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Beautiful Boy (2018)
Beautiful Boy (2018)
2018 | Drama
Trying to climb a slippery pole.
As John Lennon’s lyrics go:

“‘Cause it’s a long way to go,
A hard row to hoe
Yes, it’s a long way to go“

And so it proves for young Nic Sheff (Timothée Chalamet). For – based on a true story – Nic has progressively worked through the encyclopaedia of drugs until he has arrived at “C for Crystal Meth” where he is working through a recurring nightmare of addiction and attempted rehab.

What’s harder… being the victim of drugs or being the caring onlookers desperately hoping that this attempt to climb the slippery pole to recovery will be a successful one? This is reflected as a key aspect of the film, and as a parent it makes for a very hard watch. The ‘caring onlookers’ in this case are Nic’s father David (Steve Carell), his girlfriend Karen Barbour (Maura Tierney), the couple’s natural children Jasper (Christian Convery) and Daisy (Oakley Bull), and David’s ex-wife and Nic’s mother Vicki (Amy Ryan).

Flashbacks
This is only the 2nd English-language film from director Felix van Groeningen (after 2012’s ” The Broken Circle Breakdown”) and the film has its fair share of impressive directorial flourishes such that Felix might need to get added to that elusive list of “famous Belgians”! Not least among them is the use of flashbacks. The film starts with a 12 month flashback, but then throughout the story David flashes back to scenes of his boy’s childhood. Many of these reflect the regret in perhaps failing to identify ways he could have done things differently to avoid the current crisis.

While many of these flashbacks are sudden and unexpected, I didn’t find them confusing to follow although I can see how they might annoy some viewers who prefer a more ‘linear’ storytelling approach.

The turns
Above all, it is the acting performances that make this film, and the four key cast members all turn in memorable turns. It’s excruciating watching Carell’s parental anguish and then (like a blast of light) his realization of a truth he’d been avoiding for a long time. It’s Chalamet though who truly shines, delivering fully on the realization of the tortured and self-torturing Nic. Already nominated for a Golden Globe, I would have thought another Oscar nomination is assured for this.

ER’s Maura Tierney also excels in a quieter supporting role: something that generally seems to be her niche at the movies.

Part of the curriculum
This is most definitely a “Father Ted” film…. it’s a gruelling movie from beginning to end and as such it feels a lot longer than it’s 2 hour running time suggests. But it is well worth the effort. A drama that really delivers on its message: “just say no”.

It rather frustrates me that the film is a UK 15 certificate. Not that I’m criticising the BBFC here, since with graphic drug taking, a lot of choice language and one (not overly graphic) sex scene, the rating is appropriate. However this would seem to me to be required viewing by every 13 year old, since if Chalomet’s performance can’t drill the message home to not climb onto that pole in the first place, then noone can.
  
Descent: Journeys in the Dark (Second Edition)
Descent: Journeys in the Dark (Second Edition)
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.

With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.


So many cards...
Descent: An Overview In The Dark

Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.

The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.

Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.


Solo? How So? Redjak has the answer.

With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.

I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.

These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.


RAMV

The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.

After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.

You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.

It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.


RAOV

This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.

RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.

You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)

and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.

Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.

That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.

An Open Dungeon

As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.


For The Digital Generation

Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.

I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.

The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.

In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
  
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Purple Phoenix Games (2266 KP) rated Nations: The Dice Game in Tabletop Games

Aug 16, 2019 (Updated Jul 17, 2021)  
Nations: The Dice Game
Nations: The Dice Game
2014 | Civilization, Dice Game
If you have been around board games over the past several years you will notice trends here and there. Some games came out with smaller, easier to digest, versions of themselves as card games, or roll-and-writes, or in this case: dice games. The goal is to get the same kind of feeling and experience as playing the older sibling in a much smaller and time-friendly spin-off. I have played Nations (the original big game) before, but does Nations: The Dice Game give a similar feel?

