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ClareR (6054 KP) rated Send For Me in Books

Sep 7, 2021  
Send For Me
Send For Me
Lauren Fox | 2021 | Fiction & Poetry
9
9.0 (1 Ratings)
Book Rating
Send For Me is an emotionally charged look at the lives of three generations of women: Klara, Annalise and Clare. Annalise is German, a Jew living in Feldenheim at a time when it was dangerous to be Jewish - whether you were a practicing Jew or not. After years of persecution, Annalise, her husband and her toddler daughter, manage to get permission to leave for the USA. But she has to leave her parents behind.

This was a different take on other books set at this time, and I liked that about it very much. I haven’t read many books about those who managed to escape the Nazi regime and immigrate to safe countries before the Holocaust really began. But it’s no less saddening for that. Annalise desperately misses her parents, and life is so utterly different in the US.

The story swaps between Annalise and her granddaughter, Clare, whose life couldn’t have been any more different. Clare has the much more liberated life of an American woman - whether that’s what she really wants, remains to be seen.

I really enjoyed seeing the juxtaposition between a 1930s immigrant and a modern young woman. Annalise’s fear of being in a big city with no English is palpable - I panicked along with her. It must be so scary to move somewhere that’s completely different to your own life experience, and not even have a common language - something that people have always had to endure for their own safety throughout the ages.

This is a really moving novel, made more so when I learnt that the letters between Annalise and her mother Klara were real - just that the names were changed.
  
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Hazel (2934 KP) rated The Marriage Act in Books

Jan 22, 2023  
The Marriage Act
The Marriage Act
John Marrs | 2023 | Dystopia, Thriller
8
8.0 (2 Ratings)
Book Rating
Set in a time not too far away, this is a dark and rather creepy tale that I thoroughly enjoyed.

Would you 'upgrade' your marriage if it meant getting preferential treatment ... the best jobs, the best houses, better health care, education, etc., etc., etc.? But then what if that meant artificial intelligence was listening in to snap shots of your conversations and then analysing them to make sure you are keeping to the terms of your marriage? And if not, a scale of interventions would be put into action. Would you still do it? Well, The Marriage Act will probably make you think again!

Mr Marrs certainly gets you thinking and poses really interesting questions and dilemmas in this well plotted, perfectly paced book told from the viewpoints of his well created characters and with some great twists and turns.

Thoroughly enjoyable and quite an unsettling book that actually doesn't feel that far from becoming a reality! How many have an Alexa, Siri or similar digital voice assistant in the home or on your wrist that just sits there? I'm not a conspiracy theorist, however I imagine it wouldn't take much for a law to be passed in the name of improving the economy or society in some way, then a switch is flicked and the process would start ... definitely not beyond the realms of reality and very scary!

This is the second of Mr Marrs' books I have enjoyed and I will definitely read more in the future and thanks must go to Pan Macmillan, Macmillan and NetGalley for enabling me to read and share my thoughts of The Marriage Act.
  
Camboy (My Kinky Housemate #6)
Camboy (My Kinky Housemate #6)
Colette Davison | 2023 | Contemporary, LGBTQ+, Romance
10
10.0 (1 Ratings)
Book Rating
CAMBOY is the sixth and final book in the My Kinky Housemate series and I'm not ready for this series to be over!!!

Hendrix has been a character from the beginning, loving his role as House Brat but showing snippets of so much more. He about broke my heart in this one, I will admit. How he missed Rory, Callan, and Aiden really tugged on my heartstrings. It would take someone (or someones) rather special to get Hendrix to commit.

Enter Lyric, Toby, and Rubin.

I will admit, I thought it might be Toby and Rubin, Lyric and Hendrix, but I am happy to say I was wrong. Each of these characters brings something unique to the story. Each of them has their insecurities and histories to deal with and it is a case of everyone helping each other, with more than enough love to go around.

And can I just give a huge shout-out to Arthur!!!! Oh, man. He's the best and I loved every scene with him in it. I'm glad he got to tell his story and found a new friend too.

This series has been absolutely fantastic, taking various kinks and people, and combining them all together into heartwarming, funny, serious, hot, stories that give you the warm fuzzies with each tale. I HIGHLY RECOMMEND the whole incredible series and suggest you start at book one, just so you get the full experience.

