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Molly J (Cover To Cover Cafe) (106 KP) rated Mercy Triumphs (Side by Side #3) in Books
Feb 27, 2019
I am new to Jana Kelley’s work, but I can say that it won’t be the last one I read from her. While this is the third book in a series, it could easily be read as a stand alone. It was captivating and breath taking, and didn’t leave me confused with the beautiful characters or the plot lines.
I absolutely can not imagine what a Muslim who wishes to embrace Christianity has to go through. The judgement, the pain, the sacrifice, all of it has to take a toll on ones soul. But, through the beautiful words of Ms. Kelley, I can see what happens. I can see the pain, the sacrifices, the emotional transition. It’s all vividly portrayed among the pages of Mercy Triumphs. The characters that are chiseled for this story are life like and become a part of the reader. I loved that.
Ms. Kelley has true talent! An emotionally raw novel of mercy and grace, this story will leave you in awe long after you’ve closed the last page. The details that Ms. Kelley weaves into this story are beautiful. I could feel God with me as I read this stunning novel. It is definitely worthy of 4 stars and two thumbs up. I am looking forward to going back and reading book 1 and 2.
*Cafinated Reads received a complimentary copy of this book from LitFuse Blog Tours and was under no obligation to post a review, positive or negative.*
I absolutely can not imagine what a Muslim who wishes to embrace Christianity has to go through. The judgement, the pain, the sacrifice, all of it has to take a toll on ones soul. But, through the beautiful words of Ms. Kelley, I can see what happens. I can see the pain, the sacrifices, the emotional transition. It’s all vividly portrayed among the pages of Mercy Triumphs. The characters that are chiseled for this story are life like and become a part of the reader. I loved that.
Ms. Kelley has true talent! An emotionally raw novel of mercy and grace, this story will leave you in awe long after you’ve closed the last page. The details that Ms. Kelley weaves into this story are beautiful. I could feel God with me as I read this stunning novel. It is definitely worthy of 4 stars and two thumbs up. I am looking forward to going back and reading book 1 and 2.
*Cafinated Reads received a complimentary copy of this book from LitFuse Blog Tours and was under no obligation to post a review, positive or negative.*
Jcadden76 (64 KP) rated Black Panther (2018) in Movies
Jun 15, 2018
Everything (1 more)
Literally everything!
I wanted a Black Panther 2 to watch the next day!
I almost don't know where to start. This movie hit all of my good feels. The storyline, the cast, the production quality, the attention to detail - all of it is perfect.
Let's start with the storyline: The way they worked all of Wakanda and the Black Panther into their own world was superb. We got to know Black Panther in Civil War and then we take him straight to his own movie. We get this glorious reveal of Wakanda and all of the characters very quickly. From that point forward, it is a huge tie in to the MCU and Civil War along with introducing all of the rest of the new characters.
The cast was astounding. From TChalla to Killmonger, Makia to Okoye and in particular Shuri. There was this blending of established, well-known actors and actresses and some new faces that are going to go on my permanent watch list.
The attention to detail was maybe the part that sucked me in the most. The merging together of various African cultures into one to represent the people of Wakanda was a stroke of genius. The use of language, costuming, and even set dressing from those cultures along with linguistic choices just made me fall in love with the entire movie.
I wanted a Black Panther 2 to watch the next day!
Let's start with the storyline: The way they worked all of Wakanda and the Black Panther into their own world was superb. We got to know Black Panther in Civil War and then we take him straight to his own movie. We get this glorious reveal of Wakanda and all of the characters very quickly. From that point forward, it is a huge tie in to the MCU and Civil War along with introducing all of the rest of the new characters.
The cast was astounding. From TChalla to Killmonger, Makia to Okoye and in particular Shuri. There was this blending of established, well-known actors and actresses and some new faces that are going to go on my permanent watch list.
The attention to detail was maybe the part that sucked me in the most. The merging together of various African cultures into one to represent the people of Wakanda was a stroke of genius. The use of language, costuming, and even set dressing from those cultures along with linguistic choices just made me fall in love with the entire movie.
I wanted a Black Panther 2 to watch the next day!
Bookapotamus (289 KP) rated The Philosopher's Flight in Books
May 29, 2018
For anyone who has been suffering withdrawal from the end of a certain magical boy wizard series, The Philosopher's Flight by Tom Miller is the perfect antidote! It's clever, and sharp, but also a quick read based on alternative history where special "powers" can do different things, and one boys journey to"fit in" this world where girls rule! The opposite sexism is interesting (women typically have the most refined powers and go to war, do the dangerous stuff, etc.) and Robert wants to do everything the women do - and we see if he attains that goal, while facing some pretty crazy "roadblocks" along the way.
I love stories that take me away to another place - get me out of reality and imagine what life would be like if things were "different". And this book does just that. It's very clever how it's pretty historically accurate, just with this twist of Sigilry, these signs and symbols drawn to move energy and ultimately produce some sort of effect (hovering/flying, restoring health, moving an object, sending messages). There are great stories of friendship, interesting characters, and stories of love as well. All wrapped up in a creative story of action, adventure and social-awareness.