Nations: The Dice Game (can I please just call it Nations for this review as we know I am not talking about the original? Thanks.) is a civilization building, upgrade tile drafting, dice game for one to four players. Players will be upgrading their civilizations over four game rounds to compete for Books and VPs. The player with the most VP at the end of the game is the winner.


Disclaimer: The photos shown here is for a solo game, as I took them during my learning game using the solo rules. Normally the purple d4 is not used in multiplayer games. -T
To setup, each player will choose a starter civilization mat, receive five white dice, a gold chit, and a re-roll chit. Player order will be determined by cards and each player will receive their player order card which doubles as a reference card (great idea). The Progress Board will be set on the table and populated with randomized Age I Progress tiles according to the rule book. The Score Board will also be placed on the table to track Books, Events, and final VPs. The game begins with each player rolling their five dice.

Nations (TDG) is played over four ages with multiple rounds per age. At the beginning of each age old tiles will be removed from the Progress Board and new ones for the current age added. Also an Event tile will be drawn and placed on the Score Board to signify goals for Famine and War at the end of the age. On a player’s turn they will take one action from the following: Re-Roll (any or all unused dice by spending a re-roll chit), Buy tile (from the Progress Board to upgrade player mat spaces and dice), or Build Wonder (tile using Stone dice or chits for VP). When a player has taken as many turns/actions they wish for the age, they turn their player order card to the side to indicate they have passed for the remainder of the age.


Once all players have passed, they will tally their unused dice and any chits showing Books to be recorded on the Book track. Players will score points for Books based on how many opponents they have outscored for Books. Then players will consult the face-up Event tile that was revealed at the beginning of the round. The top portion displays VP earned when players discard unused dice and chits showing Famine leaf icons matching or exceeding what is on the Event tile. Similarly, for War players will consult the Event tile and use the sword icons on unused dice and chits to score any VPs for War. Play continues in this way across all four ages and once the fourth age has been scored the game ends and winner named victorious!
Components. I have mostly good news here. The dice in this dice game are wonderful. They are all easy to read and understand, and feel great when rolling nine or ten of them at once. The chits are fine, the Progress and Event tiles are nice and thick. The player mats, Score Board, and Progress Board are very thin though. I was going to give that a negative remark, but you know, players don’t really handle them during the game so there is no real need for them to be any thicker. The art is similar as in Nations, and while it does not resonate with me, it is fine. I won’t be playing Nations for the art.

All in all the game is fine. It didn’t blow me away or completely replace Nations (the big game) for me. It IS a pretty quick game to play, so there is one definite improvement over the big brother game; 10-15 minutes per player is pretty spot on. I usually do not prefer dice games to the originals (BANG! The Dice Game being the obvious improvement), and this one is really just on par with the big game. While it takes up less space on the shelf, I wouldn’t necessarily recommend it over its sibling. I feel the same way about each game, so my recommendation is get the version you feel would be played more often. Purple Phoenix Games gives Nations: The Dice Game a Montezuma-should-be-in-Age-IV 6 / 12. Give it a shot if you are into dice games, but grab the original if you want something meatier.
  
Ralph Breaks the Internet: Wreck-It Ralph 2 (2018)
Ralph Breaks the Internet: Wreck-It Ralph 2 (2018)
2018 | Adventure, Animation, Comedy
Kids growing up today don’t have the experience of a true arcade like some of us old folks do. Arcades as I knew them were loud (often smoke filled) establishments lined from one end to the other with all types of video games. Arcades these days reside mainly in pizza parlors with giant animatronic mice and consist mostly of ticket giving, skill-based games like skeeball and flippy coin games. Well, we now get a little bit of a nostalgic flashback as the Disney juggernaut does it again with Ralph Breaks the Internet, a delightful story about friendship, self-confidence and of course arcade games.

