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Killer Dungeon (Euphoria Online Book 3)
Killer Dungeon (Euphoria Online Book 3)
Phil Tucker | 2018 | Science Fiction/Fantasy
7
7.0 (1 Ratings)
Book Rating
The narrative (0 more)
So much of the previous books is lost (3 more)
Sudden epic scope creep
Loose ends
deus ex machina abounds
I am (slightly) disappoint
I loved the first two books in this trilogy. The narrative was so detailed and descriptive that you truly lived the action along with the protagonist, you felt every blow, you were part of every strategy, you celebrated every unlikely victory. We knew we were in an epic online world that we hadn't explored yet but were happy with the dangerous little corner we knew inside out.
The book starts off with Chris, low-ranked newbie with a knack for strategy, being the new leader/castellan of Castle Winter, charged with defending, repairing and upgrading the castle, caring for its inhabitants, fending off the nearby army of the undead and still trying to discover the hidden treasure in the dungeon.
This change in his status obviously precipitated a change in focus for him, which is understandable - a castellan with all these responsibilities can't still go off exploring. But this started to feel like those boring aspects of games like the Witcher/Red Dead Redemption where you have to go shopping, play card games, train a horse, collect herbs etc and was relatively dull.
While a raft of super-strength gamers try to tackle the seemingly unbeatable Dungeon, Chris decides he needs to buy goods and services in-game with the help of the deus-ex style pot of money he suddenly inherits. He is taken to explore some of the online world in order to do so. This is where I started to lose interest, as the shopping and political aspects of the world and narrative now takes over, when all you want to do is get into that dungeon (you know, the one mentioned in the title of the book) with the rest of the true gamers.
In all the dungeon is just sort of solved. It just happens. We are treated to a re-telling of the action from some of those gamers but this was totally unsatisfactory. Three perilous rooms are in that dungeon and we get to see next to none of the action in solving them.
There is something of a race against time as Chris has a deadline looming to find the treasure hidden in the dungeon to deliver to the lord of the undead. This adds to the thrill somewhat but then the genre-required conspiracy starts to grow (the game was designed by the all-powerful AI to help save mankind from itself), and then the book loses a lot of its original charm for me.
I loved this trilogy, but can't help but feel Tucker had designed a massive world for the story to take place in, and suddenly realised two books in that he hadn't explored any of it (the first two books were very narrow in scope considering the size of the online world but did not suffer for that) and was nearing the end of the three books he had planned. In my view this story had at least another two or three books in it, I would have loved to have seen the dungeon rooms solved in the same detailed manner as the puzzles in the first two books, and would have liked a lot less metaphysical elephant-god mumbo jumbo. I can't help but feel Tucker realised he had set himself up with unsolvable situations and a character who couldn't really put himself in those positions.
In short: Great story, rushed ending ("sod it, say everyone else does the hard work and then an elephant god solves the unsolvable")
  
Prospect (2018)
Prospect (2018)
2018 | Drama, Sci-Fi, Thriller
Verdict: Slow Paced
 
Story: Prospect starts when a father Damon (Duplass) and his daughter Cee (Thatcher) are travelling through space, looking to make a big discovery, thrown off path they land on an alien moon, setting out to explore the area.
When the pair run into Ezra (Pascal) another prospector on the moon, things turn to deals with the tension amped up to see who will leave the moon with the treasure on the moon, or whether leaving is a better option and soon they will learn of the other dangers on the moon.
 
