
Beauty from Pain (Beauty, #1)
Book
They agreed on three months...but their love knew no boundaries. Jack McLachlan is a winemaking...
romance contemporary australia

Whatchareadin (174 KP) rated Hello, Sunshine in Books
Apr 9, 2019
I read Eight Hundred Grapes a couple of years ago and I really enjoyed Laura Dave's writing. I've heard mixed reviews on this book, for me it was alright.
Sunshine Stephens grew up in Montauk, NY Even though the town was full of people with wealthy backgrounds, Sunshine was not a part of those people. She didn't come from a wealthy family, but she escaped the first chance she got. When she met Ryan, he promised her fame and fortune. All she had to do was tell a little lie about who she was and her abilities as a chef. But after a few years like this it's hard to separate fact from fiction. So some jerk has decided to knock Sunshine off of her pedestal and bring her back to reality. All of this was to remind her who she was and where she came from and the life she was currently living was not hers at all.
Overall, this book was pretty good. I liked Sunshine as a character. It sucks that her life had to come down to this life and career destroying conclusion. Will she be able to bounce back and continue to live her life?

Purple Phoenix Games (2266 KP) rated The Kringle Caper in Tabletop Games
Dec 18, 2021
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!

Cult of the Deep
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You are a cultist, trying to establish your faction's rise to power. Fight over rituals and mythical...

Girl's Life Craft: Shopping & Dancing
Games and Entertainment
App
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Purple Phoenix Games (2266 KP) rated Beatdown: Streets of Justice in Tabletop Games
Nov 12, 2019
Beatdown: Streets of Justice is a cooperative, push-your-luck, fighting card game that pits you and your team of heroes against waves of thugs and a boss fight. As it is cooperative, the players win by beating the boss (typically in the third wave of fights), or lose by being all knocked out. Silly heroes.
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, each player takes a player mat, chooses a hero to play, and takes the dice of matching color to use during the game. Shuffle all the different decks of cards and place them on the table within easy reach of all players. The Attacks deck will include the base attack cards plus all cards that match the players in the game (like Invicta’s attack cards if she is in the game). Place tiny clear cubes on your starting health, as well as the starting health for the thugs you will be fighting in Wave 1, and you are ready to play!
Beatdown: Streets of Justice (or just Beatdown from now on) is played over three waves of fights where the heroes will play cards and do their fighting and then the bad guys will take their turns to fight. Generally, play will go like this: on a player’s turn they will play a card from their hand or one blindly from the top of the Attack deck. This is the opening to their “combo.” The Attack cards will typically have a damage amount and a combo rating number. In order to play more cards to the combo, the player will need to roll their d10 and roll a number equal to or higher than their accumulated combo rating (the little numbers showing in the green arrows of cards played + the green arrow number on the hero card). A combo can continue as long as the player can roll higher than their combo rating, but a failed roll doesn’t necessarily mean c-c-c-combo breaker, but rather that the hero has left themselves open for attack by the thugs. I won’t go into any more detail on fighting, as the rules are a little complex and I will let you discover those for yourselves.
After the heroes have taken all their turns, if thugs are still on the battlefield, they will now take their fighting turns. Flip over an Enemy Attack card from the deck for each enemy and resolve it against the heroes. Each baddie will make their attacks and if heroes are still conscious another round of the wave will begin. New thugs do not enter play, as they only populate at the beginning of a Wave. The thugs are no joke, and the bosses are even rougher. Can you be defeated? Yes. I was defeated in my first game. Can you be revived? Yes. Between Waves the players can participate in a Shopping Phase where they can use trophies (the cards of enemies they have defeated) to purchase health back, revive a fallen hero, or purchase a revealed Loot card to help in future fights. Play continues in this fashion for three Waves until the heroes complete the Boss Wave (by defeating all enemies) or all the heroes are knocked out.
Components. I have some good news and bad news here. Good news first. The dice are great. The tiny clear cubes are… tiny and clear. And they are just fine. The cards are good quality, as are the cardboard mats and tokens. The card layout is good too. The bad news: the rulebook is a little confusing for the first couple read-throughs and the art style does nothing for me. I appreciate the way the rules are very informal and make several chuckle-worthy jokes, but I feel like it could flow different and more efficiently. Similarly, in an industry where art can really make a good game great, this one is lacking. It’s really a shame, because everything else about the game is really good quality. The iconography is… fine, but the character art in-game is an issue I have with this.
Beatdown is actually a really decent game once you are playing. The rulebook needs work, and the art needs an update, but those grievances aside, Beatdown is an enjoyable experience at the table. I usually play pretty conservatively in push-your-luck games, but I went all out with this one and was more often than not rewarded handsomely for it. If your group enjoys cooperative, push-your-luck, fighting, card games give this one a look. Just don’t pay attention to the character art. This all said Purple Phoenix Games gives this one a 6 / 12. Improve the rulebook and art and that rating improves.
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