Ralph (John C. Reilly) has come a long way from his time as an arcade villain. He now spends his days working in his video game “Fix-It Felix Jr.” and his nights having fun with his adorable and talented bestie Vanellope (Sarah Silverman). Life just couldn’t be better, and Ralph is completely content living a structured and simple life. Vanellope, on the other hand, dreams of excitement and a change of pace, as she is growing tired of working in her game “Sugar Rush” since it’s always the same tracks and she wins every race. As the saying goes…be careful what you wish for. Things soon take a turn for the worse when Vanellope’s Sugar Rush game cabinet breaks causing mass upheaval in the world behind Litwak’s Arcade. The friends discover that the part to fix it can only be found on E-bay, so the two embark on a journey on the newly installed internet to find E-bay and get the part to fix the game.

Ralph and Vanellope find out that the internet is a vast and strange place and they quickly learn there is a much larger world outside their little arcade. On the internet there are new places to explore, new games to play and friends whose hearts are as large as the internet itself. The way the writers and animators portrayed how the actual websites work within the internet was simply spectacular. They nailed exactly how I believe E-bay works when I’m bidding on all those hard to find Disney items and I’m happy they finally confirmed that there is a Mr. KnowsMore behind the all-knowing Google search bar. They even gave purpose and heart to the ever-annoying internet pop-up ads and if that isn’t storytelling at its finest, I don’t know what is. The inner workings of the internet are brought to life in only a way that Disney could, and I loved every minute of it.

Not only did they superbly animate the World Wide Web, Ralph Breaks the Internet is also full of as much heart and charm as any Disney movie. The bond between Ralph and Vanellope is so strong that it sweetly radiates off the screen. There is also depth to the story as we get to see their relationship go through all the struggles and triumphs that form a true and lasting friendship. In pure Disney fashion, in the end there is a moral to the story where Ralph learns that a true friend is someone who is willing to let go, even when you don’t want to. The story was sweet as sugar and showed that things can always be fixed as long as you are true friends.

The animation is top-notch, with so many little nuances that I’m certain I didn’t catch them all the first time around. The animation in the scenes with the “casual” princesses and the little bit in the credits (you absolutely 100% must stay for the credits) with Fun Bun and Puddles make everything even more perfect. They also added little extra touches like when the friends go to Tapper’s bar to have a drink of Root Beer, the bartender’s movements are jerky and react exactly as he did in the actual arcade game. Speaking of characters there are so many represented, you may want to see this movie a couple of times just to see them all.

Ralph Breaks the Internet takes modern technology and blends it with memorable characters, an incredible story, and more Easter Eggs than you can shake a joystick at. Everyone from video game fans to Disney movie lovers will find something to enjoy. Disney definitely has another blockbuster on their hands and it will have no problem sitting proudly next to the likes of Beauty and the Beast or the epic Toy Story films. In Ralph Breaks the Internet, you will be laughing one minute and crying the next and it once again shows us how Disney can take any topic and turn it into a timeless classic. Make sure to race to your nearest theater on November 21, 2018 when Ralph Breaks the Internet comes crashing into theaters everywhere. You’ll be happy that you did.
  
Agropolis
Agropolis
2020 | Card Game, City Building, Farming, Territory Building
Being based on the Iowa/Illinois border, Purple Phoenix Games is definitely headquartered in the good ol’ Midwest. We are not without cities and modern amenities, as some might suspect, but we are certainly accustomed to seeing farm life, rural communities, and rolling fields of crops. Figuring out how exactly to organize your fields and crops is no easy task, and Agropolis is here to put you to the test!

Disclaimer: We were provided a copy of Agropolis for the purposes of this preview. The components are not yet finalized, and will probably change from what you see here to the finished Kickstarter campaign. Agropolis is a stand-alone expansion to the popular ButtonShy title, Sprawlopolis. We have reviewed Sprawlopolis (as both a Solo Chronicles, as well as Multiplayer) in the past, so I do not intend to rehash the entire ruleset in this preview. -L

In Agropolis, players are working cooperatively to create a cohesive and thriving rural community. The overall gameplay is the same as Sprawlopolis, with a few thematic differences. To begin the game, randomly select 3 cards to dictate the scoring conditions for your specific game. Deal 1 card to each player (3 to the starting player), and place one card face-up in the center of the table. On your turn, you will draw a card, play a card into the communal countryside, pass your remaining cards to the next player, and then draw a new card. The goal is to create a countryside that scores enough points to surpass the combined total of the 3 scoring condition cards.


