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Strike Out (Barlow Sisters #2)
Strike Out (Barlow Sisters #2)
Jordan Ford | 2017 | Romance, Sport & Leisure, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Strike Out (Barlow Sisters #2) by Jordan Ford
Strike Out hits the ball waaaay out of the park! Don't get me wrong, I still love Maddie and Holden, but wow... Max and Cairo! Max has lost her love for baseball, but has no idea how to tell her father when all his hopes and dreams rest on her. That's a lot of pressure on a young woman. On her first day at school, she gets lost and finds herself in the music room. There is a red Stratocaster in the room, and she can't help but be drawn to it. Cairo, the resident rock star, finds this strange blonde girl near to his precious guitar, but he doesn't think that she is there to steal it. Instead, it comes about that he offers to teach her how to play guitar - and Max finds something, and someone, who brings her alive.

Now, there are parts to this book that I didn't like - for example, how Max keeps Cairo a secret. I didn't like it, but I completely understood it, and my heart broke for both of them. Like I said in the first paragraph, Max is under a lot of pressure from her father, and doesn't want to disappoint him. The thought of losing the music though, and having to play baseball forever, hurts her more than she can say. Jordan Ford did an amazing job of making this so real. My emotions were swinging like a pendulum as I read, just like Max and Cairo's were.

The first part of the book takes you over ground already covered in Maddie and Hayden's story, but from Max's perspective. You never feel like you are bored reading this, because something is always happening that you didn't know about before.

This book had no editing or grammatical errors that disrupted my reading flow. The scenes changed smoothing, flowing from one to the next. The characters continue to engage the reader's interest, and you get updates on how things are going for characters you have met previously. No middle book slump for this series. Highly recommended by me, and I can't wait for Chloe's book.

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
Forged Decisions (Tribal Spirits #2)
Forged Decisions (Tribal Spirits #2)
Katherine McIntyre | 2018 | Paranormal, Romance
8
8.0 (2 Ratings)
Book Rating
not quite as good as book one
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

This is book two in the Tribal Spirits series, but you don't need to have read book one: Forged Alliances, for this one to make sense. It would HELP, but not totally necessary.

Finn is beta to the Red Rock pack, but is restless since his Alpha, Sierra, mated Dax, Alpha of the Silver Springs pack. The Tribe are in town to bles their union, and Navi takes advantage of Finn's local knowledge to crack a drug smuggling ring. The more they work together, the more the attraction builds, and soon neither can deny it. When Finn's past comes crashing down around him and clashes with Navi's mission, will she let him have the revenge he so desperately needs? Will Finn be able to walk away from Navi, when her mission is done, now she holds his heart??

I LOVED book one, loved it, and looked forward to reading this one. But while still a very VERY good read, it doesn't quite hit *THAT* spot that Forged Alliances does. And *insert wailing* I don't know why! And ya'll know how much the drives me nuts!

Finn and Navi had that one night together, after Dax gets his pack back, and it plays on both their minds. They are both profoundly affected by that night and the passion they shared simmers along for the first half of the book. They fight it, oh BOY do they fight it, but it really is inevitable, working in close quarters, that they will give in. It is just a matter of when.

Finn is dealing with some emotional baggage, after his parents death when he was a child and the restless feeling he has been carrying for the last month. Navi too, but hers is different. Being raised as Tribe from a very young age, she had no childhood, she has no attachments save the other Tribe members. She cannot have a mate, since she has to leave all the time. Yes, she has a powerful panther spirit within her, and she can control water, but once, just once, she wants someone who sees Navi the WOMAN, rather than Navi of The Tribe.

And by god, does Finn SEE Navi the woman!

Loved that, while it broke her to ask the words of Finn, she does.

The next book is laid out very nicely, thank you, and I suspect that might be more of an emotionally difficult read, given what Raven goes through here, and with the hints to her past.

A really good read, just not as good as book one, so...

4 solid stars

**same worded review will appear elsewhere**
  
Blue Blood (Series of Blood #3)
Blue Blood (Series of Blood #3)
Emma Hamm | 2017 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
Blue Blood (Series of Blood #3) by Emma Hamm
Blue Blood is the third book in the Series of Blood, and this time it is Jasper's story. We reunite with him after the battle that took place at the end of Red Blood (Lyra's story), and he is locked in an iron cage. This doesn't sit with well with our 6ft plus hero, and he is determined not to show any fear to his captors. Kudos to him, because I would have! He finds out that he is caged next to a lovely young woman called Ella, who houses a Unicorn. Ella helps him every way she can, but she can do nothing when Malachi shows up with a job for Jasper to do. You know things won't go according to Jasper's plan, but he has to try. He ends up rescuing Mercy, although he is not sure what sort of rescue it is when she simply gets transferred from one cage to another. Along their adventure, you meet a multitude of amazing characters that will tug at your heart strings and provide some lighthearted moments that are needed in contrast to the torment that Mercy is going through. No one ever said love was easy, but this is ridiculous!

I would say that this is definitely the darkest book so far, and it is certainly a HFN ending. I don't even know if Jasper will get his HEA, given the circumstances! I won't say anything else, as I don't want to spoil it, but I really can't wait to see where this story is going to go! With cameos from previous characters, plus meeting the new ones, there is plenty going on. Plus Pitch makes his usual appearance (still love this dude!) and helps in his own inimitable way.

With plenty of action and a storyline darker than the previous books, this was the complete page-turner. Both Jasper and Mercy are amazing characters, fully rounded and intriguing. There were no editing or grammatical errors that disrupted my reading flow, the pace was smooth, the story excellent. All in all, I have no hesitation in highly recommending this book, and the series.

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
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