** 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!
  
The Ministry of Time
The Ministry of Time
Kaliane Bradley | 2024 | Contemporary, Fiction & Poetry, Science Fiction/Fantasy, Thriller
10
10.0 (1 Ratings)
Book Rating
This book is everything I love about reading. I read to escape (mainly, but not solely!), and so science fiction/ fantasy has always appealed to me. Now I’ve discovered speculative fiction, and it seems to be like both of these things wrapped up in a package with a label saying: “This Seems Plausible”.

The Ministry of Time is a clever book - it uses time travel and science fiction, with a touch of history that actually happened, and mixes it up with a hefty dose of romance, thriller and literary fiction. It doesn’t sound like it will work, but I’m here to say that it really DOES!

Ok, so a quick, yet vague, synopsis: the British Government has come into possession of a device that can go back in time and find particular people in the past. It’s been decided that the people they take are all in life-threatening situations. Those plucked from their time are placed with a “Bridge”; someone who will facilitate their integration into modern society.

The main pair is that of Graham Gore, a Polar explorer from the Erebus expedition, and his Bridge, a woman whose mother escaped the Khmer Rouge in Cambodia. Not an easy adjustment for a Victorian man. This Bridge is the narrator.

Graham Gore adjusts quickly to modern life, but is modern life willing to accept him? And what affect does it have on him and his fellow time travellers, to be so out of time?

There was so much to think about whilst reading this - I was completely immersed, and it ended FAR too quickly!
  
Unfettered Fey (Found & Freed: The Unfettered #7)
Unfettered Fey (Found & Freed: The Unfettered #7)
S. Rodman | 2025 | LGBTQ+, Romance, Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
UNFETTERED FEY is the seventh and final book in the Found & Freed series. I haven't read any of the others, but thought I would try this one after the author said they could be enjoyed as standalones.

Jade is the last of the paranormal boys to find love, and to be honest, he doesn't believe he deserves it anyway, not after nearly opening a Fey portal. That changes when he runs into Flyn, an old work colleague he had a crush on. It turns out that the crush was reciprocated, and they reconnect, albeit only as friends(!!!) We all know how that's going to turn out!

Jade and Flyn are total opposites but complement each other in pretty much every way. Although they try to take it slowly, events happen that speed things up. I loved that Flyn searched for Jade, not happy until he knew he was safe.

Personally, I wouldn't recommend this book as a standalone, as I feel there were events mentioned in here that I knew nothing about. I also found it a little difficult to fully grasp the connection between the boys, as I wasn't 'there' for anything they went through. And trying to remember who was with whom was just too much, and I stopped trying.

Saying that, I still enjoyed this story and would definitely read this series from the beginning. Recommended for those who have read the previous books.

** 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!
Jun 2, 2025
  
The GemShine Pylons
The GemShine Pylons
2021 | Card Game, Economic, Fantasy
The empire needs power, and you’ve landed a job constructing gem-powered Pylons to harness and distribute that power. Different colored gems will provide power of varying levels, and the more power you can deliver will earn you rewards within the empire. Oh, also, we don’t want those Pylons to be eyesores, so if you can add some decorations to them to make them more attractive, that would be rewarded as well! Can you build the best, most powerful, and most attractive Pylons? Put yourself to the challenge!

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. This is not a production copy of the game. The game also came with rules for solo play and cooperative play, but this preview will be covering the base rules of competitive play. I will be providing a general overview of the gameplay, and will not be rehashing the entire rulebook in this preview! -L