Each card is divided into four zones: cornfields, livestock pens, orchards, and vineyards. The selected scoring condition cards determine how you can earn and lose points for your card/zone placements in the countryside. That’s where strategy comes into play – you can’t just place your cards wherever you want! There has to be a method to the madness, and each placement must be carefully selected for maximum end-game points. When all cards have been played, tally up your points – earning points for each zone, gaining/losing points for scoring conditions, and deducting points for roads. If your final score is higher than the total of the 3 scoring conditions combined, then you have won!
As a big fan of Sprawlopolis, I am happy to report that ButtonShy has done it again with Agropolis. The overall gameplay and atmosphere is the same between both games, which adds a comfort and familiarity to the game, but the thematic differences and scoring conditions make the game feel subtly unique. Aside from a country theme, Agropolis has an optional challenge known as the Feed Fee. Certain cards have a feedbag and livestock symbol underneath the card’s score, and all cards have a combination of livestock symbols at the bottom of the scoring description. To play with the Feed Fee, simply count the number of that specific type of livestock across all 3 scoring condition cards and add that to your scoring total. You might even have multiple Feed Fees in play for a single game! That is a new added challenge unique to Agropolis, and can really up the ante of the gameplay.


Our preview copy of Agropolis also came with a 6-card combo pack expansion that allows you to combine both Agropolis and Sprawlopolis into one big game. To play with the combo pack, randomly select one scoring condition card from the three decks: Agropolis, Sprawlopolis, and the combo pack. Randomly select another combo pack card to be the starting card of your city/country blended community. On your turn, you will draw 1 Agropolis card and 1 Sprawlopolis card. Play only one of those cards to the tableau, and the other is discarded. When both draw decks run out, the game is over and points are tallied. This combo game is uniquely challenging because you have scoring conditions from both games. You can’t focus on the city-side and let the country peter out, because at least one of the scoring condition cards calls for a country-specific goal. This combo pack takes the simplicity of both games and really ups the amount of strategy required for success. Definitely a combo I will be playing a lot!
All in all, how is Agropolis? The gameplay itself is simple, strategic, and satisfying to play. Although nearly identical to Sprawlopolis, the thematic differences and country-specific scoring conditions make the game feel new and refreshing. I absolutely love the 6-card combo pack to combine both games together. It just heightens the gameplay and strategic considerations, and takes it from a smaller game to something with a little more heft. Some people are all about that city life, but I think Agropolis will show you the beauty of the rural community. Be sure to check out the Kickstarter campaign, going live on Tuesday, September 29th!
  
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Hazel (1853 KP) rated Clover Moon in Books

May 24, 2017  
Clover Moon
Clover Moon
Jacqueline Wilson, Nick Sharratt | 2016 | Children
8
8.0 (2 Ratings)
Book Rating
A Victorian Story
This eBook was provided by the publisher via NetGalley in exchange for an honest review

Although now in her seventies, the Nation’s favourite children’s author, Dame Jacqueline Wilson, is continuing to write after surpassing one hundred novels. Many children (mostly girls) grow up reading her stories, myself being amongst that number. Even my sister, who hated reading, purchased a number of her books. It has been well over a decade since I last read a Jacqueline Wilson, however after seeing her latest novel was available for review, I thought I would give it a go.

Clover Moon is set in poverty-stricken Victorian London, where eleven-year-old Clover, the eldest of six siblings, lives with her father and stepmother. Like many stepmother’s in children’s literature, Clover’s treats her like a slave – a position she is destined to stay in unless she gets a job in a factory. With no school to attend, Clover becomes a second mother to her younger brother’s and sisters, yet nothing can prepare her for the devastating impact a wave of Scarlet Fever brings. With only an old doll maker who cares about her, Clover is desperate to get out of her situation; so after a chance meeting with an artist who tells her about a home for destitute girls, Clover decides to seek out the help and life she deserves.

