alette dies in a car accident, Isabelle flies over from South Africa to England since she was Alette's sole beneficiary. Alette leaves three envelopes for Isabelle asking her for to do a big favor. Things become a bit more complicated when Isabelle develops romantic feelings for Alette's ex. Unknowingly, Alette has put Isabelle in danger. Will Isabelle make it out alive or will she suffer the same fate as Alette?
I don't really get the title. To me, it doesn't really seem to fit the book at all. Nothing special takes place at midnight, so the title is a bit misleading and confusing.
I'm not a fan of the cover at all. Besides showing Big Ben which is in London where the story takes place, the cover doesn't relate to the book at all.
I felt the world building was believable. There's been documented cases of lucid dreaming and receiving telephone calls from the dead. Besides the supernatural aspects, the rest of the world building was believable as well. The only thing I found a bit hard to believe was that Isabelle would develop romantic feelings for Alette's ex after she told her how he treated her. Plus, Alette was not only Isabelle's cousin, but they were like best friends. I suppose it does happen in real life, but it was a bit too instant to be 100% believable.
The pacing was a bit hit and miss throughout the first two-thirds of the book, but when it got to the last third of the book, the pacing steadied out, and I was hooked until the very end of the book.
I was a little bit confused with the story line. In my opinion, it was as if the book couldn't decide if it wanted to be more of a paranormal story or a psychological thriller. Alette leaves Isabelle instructions on how to bring her ex-husband's company crashing down. Isabelle must decide if she wants to comply with her deceased cousin's wish or listen to her heart. During this, Isabelle keeps receiving calls from Alette from the other side as well as Alette appearing in her dreams during lucid dreaming. There is a plot twist that I never saw coming. There's also no cliff hanger ending.
I thought the characters were all well developed. Even if Alette was a bit selfish, I still admired her determination. Isabelle is more of a follower instead of a leader which is why she does what Alette wants her to do. I started off not liking Justin, but by the middle of the book or so, I realized what a large heart he really had. Michael seemed like a good friend, but to me, he seemed to be a bit too...caring if that makes sense.
As for the dialogue, I felt that it flowed very well. In fact, I wish there would've been more dialogue instead of description. I think that having more dialogue would've made this book a bit better. I don't remember any swearing in this book, and the violence is mild.
Overall, The Midnight Side is a decent read. I think it would've been better with more dialogue and less description. I would've also liked more paranormal elements in the book, but that's just a personal preference.
I'd recommend this book to those aged 18+ who are fans of the psychological thriller as horror fans probably won't be too impressed.
<b>I'd give The Midnight Side by Natasha Mostert a 3.5 out of 5.</b>
(I received a free ecopy of this title from the publisher through Netgalley in exchange for a fair and honest review).

Nadya R (9 KP) rated The Butterfly Garden in Books
Jul 2, 2018
Usually I don’t choice book by its cover. But in this case, when I saw the book’s cover I was almost sure that I wanna read this book. The cover with its dark tones and eye catching red details is so stunning.* Then there was a brainstorming review that made me 100% sure I am gonna read this book.
The story is told my Maya. 18 years old girl managed to escape from a sex-addicted serial killer. He ‘catches’ the girls and make them live in the Garden. From first sight this Garden is a piece of Heaven- all this green plants, cliffs with waterfalls and brooks, but actually its a Devil’s place and the Devil is The Gardener. Rich man, craving for attention sociopath, he keeps his Garden full with beautiful young girls with breathtaking tattoos on their back. The tattoos represent butterfly wings and that’s why these girls are called ‘Butterflies’. They are going to share the butterfly beauty but their short life as well.
The story goes in two directions- the one, where two FBI detectives are trying to solve the mystery of The Garden and meanwhile leading Maya’s interrogation and the second one brings us back the house throughout Maya’s memories.
Maya was the girl who helps the new ‘catch’ the get use with the new situation they came with. Also she tries to keep all girls united. Except from the Gardener, there is his eldest son who also is aware of what’s going on in his dad’s secret garden. There is Lorraine as well. She is an ex-Butterfly who takes care for the girls and plays the role of their doctor. She is free of going in and out of the house, whenever she wants to, but also she is the perfect example of Stockholm syndrome so she didn’t even think about exposing her beloved one.
