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Evergreen Forevermore
Evergreen Forevermore
T.A. Cline | 2020 | Romance
10
10.0 (1 Ratings)
Book Rating
Evergreen Forevermore is a captivating tale set in the picturesque hometown of Whitecap. It is a book brimming with mystery and intrigue. We are introduced to a young man named John Devore, who, driven by a deep sense of duty, becomes a paramedic to serve his community.

We are introduced to a judge who is a friend of John's. We meet a young woman named Katherine who needs to learn a few things about people. The story starts in a shelter in New York, where John volunteers and has met some friends along the way.

John and the Judge share a unique bond, a friendship that transcends their professional lives. The Judge, intrigued by John's tales of his hometown, expresses a desire to visit Whitecap. Will this wish be fulfilled? This book, with its rich tapestry of characters, holds the answer.

John sees a man working on the streets and wonders about him. His grandfather tells him his name is Fred Bates. John appears to start a conversation with Fred and introduces him. He also sees Fred Bates's interest in the new medic truck and wonders why. He finds a way to get Fred to work with him at the firehouse.

As the story goes on, there seems to be secrecy and mystery around every door. What are these mysteries, and will John be able to help? The story begins when the Judge has to sentence a woman he meets. Will a change of scenery and learning about others help the young woman? What about her father? There is more to the plot than just learning about expectations and how others feel. The young woman needs an attitude change or will be in much more trouble if she continues her path. Will her father understand that he needs to let his daughter learn the hard lessons and stand on her own to two feet?

Judge James Wilcox, a pivotal character, embarks on a journey with John to uncover long-awaited hidden secrets. Will his efforts lead to a long-overdue family reunion for Katherine and Fred? Will a sweet handyman, be haunted by the memory of his lost and beloved wife, find closure? Fred, a veteran, is finally recognized for his bravery. Will he be able to forgive himself for the past?

This book is heartwarming. I really enjoyed it. I love how this ends. The characters are my favorite. However, each main character's story is involved in the other's. It is more about a story about a town and town folk than just a personal story. TA Cline does a wonderfully good job on this. I recommend this book and these other two books as well. This one is a top favorite. I would like to know if this book can be beaten from the top of the list.

This book is a treasure trove for those who seek a rollercoaster of emotions. This book is a must-read if you are a fan of heartfelt stories, mysteries that keep you on the edge of your seat, and the complexities of family dynamics. It skillfully weaves together a diverse cast of characters, including a veteran, each adding a unique flavor to the narrative.
  
YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Dungeon Scrawlers: Heroes of Undermountain
Dungeon Scrawlers: Heroes of Undermountain
2021 | Action, Fantasy, Maze, Real-time
I’ve mentioned before that Travis and I are currently playing a D&D campaign with another friend. I’m the DM and those two dudes are my ever-entertaining party. The adventure we’re running at the moment is Dungeon of the Mad Mage, which takes place in Undermountain. So imagine my surprise whilst browsing my FLGS recently and came across this game: a D&D real-time maze racing game set in the very same dungeon as our current campaign! I knew then and there that I had to give it a shot. It’s not as involved and intensive as the actual campaign, but this game can be just as exciting. Keep reading to see why!


Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.

Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.

Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.


The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.

To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!

So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
  
Optograms
Optograms
Stephen Watt | 2016 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
Everything (0 more)
Nothing (0 more)
Great Collection
Stephen Watt is a poet and spoken word artist from Dumbarton. I stumbled upon his work by accident, and was drawn by his likeness in style to a favourite poet of mine, Raymond Carver. Delighted by what I had read, I preceded to watch some of his spoken word performances on You Tube. I was not disappointed. Watt’s poetry and indeed his spoken word delivery, is smart, punchy, intelligent and contemporary. I was delighted to be offered the opportunity to review his new poetry pamphlet Optograms, published by Wild Word press in 2016. Optograms is a wonderful representation of Watt’s finest work, and is a fresh new approach to Scottish poetry. The poet tackles some controversial topics such as prostitution, homelessness, and gender as well as delving into the more intimate topics such as miscarriage and Alzheimer’s. The imagery is his work is striking and each word and line carefully crafted, but it is the way in which the poems radiate emotion that make this work unique. The readers need look no further than the opening poem to get an understanding of the poet’s compassion and understanding of contemporary society. ‘Lipstick’ explores gender representation and discrimination,
I go to my room, wiping
the admirer’s lipstick clean
with tights beneath jeans
retrieved from a friend’s house,
and with the words
Big Girl’s Blouse
reverberating inside my head

This poem speaks volumes in so little words and the reader is forced to look inwardly at their own behaviour toward people who do not conform to the norm. Similarly, ‘Prayers to Aliens and Satellites’ is a raw and candid view of homelessness which digs deep into the readers conscience,
where bloodless, xylophonic fingers
sink into armpits –
petitioned hands closed to benefits
and the friendships of passersby.