Although only eleven, Clover has the responsibilities of someone of a more mature age. It is hard to imagine sending a child out to work, or trusting them to look after a newborn baby. Children reading this book will learn the difference between their lives and the life of a child in the 1800s.

As always, Jacqueline Wilson gives her main character a happy ending – although in this instance it still remains a bit uncertain. Despite the horrible circumstances, Wilson manages to pump her story full of enthusiastic optimism, thus portraying Clover as a strong, determined heroine.

Most of Jacqueline Wilson’s earlier books were set in the present day; there were still unhappy situations, but the settings were based on ideas the reader would be familiar with. In the case of Clover Moon, unless children have been educated about the poor in Victorian England, it is unlikely that they will be able to fully comprehend Clover’s predicament. As a result, the book is more suitable for young teenagers than the usual target audience of eight to twelve year olds.

Comparing my memories of Jacqueline Wilson books I read as a child with her latest publication, Clover Moon felt like something different; a new direction. As I have not read any of her work between the early 2000s and now, I am not sure when this change occurred, but it feels as though Wilson is delving deeper into her main character’s thoughts and feelings, and creating a more insightful storyline. On the other hand, I may simply be more intuitive as an adult than I was a child.

Although Clover Moon did not turn out to be the style of writing I was expecting I thoroughly enjoyed it. In fact, this difference made it possible to distance myself from the author’s renown, and treat it as an individual story. Clover is an admirable character who, through her narration, provides both an entertaining story and brief historical education. Fans of Jacqueline Wilson will not be disappointed with this latest publication; and if you are a new reader, Clover Moon is a great place to start.
  
Sidney Chambers and the Shadow of Death
Sidney Chambers and the Shadow of Death
James Runcie | 2012 | Fiction & Poetry, Religion
10
6.3 (4 Ratings)
Book Rating
A unique series of crime
I received this book for free through Goodreads First Reads

In 2014, ITV broadcasted the first episode of Grantchester, a drama series based on books by British novelist, James Runcie. Although written during the twenty-first century, the story is set in the 1950s in a village on the outskirts of Cambridge. Sidney Chambers, a young Canon in charge of the Church of St Andrew and Mary, is a polite and friendly character who, despite his reluctance, ends up acting as a detective in a variety of crimes.

Sidney Chambers and the Shadow of Death is the first book of six in The Grantchester Mysteries. Split into six individual baffling cases, the background story of Sidney’s private life continues to develop throughout. Each crime is committed and swiftly solved by the Canon and his friend, Inspector Geordie Keating, although it is Sidney who ultimately resolves the case.

Murder, jewellery theft and art forgery and just some of the felonies Sidney grudgingly gets involved with. In fact, unresolved crimes tend to land in his lap rather than offering his assistance willingly. Up at dawn to work on sermons before rushing off to capture criminals, Sidney is never off duty.

A vicar may seem like an unlikely candidate for a detective, however, people tend to open up to him and unintentionally reveal delitescent information. Listening to suspects and witnesses without pre-judgement allows Sidney to think things through carefully rather than jumping to conclusions. From the moment the crime is committed right up until the story’s denouement, Sidney passionately does everything he can to make sure the correct culprit is discovered.

What makes this series different from other crime novels is the focus on Sidney Chambers’ own life. James Runcie emphasises the loneliness of a bachelor living in a vicarage with only a curate and crotchety housekeeper for company. Readers are drawn into Sidney’s stories and hold onto the hope that his dalliances with the beautiful Amanda turn out to be something more concrete.

Those who have watched the ITV series will be familiar with the stories in this book because the producer has stuck to the exact storyline, not missing a single thing out or adding anything extra. The fact that there were only two years between publishing and screen production goes to show how well written and thought out these stories are. Unlike famous detective novels such as Sherlock Holmes or those by Agatha Christie, The Grantchester Mysteries are not set at the time of writing, so, although they are historically accurate, the prose is suitable for present day readers.