Thoughts on Prospect
 
Characters – Cee is the teenager girl that has been travelling through space with her father, she does want to make a place her home, always wondering if she can get home, she must work with her father and a stranger to survive her time on this latest moon, proving she is ready to step up to do the more difficult tasks in life. Damon is Cee’s father, he has been searching space for valuable treasures so he can get out of this desperate lifestyle, his greed is his biggest weakness. Ezra is a stranger that the two run into, he is after the same thing and must earn their trust to survive and trust them to get survive the threats the moon has to offer.
Performances – Sophie Thatcher as the teenager does everything she can in her role, she doesn’t get to shine on the levels she could, but this falls back into the writing, Jay Duplass really doesn’t get the time to make an impact in this film, while Pedro Pascal is the highlight of the acting, because he must carry large parts of the dialogue in the film.
Story – The story follows a father and daughter prospector pairing that land on a new moon in search for their own richest only to find themselves in a battle to survive against rivals and the moon itself. This story is easily borrowing the idea of the early days of prospectors around the world, people that travelled great distances in hope of becoming rich, we get to see what is more important, riches or family, all in a position which has threats around every corner. The weakness of this story comes from the idea that moon is dangerous, though we only get environmental issues, with all the other problems being human, it would also have been nice to understand just how big the travelling is in this universe, we just casually follow on ship, is this one of the absolute poorest, is Earth uninhabitable now, there are so many questions about the universe we are entering that feel unanswered.
Sci-Fi – The sci-fi side of the film does just seem to be the characters wearing helmets, we barely get anything that makes this as ambitious as it could be.
Settings – The settings are beautiful though, the opening spaces, the closed woodland, yes it could easily be anywhere on Earth, but the visuals make this look like an alien moon in every shot.
Special Effects – The effects are used to add environment to the mon, but outside of this for a space based movie, we get very little to work with.

Scene of the Movie – First exploring of the moon.
That Moment That Annoyed Me – It is very slow.
Final Thoughts – This is one of the films that could have been a lot more interesting that we get, the pacing of the film does hold everything up and the fact we don’t learn more about the universe doesn’t help us understand just what is going on.
 
Overall: Keep searching for the treasure.
Rating
  
Of Knights & Ninjas
Of Knights & Ninjas
2020 | Card Game, Medieval
Little-known factoid about me: I am a Knight. Not from England, and not due to my daring heroics in war, but a Knight Templar of the Grand Commandery in the York Rite of Freemasonry. Politics and conspiracy theories aside, becoming a Knight was a highlight of my life, and something I will forever treasure. And speaking of treasure and Knights Templar (read your history, kids), we all know that one of the biggest foes of the Knights in olden times were the nefarious Ninjas. Or maybe it’s just fun to think about and play a game where these factions are represented.

Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!

On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.

Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…

Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.

But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.

Play continues in this fashion until one player has amassed the 10 gems they require to win the game!

Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.

All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.

If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
  
Extraordinary Adventures: Pirates
Extraordinary Adventures: Pirates
2019 | Nautical, Pirates, Racing
I feel like I try to open pirate-themed games with silly faux pirate talk and it’s getting old. So I won’t do that this time. What I will do is start by saying we reviewed another Forbidden Games title (Raccoon Tycoon) to very high praise, so we expect nothing but greatness now. Does Extraordinary Adventures: Pirates! (or from now on just Pirates) match the quality we enjoy in Raccoon Tycoon? Yarr.


Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.


When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.

But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.

It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L

Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!

Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.


Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.

A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.

Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.


Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
  
Heroscape Master Set: Rise of the Valkyrie
Heroscape Master Set: Rise of the Valkyrie
2004 | Adventure, Fantasy, Fighting, Miniatures, Science Fiction
The whole unique concepy of this game is awesome (0 more)
Its discontinued (0 more)
Build and Play all out war
This game has a very special place in my heart and I wish it started getting produced again. This review is not just for the base game by the Heroscape system as a whole. To me it is a lost treasure that I still pay premium prices to collect. Heroscape is primarily a combat game with a point based army building system. But even before that, the players build a battlefield using the interlocking and stacking hex terrain features, there are tiles of lava, water and ice, there are castle sets, bridges and even a marvel set to add marvel characters. I cannot paint a picture, but just google "epic heroscape map" to see amazing battlefields people have made. Alright, so gameplay mechanics. The combat system is dice based using shields and hits and line of sight and height of target it important, where you can take cover behind objects and creatures and also gain height advantage. There are interactions between characters that buff and debuff allies and enemies and interaction with terrain types. There were 3 master sets, a castle set, a bridge set, lava set, ice set, marvel character set and multiple character expansion packs. The miniatures are prepainted. Heroscape was bought by Wizards of the Coast where they released one master set with a Dungeons and Dragons Theme and one wave of D&D character expansions. It was then discontinued. In 2016 Wizards released Magic: Arena of the planeswalkers which recycled the Heroscape rule set, terrain molds and almost all mechanics, but under the completely different Magic the Gathering Branding and with a fraction of the terrain. Arena of the planeswalkers was also discontinued. The cheapest way to try out the mechanics of this game is Arena of the planeswalkers which should be able to be sourced used locally for about the $15 range.
  