Like the previous poem, ‘Prayers to Aliens and Satellites’ urges the reader to become more aware of the social problems in society. If these poems are not enough to capture the heart of the reader, Watt surprises us with his heart crushing honesty in poems such as ‘Clinics Lip’ – a grief stricken account of miscarriage,
  A husband, once the acme of affection,
now lollygagging in the garden;
crossmaker in waiting
for the small plot earmarked for the hill’s crest.

My own personal favourite is ‘Trouble was Someone Else’s Kid’, a short account of childhood memories, like a fragment of memoir condensed into neatly arranged stanza’s. There is something funny yet tragic about this poem that brought to me both nostalgia and a desire to relive my own fading youth.
We moved in shadows, kept the lid
on, as if peanut butter sandwiches
had pasted our lips together.
Other neighbourhoods sizzled
with pyromaniacs and politics,
alcoholics who played tin whistles
when Di and Charles got hitched.

These are only a few of the delights that can be found in this little treasure of a pamphlet and I would urge poetry lovers as well as those who are new to poetry to seek out a copy of this work. With twenty-six wonderful poems Optograms, is undoubtedly one of the best collections of contemporary Scottish poetry that I have read.
To learn more about the Stephen Watt you can visit The Scottish Poetry Library, http://www.scottishpoetrylibrary.org.uk/poetry/poets/stephen-watt or like his Facebook page @StephenWattSpit. Optograms, can be purchased from stephenwattspit299@gmail.com or the publisher Marc Sherland marcsherland@me.com at Wild Word Press.
  
Meddling Kids: A Novel
Meddling Kids: A Novel
Edgar Cantero | 2017 | Science Fiction/Fantasy
9
8.1 (15 Ratings)
Book Rating
Ever wonder what happened to the Scooby Doo gang when they grew up? It wasn't exactly a question I ever thought I needed an answer to until Edgar Cantero decided he needed to give his unique twist on what that adulthood could have looked like. In his beautifully bizarre (bizarrely beautiful?) novel, Cantero introduces us to the Blyton Summer Detective Club, a group of 4 teenagers and their dog who spend their summer vacations solving mysteries in idyllic Blyton Hills. We're familiar with the team: there's Peter, the jock; Nate, the nerdy outsider; Andy, the tomboy; Kerri, the smart one; and Sean, the faithful Weimaraner. After their final case in the summer of 77, involving a masked fortune hunter trying to find the buried treasure of Deboën Mansion, the kids suddenly hang up their spy gear and retire from mystery solving.

Jump ahead thirteen years, and those same crime solving sleuths of young are now disillusioned 20-somethings trying to make their way thru life, not really understanding where their lives went wrong. Peter is dead (even tho Nate still talks to him), Nate is institutionalized (he talks to a dead guy, after all), Andy is a wanderer with a somewhat criminal past, and Kerri is a bartender in a seedy bar, who is also taking care of Tim, Sean's descendant. There was something about that last case, the one they all can't stop thinking about, that wasn't quite right, that is at the root of their problems. When Andy finally decides that enough is enough and they need to go back to Blyton Hills to face these demons and reopen that last case, the group gets together one last time to try to bring sense and closure to that final, haunting case.

Of course, it's not as easy as just a guy in a mask, and as they face down eco-villainous corporations, primordial monsters, ecological disasters, and something that defies description, they begin to come to terms with what has been haunting them over the years. This sounds wildly simplistic as I type it out, and I'm leaving it that way. It's not simplistic in the slightest, but the joy in this book is in the details and following along with the BSDC as they uncover one clue after the next, taking them on a whirlwind ride that makes you unable to put the book down until the very last page.

Much like his previous novel The Supernatural Enhancements (which I am a huge fan of as well), Cantero takes his time with the story, creating a slow build that eventually spirals into this wild adventure, making unexpected twists and turns in the narrative so you never really are sure that you know what's going on. His characters are exactly who they appear to be, rifs of the Scooby gang, but he doesn't make clichés of them. These characters are all their own and as individual as can be. Eagle-eyed readers will also notice fun callbacks to the Scooby cartoons.

So, if you're looking for something with a little mystery, a little horror, with some supernatural hijinx thrown in for fun, you can't go wrong with Meddling Kids. And if you like this, be sure to check out Cantero's The Supernatural Enhancements as well.