There are a few "racy" scenes...so I'd recommend a more mature audience, but its fantastic all-around in general. I'm excited to see if the Philosopher Flies Again! Thanks NetGalley!
I love stories that take me away to another place - get me out of reality and imagine what life would be like if things were "different". And this book does just that. It's very clever how it's pretty historically accurate, just with this twist of Sigilry, these signs and symbols drawn to move energy and ultimately produce some sort of effect (hovering/flying, restoring health, moving an object, sending messages). There are great stories of friendship, interesting characters, and stories of love as well. All wrapped up in a creative story of action, adventure and social-awareness.
There are a few "racy" scenes...so I'd recommend a more mature audience, but its fantastic all-around in general. I'm excited to see if the Philosopher Flies Again! Thanks NetGalley!
I was very apprehensive going in to this book as I have heard hit and miss reviews. There were parts of this book that I really enjoyed and some that let it down. I think all fantasy books should come with a map! I don’t care if this book was set in a valley – I would still like a map to help me visualise the land and follow the characters on journeys. It took me a little while to get used to the writing style in this book.It was written in such a way that you had to take your time and not miss a word – if you have read Laini Taylor’s writing then you will probably like the style. The magic system was not very well explained and just seemed to happen conveniently. The Dragon was supposed to be this brooding handsome wizard that looks like he is in his 20’s but actually like a 150 years old and just annoying. The romance was blah, there was no tension and I didn’t feel any connection between the characters. There is a great friendship in this book between Agnieszka and Kasia which was one of the strongest parts. I did like the woods that were corrupted and how clever it was. This could have been an amazing book it was just underdeveloped. It would have been better as a series rather than a standalone.
Merissa (13822 KP) rated Wintersfall (Gen-Heirs: The Guardians of Sziveria #1) in Books
Aug 5, 2021
WINTERSFALL is the first book in the Gen-Heirs: The Guardians of Sziveria series and the reader is introduced to a complex world where ranks are important, as well as limiting.
Following the murder of her mother and sister, Katria joins a government team on the understanding that an investigation will take place to find out who killed them. Fast forward three years and Katria has grown into a more than capable agent. With one fail to their name, the team is called back to Haven City and the intrigue really starts!
This was a great, twisted story with an amazing cast of characters, both main and supporting. I found it slightly difficult to get my head around the hierarchy and hated having to keep switching back and forth to the explanation given at the beginning of the book. In the end, I gave up and just read it as was.
The story isn't completed, by any stretch of the imagination. The focus may be moving from Katria and Sean but, make no mistake, there is so much more to come. I don't think we've even scratched the surface yet.
A great story that I thoroughly enjoyed and can't wait to read more. Absolutely recommended by me.
** 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, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Following the murder of her mother and sister, Katria joins a government team on the understanding that an investigation will take place to find out who killed them. Fast forward three years and Katria has grown into a more than capable agent. With one fail to their name, the team is called back to Haven City and the intrigue really starts!
This was a great, twisted story with an amazing cast of characters, both main and supporting. I found it slightly difficult to get my head around the hierarchy and hated having to keep switching back and forth to the explanation given at the beginning of the book. In the end, I gave up and just read it as was.
The story isn't completed, by any stretch of the imagination. The focus may be moving from Katria and Sean but, make no mistake, there is so much more to come. I don't think we've even scratched the surface yet.
A great story that I thoroughly enjoyed and can't wait to read more. Absolutely recommended by me.
** 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, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Russ Troutt (291 KP) rated Split (2016) in Movies
Jan 22, 2021
This is Russ. I went and saw the new M. Night Shyamalan movie Split today, and let me tell you...Hey, this is Stephen. I'm in the light now. So, we saw Split today. It's the best movie of 2017 I've seen. It's also the only movie of 2017 I've seen so far. Sit down Stephen! This is Arnie, and yeah, Split was amazing! It was as thrilling as climbing a water tower. Damn it Arnie, sit back down! Don't make me release the beast! Sorry about that, this is Russ again, back in the light. Split is one of M. Night Shyamalan's best movies to date. There have been movies about people with split personalites in the past, but this is definitely one of the most original takes on the subject matter. This is happening, you don't need a sixth sense to see it, just follow the signs, leave your village, and take a visit to your local theater and see this movie. James McAvoy gives a great performance, or performances I should say, and the 'survivor girl' Anya Taylor-Joy is unbreakable. A solid thriller that deserves to be in the light right now. Oh, and make sure you don't leave the theater before the credits roll, because the last scene ties the movie into another of Shyamalan's. I won't say which, but I was grinning ear to ear with the tie-in.
Merissa (13822 KP) rated A Theory of Crystal: A Paladins of Crystal Novella in Books
Oct 18, 2023
A THEORY OF CRYSTAL is set in the Paladins of Crystal world but features a different main character - Yelena. She is a curvaceous woman with a mind of her own, not ready to be shoehorned into the role her mother wants her to take on. She makes her escape disguised as a boy and heads for a big city to work in the University Library. She is saved from a pack of bullies by three men who are very different from the ones she was supposed to marry.