The Gardener is pretty conflicting character, though. Although he keeps girls in captive, for the outside world he is intelligent man, and big appreciator of art. He takes care for the girls, acts gently, with respect, but he expect from them, they always to be ready to greet him in their beds and to satisfy his sexual desires. From other side is his biggest son. He, in difference with his father, is evil and rude. He is one sadistic son of a bitch, trying to take all the benefits from the girls, as he can. The thing that makes him horny and turns him up is to break girls limbs, to hurt and even to kill them while he is f*cking them.
The wind of change came with Des - the Gardener lil son. He is good and loving, just like his father, except the fact that he doesn’t ripe girls and doesn’t like what his father and brother are doing at all. But after all he is son of his father and prefers to keep their family name nice and clean, instead of helping the girls.
From the very first page, the book held my attention and this didn’t change throughout the hole book till the last page. A horrifying story narrated extremely well. The adrenaline of the action kept me awake in the night, made me turn over the pages till I reached the last one. Maya is the perfect narrator- a rebel with butting tongue, she brings so much life to the book and her story at all. The biggest fault of the book is its ending. Seriously who can finish an amazing book like this in this stupid, discouraged way? It’s like the author just ran out of ideas (or deadlines were knocking on the door) and rushed the end. In the last pages there is a person, showed up with all the answers I need, but I didn’t found their answers because the book came to its end. I was so frustrated that I wanted to throw the book away and never ever look at it once again.
Despite the miserable ending, I recommend the books as something that everyone, who likes psycho triller, has to read.
* I’m taking about Bulgarian edition of the book ?
The story is told my Maya. 18 years old girl managed to escape from a sex-addicted serial killer. He ‘catches’ the girls and make them live in the Garden. From first sight this Garden is a piece of Heaven- all this green plants, cliffs with waterfalls and brooks, but actually its a Devil’s place and the Devil is The Gardener. Rich man, craving for attention sociopath, he keeps his Garden full with beautiful young girls with breathtaking tattoos on their back. The tattoos represent butterfly wings and that’s why these girls are called ‘Butterflies’. They are going to share the butterfly beauty but their short life as well.
The story goes in two directions- the one, where two FBI detectives are trying to solve the mystery of The Garden and meanwhile leading Maya’s interrogation and the second one brings us back the house throughout Maya’s memories.
Maya was the girl who helps the new ‘catch’ the get use with the new situation they came with. Also she tries to keep all girls united. Except from the Gardener, there is his eldest son who also is aware of what’s going on in his dad’s secret garden. There is Lorraine as well. She is an ex-Butterfly who takes care for the girls and plays the role of their doctor. She is free of going in and out of the house, whenever she wants to, but also she is the perfect example of Stockholm syndrome so she didn’t even think about exposing her beloved one.
The Gardener is pretty conflicting character, though. Although he keeps girls in captive, for the outside world he is intelligent man, and big appreciator of art. He takes care for the girls, acts gently, with respect, but he expect from them, they always to be ready to greet him in their beds and to satisfy his sexual desires. From other side is his biggest son. He, in difference with his father, is evil and rude. He is one sadistic son of a bitch, trying to take all the benefits from the girls, as he can. The thing that makes him horny and turns him up is to break girls limbs, to hurt and even to kill them while he is f*cking them.
The wind of change came with Des - the Gardener lil son. He is good and loving, just like his father, except the fact that he doesn’t ripe girls and doesn’t like what his father and brother are doing at all. But after all he is son of his father and prefers to keep their family name nice and clean, instead of helping the girls.
From the very first page, the book held my attention and this didn’t change throughout the hole book till the last page. A horrifying story narrated extremely well. The adrenaline of the action kept me awake in the night, made me turn over the pages till I reached the last one. Maya is the perfect narrator- a rebel with butting tongue, she brings so much life to the book and her story at all. The biggest fault of the book is its ending. Seriously who can finish an amazing book like this in this stupid, discouraged way? It’s like the author just ran out of ideas (or deadlines were knocking on the door) and rushed the end. In the last pages there is a person, showed up with all the answers I need, but I didn’t found their answers because the book came to its end. I was so frustrated that I wanted to throw the book away and never ever look at it once again.
Despite the miserable ending, I recommend the books as something that everyone, who likes psycho triller, has to read.
* I’m taking about Bulgarian edition of the book ?