The GemShine Pylons is an economic game of hand management in which players are trying to build, power, and decorate Pylons in an effort to earn the most end-game points. To setup the game, shuffle the deck of Pylon cards, deal 1 face-down to each player as their starting Pylon, and deal 5 face-up next to the deck to serve as the market. Place the Timing Card at the bottom of the Pylon deck, with the appropriate player-count side face-up. Place the Setup card at the end of the market line, and place a random gem from the bag onto the empty gem slot. Above the market line, create 4 piles of Decoration cards, based on the number of Representatives on each card. Each player receives 4 random gems to their personal supply, a starting player is selected, and the game is ready to begin! The setup should look similar to the picture below.
The GemShine Pylons is played over a series of rounds in which players take turns performing actions. On your turn, you will perform one of three actions: Purchase a Card, Gather Gems, or Build a Pylon. To Purchase a Card, you will select a card from the market and pay its cost. There are 3 different costs for purchasing cards – leave 1 gem, leave 2 gems, or discard 1 Pylon. To leave 1 or 2 gems, you will select a gem (or 2) from your personal supply and place it in the spot emptied by the card you have purchased. When you discard a Pylon, you will take a Pylon from your tableau and discard it in order to purchase said card. Once a card has been purchased, you resolve the effect shown. These effects could be: gaining gems, placing gems onto Pylons/Decorations, gaining Pylons, or ‘purchasing’ Decorations. You may choose to not perform any/all effects on a card. Certain market cards have a number/color of Representatives on the bottom, and those are used to purchase Decorations. Every Decoration has a Representative cost, and you must discard cards from your hand with the matching color Representatives equal to the Representative cost. After performing the action on the card, it now goes into your hand.


To Gather Gems, you will take all the gems that are present in the market line, including the gem on the Setup card. These gems go directly into your personal supply. Any cards that were left in the market line are discarded, and the market is filled with 5 new cards from the Pylon deck. Select a random gem to be placed on the Setup card. To Build a Pylon, you will select a card from your hand and place it face-down in your tableau – it is now a Pylon. Play continues in this fashion, alternating turns, until the Pylon deck is depleted and the Timing Card is revealed. The game ends at the end of the current round. Points are now tallied – from Decorations and gems in slots. Players count up their points from any Decoration cards in their tableau. All players then reveal the cards in their hands, and the total number of Representatives for each color – blue, red, and white – are counted. The color that has the highest number of Representatives across all players combined is worth 4 points, the next highest is worth 2 points, and the lowest is worth 1 point. Players will then go through their gems in slots, counting up points based on the color majorities. Only gems in slots earn end-game points – any gems in your personal supply are not counted. Add up gem points and Decoration points, and the player with the highest score wins!
I know that may seem like a lot, but I do have to say that once you get going, the gameplay is pretty streamlined and straightforward. You only have 3 main action options each turn. If you purchase a card from the market, there are essentially 4 different effect options on each card. That being said, the small number of actions/effects do not stop the gameplay from being strategic. Most cards in the market require you to pay 1 or 2 gems, leaving them in the market line and available for your opponents to collect. How badly do you need that effect, and which color gem do you give up? Maybe the available cards only have blue Representatives but you only need 1 more red Representative to claim a Decoration – should you snag that blue in hopes of using it later in the game? Or do you go for a card that allows you to place gems, thus powering your Pylons and earning you points at the end of the game. But if you wait too long, your opponent may just buy the Decoration you were saving towards – seems to happen to me every time! It is also important to note that when you buy a Decoration, it can only be attached to a gem-powered Pylon. So you’ve got to balance having enough gems to power your Pylons, as well as having enough gems to purchase cards from the market. AND the different colored gems will earn varying amounts of points at the end of the game – do you want to risk going all in on red gems in hopes of scoring big, or should you try to collect gem colors evenly and spread those points around. There’s no single right way to play, and your strategy must be evolving constantly as the market line and available Decorations change throughout play.


Let me touch on components for a moment. Although we received a prototype copy of the game, the artwork is finalized and ready for production. The art style is relatively simple, yet nice to look at and thematically appropriate. I want to applaud the iconography on the cards as well, as it is very straight-forward and easy to understand. The cards have no text on them at all, but the consistency of the icons and simplicity of their explanations make them very easy to comprehend. The gems themselves are chunky and fun to play with, and make the game feel a little more immersive!
Overall, I really like The GemShine Pylons. The gameplay is straightforward, relatively simple, yet requires a decent amount of strategy. Every game feels exciting and unique, as everyone really is at the mercy of the deck shuffle. The artwork is thematic, the iconography is simple and clear, and the gameplay feels fresh. Even though this is only a prototype copy of the game, I am excited to have it in my collection, and am already thinking about my strategy for my next play. I am eager to try out the solo and cooperative modes as well, but the competitive rules themselves are engaging and entertaining. If you’re looking forward to a strategic, yet quick game, give The GemShine Pylons a try. I look forward to following this Kickstarter campaign and seeing what other goodies Game Elemental has in store!
  
High Noon
High Noon
2021 | American West, Fighting
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.

Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L


High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!

Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!

Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.


Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!