This was a great read, and I love the world it is set in. Each of the characters has a distinct voice, making it easy to know who is speaking. Some of the comments they came out with were just brilliant. And I loved their reactions to Yelena, both as a boy and as a woman.
Without giving anything away, I loved the surprise cameo at the end, giving this book the perfect ending for Yelena and her men.
A brilliant addition that I just wanted to be longer as I love the world... and the author's writing! Definitely recommended by me.
** 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!
Oct 16, 2023
This was a great read, and I love the world it is set in. Each of the characters has a distinct voice, making it easy to know who is speaking. Some of the comments they came out with were just brilliant. And I loved their reactions to Yelena, both as a boy and as a woman.
Without giving anything away, I loved the surprise cameo at the end, giving this book the perfect ending for Yelena and her men.
A brilliant addition that I just wanted to be longer as I love the world... and the author's writing! Definitely recommended by me.
** 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!
Oct 16, 2023
ClareR (6106 KP) rated The Story Spinner in Books
Jan 18, 2025
This is only the second Barbara Erskine book I’ve read, and the combination of history and magic connecting characters across hundreds of years really appeals to me. I don’t know whether this is a narrative device that Erskine uses often, but I love it.
This novel is set in a period of history that I know nothing about. Everything was new, interesting and exciting. I know little of the Romans in Britain era. I wasn’t aware that Welsh princesses were married off to Roman generals - like Elen, from the land of the Silures, in 382AD. She has quite some story, stretching from Wales to the Roman Empire.
Cadi is a writer in 2024, and when she hears marching feet in the lane outside her cottage but sees nothing there, she finds she’s able to see the story of Elen as she writes it down. There’s something in the meadow behind her house that connects the two times - but time is running out. Someone is trying to take Cadi’s peace and sell the land to build on. And the story will be lost.
I loved the historical detail in Elen’s time, and the excitement in Cadi’s. Elen’s story is pretty exciting too, to be fair. It amazed me just how much she was able to travel around Europe and further afield. This book is pure escapism, and I loved it. History, magic - what more do you need!
This novel is set in a period of history that I know nothing about. Everything was new, interesting and exciting. I know little of the Romans in Britain era. I wasn’t aware that Welsh princesses were married off to Roman generals - like Elen, from the land of the Silures, in 382AD. She has quite some story, stretching from Wales to the Roman Empire.
Cadi is a writer in 2024, and when she hears marching feet in the lane outside her cottage but sees nothing there, she finds she’s able to see the story of Elen as she writes it down. There’s something in the meadow behind her house that connects the two times - but time is running out. Someone is trying to take Cadi’s peace and sell the land to build on. And the story will be lost.
I loved the historical detail in Elen’s time, and the excitement in Cadi’s. Elen’s story is pretty exciting too, to be fair. It amazed me just how much she was able to travel around Europe and further afield. This book is pure escapism, and I loved it. History, magic - what more do you need!
Merissa (13822 KP) rated The Enemy to the Living (The Wild Hunt #2) in Books
Sep 26, 2025
THE ENEMY TO THE LIVING is the second book in The Wild Hunt series, a spin-off from the Monsters of London series. I really recommend you read that series before embarking on this one, as the characters here are dealing with the consequences of what happened there.
This is Quinn and Asher's story. Quinn, we know quite well, but Asher has been a character of mystery up until now. Quinn is dealing with some heavy-duty emotions, which in turn lead to his wolf going AWOL. Asher is doing his job with the Hunt when he spots Quinn in a fighting cage. This seems to wake up all kinds of protective instincts in Asher. Will he be able to help Quinn before the fae take what they feel they are owed?
This was a great addition to the series, with emotions running high from beginning to end. I loved the way both Quinn and Asher provided what the other needed almost instinctively, with no fanfare, but just by being there. The little insights they had about each other were also good to read.
Told from both perspectives, this was a medium-paced, smooth read that I thoroughly enjoyed. Definitely recommended by me.
** 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!
Sep 26, 2025
This is Quinn and Asher's story. Quinn, we know quite well, but Asher has been a character of mystery up until now. Quinn is dealing with some heavy-duty emotions, which in turn lead to his wolf going AWOL. Asher is doing his job with the Hunt when he spots Quinn in a fighting cage. This seems to wake up all kinds of protective instincts in Asher. Will he be able to help Quinn before the fae take what they feel they are owed?
This was a great addition to the series, with emotions running high from beginning to end. I loved the way both Quinn and Asher provided what the other needed almost instinctively, with no fanfare, but just by being there. The little insights they had about each other were also good to read.
Told from both perspectives, this was a medium-paced, smooth read that I thoroughly enjoyed. Definitely recommended by me.
** 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!
Sep 26, 2025
Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.









