Search

Search only in certain items:

    Marriott International

    Marriott International

    Travel and Lifestyle

    (0 Ratings) Rate It

    App

    The Perfect Travel Companion™ Designed and developed for Marriott Rewards® members, the Marriott...

Aoléon The Martian Girl (Part 1)
Aoléon The Martian Girl (Part 1)
Brent LeVasseur | 2019 | Children
8
8.0 (1 Ratings)
Book Rating
What a cool adventure this book turns out to be. It about an earth boy named Gilbert and a martian girl named Aoléon. This story starts out on earth in Gilbert's room. Where he wakes up from a dream. We meet up with meeting Aoléon who enjoys crop circling. She shows up in farmer Johnson wheat field. Gilbert goes find out what just flew though his room brighten his bedroom with light. Then their adventure began once they are followed by farmer Johnson and his dog Tripod.

We meet with several different characters. A Controller named Buzz at US Airbase. I do not want spoil any of fun for though young readers. It gave me a laugh as I was reading it. The characters are fun reading about in his book. Even the president of the United States with his personality and actions. This book is filled with action and adventure book.

The illustration in the book is every colorful. The pictures are down quite well. I would say i really enjoyed the Mars picture when they were flying back to Aoléon home. This book really good for young readers. Anyone that enjoys action and adventures and along with those who enjoy learning about space. The pictures are wonderfully drawn. I enjoy looking at pictures and I even looking at them for a few minutes.
  
    Nomad

    Nomad

    Sibella Court

    (0 Ratings) Rate It

    Book

    Sibella Court sees the world differently. In her latest book, the stylist and bestselling author of...

The Invisible Assistant
The Invisible Assistant
John Gaspard | 2020 | Mystery
10
10.0 (1 Ratings)
Book Rating
Magical Locked Room Mystery
Magician Eli Marks is surprised when his ex-wife, Deirdre, shows up at one of his magic shows with her new husband, Homicide Detective Fred Hutton. However, they are there seeking Eli’s advice. A recent murder/suicide inside a lock townhome appears to be open and shut to Fred, but Deirdre, a DA, is certain that something else is going on, and she is hoping that Eli’s unique view of things will help explain what really happened. Will his knowledge of magic help solve the case?

I’ve been meaning to read this story for a while, and I’m glad I finally did. This is a classic locked room mystery, and I always enjoy those. The solution was logical if a bit of a stretch. Still, I was willing to buy into it. We really only have three characters in this story, and the interaction between them was fun. As a fan of the series, I laughed at some of it, in fact. I suspect that those coming to the characters first the first time will find it just as amusing. The story is set early in the series, so fans should expect those dynamics as they read. Whether you are new to Eli’s world or not, this is a short story you’ll enjoy.
  
    HomeSense Classic

    HomeSense Classic

    Lifestyle and Utilities

    (0 Ratings) Rate It

    App

    HomeSense turns your iPhone or iPad into a command center for your Lutron automated home. HomeSense...

Lair
Lair
2019 | Card Game, City Building, Racing, Spies / Espionage
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.

Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!

Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L

To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!

So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.

Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.

As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.