Black Mirror  - Season 3
Black Mirror - Season 3
2014 | Sci-Fi
The third series of Black Mirror (the first made for Netflix) sees another 6 standalone episodes offering a frightening glimpse at the future use of technology.
Nosedive looks at people's obsession with likes and ratings and that each interaction becomes either tooth-achingly sweet to secure that rating, or a desperate attempt to get that good rating from someone higher than you. While I liked the premise, I thought this episode was a little too long.
Playtest sees Pokémon Go type AR go wild, as a young American backpacker desperate for money agrees to test a new brain implant that allows people to experience horror games as if they were real. A well executed thriller of an episode.
Shut Up & Dance looks at blackmailing/revenge porn and shows the lengths people will go to to avoid their secrets being revealed, as a young boy afraid that footage of his one-handed solo adventures being shown to his friends and family ends up on something of a treasure hunt with Jerome off of Robson & Jerome (who has lost that loving feeling and started seeing an escort). The story is very gripping and well shot.
San Junipero was a surprisingly uplifting, heartwarming episode. I won't spoil the reveal too much but it is the rare occasion where Black Mirror shows the good side of technology taken to extremes. Absolutely beautiful.
Men Against Fire was a clever episode looking at the uses of brain augmentations in the armed forces and how they can be used and abused in warfare. An apparent zombie apocalypse scenario is turned on its head and shows the Black Mirror take on such technology.
The final episode, Hated in the Nation is a look at online trolling and bullying and how this can be taken to extremes. it shows that even when people know there are real consequences for the victims, because it is largely anonymous they will carry on doing it. Quite a long episode but gripping and keeps the viewer guessing throughout.
  
K(
Killbox (Sirantha Jax, #4)
10
10.0 (2 Ratings)
Book Rating
Killbox won't make any sense without reading the previous three books, and I honestly feel that I should have gone back and re-read them before starting it. I was impatient for more fresh Aguirre after finishing [b:Shady Lady|6767883|Shady Lady (Corine Solomon, #3)|Ann Aguirre|http://photo.goodreads.com/books/1302689192s/6767883.jpg|6913777], though, and [b:Killbox|7843135|Killbox (Sirantha Jax, #4)|Ann Aguirre|http://photo.goodreads.com/books/1282093259s/7843135.jpg|6913748] is what I had on the Nook.

I really love Sirantha Jax's strength and complexity. She has grown and changed a great deal over the four books of the series, and reflects on the changes in herself during this book. Her relationship with March has deepened, as well. The depiction of a mature relationship being tested, rather than one that is fresh and new, is a nice switch from most of the books I've read recently.

The friendship between Velith and Jax is also a treasure. It is rare to see a pure friendship between a male and a female in fiction, without any sexual tension entering the picture. We're reminded that while he is an alien, Velith has had a human lover in the past, so it isn't as if that is impossible between the two — it just doesn't occur.

The book isn't solely about relationships, of course — I just appreciate how well Aguirre depicts relationships in and around the excellent plot. That's the part that you need background to understand.

The Morgut keep coming, a bigger threat than ever: they're colonizing instead of raiding. Jax secured a treaty with the Ithiss-Tor (Velith's people), but there's no help from them coming yet. Humanity's survival is on the line. Aguirre depicts battle believably, giving a sense of the horror without dwelling too much on gore.

Lovers are torn apart, established characters die, new ones come on stage. It's impossible to know at any given moment whether anyone, including Jax, will survive from scene to scene. That certainly kept me reading, and I think it will engage you, as well.