Each story is quick to read and is easy going, making it a relaxing and enjoyable book. It is not a thriller or horror, although some of the crimes are quite terrible. Instead, it is entertaining and often humorous. It is suitable for crime fiction fans as well as those new to the genre.

Regardless of whether you have watched the television series or not, Sidney Chambers and the Shadow of Death is a delight to read. Of course, ITV has given away all the endings, but it is a different experience to read it in print rather than seeing it acted out on screen. Featuring the face of James Norton on the cover so as to work as a TV tie-in, the series will be easy to spot in prime position on bookshelves both in shops and personal collections.
  
The Making of a Duchess (The Sons of the Revolution, #1)
The Making of a Duchess (The Sons of the Revolution, #1)
Shana Galen | 2010 | Fiction & Poetry, History & Politics, Romance
6
7.0 (2 Ratings)
Book Rating
Sarah Smith is just a governess… but then her employer sends her off to spy on the French Duc de Valère, Julien. Sarah takes on an identity of someone who died years ago. Insecure and out of her comfort zone, she does her best to figure out if Julien is a traitor… but gets nearly swept away by him. Being discovered as a spy doesn't help her situation any, either. But Julien isn't going to turn her out on the streets. He's going to use her to keep himself safe from the men trying to catch him… and he might just marry her.

Julien knows it's his duty to ask Serafina Artoris to marry him, and after seeing her once and being astounded by her beauty, he's fully prepared to marry her—but she rejects him. He tries his best to keep his head on straight as he continues his search for his brothers, who he is convinced are alive. But he never counted on Serafina being so attractive, so unique, so different… and discovers that he is willing to give her a second chance.

Both Julien and Sarah struggle with their feelings about each other, but unite in a common cause: to prove that Julien is not a traitor to his country, by finding his brother who may or may not be alive, using information from a man who may or may not be luring them into a trap. But there are many mysteries and complications along the way, such as compromised reputations, jail breaks, at least three marriage proposals, and pirates… and a Duc madly in love with a governess.

The Making of a Duchess was romantic, exciting, and sweet. It kept me reading and sat in the forefront of my mind.

The plot was exciting near the end when the action took place, but there wasn't much happening through the rest besides a lot of sneaking and a lot of kissing. I figured out a key element of the story the second the hint was dropped, in one of the first chapters, and I was a little disappointed that the mystery didn't get unveiled later. And, again with the last-page love confession… is it a requirement for men in romance novels to put off saying "I love you" for as long as they can? It was the only thing that bugged me about Julien. He was such a bright man, but he didn't even tell her that he loved her. Not until it was quite obvious. At least he said it, though.

I liked the characters a lot: I felt really bad for poor Sarah—although her repetition of doubts did get annoying after a while—and I cared a lot for her happy ending. She had so many doubts about who she was, her family, what was right and what was wrong, and even whom she was loyal to. Julien was just one of those heroes that everyone wants but nobody can seem to get their hands on, so there was no way to not love him. He was brave, courageous, had his priorities set straight, a hard worker, and a romantic (and extremely good looking). Their relationship was a little fast paced, and it was hard to see what it was based off of at first. Sarah had a hard time figuring out what was desire, and what was love… but I think she got it right in the end.

Content/Recommendation: little language, some sex. Ages 18+
  
On Wings of Silence: Mexico '68
On Wings of Silence: Mexico '68
Dede Fox | 2019 | Fiction & Poetry, History & Politics
10
10.0 (1 Ratings)
Book Rating
A Well Written and Interesting Historical Fiction Novel
I'm a fan of books written in verse. There's just something special about them that calls out to me. When I first heard about On Wings of Silence: Mexico '68 by Dede Fox, the synopsis intrigued me. When I heard that it was written in verse, it was then that I knew I had to read this book. I ended up loving this book.

I will admit that I had never heard of the Tlatelolco Massacre before I read On Wings of Silence: Mexico '68. The plot does a fantastic job of explaining the massacre to those who know nothing about it. It was also interesting to read about Diana's time in Mexico as an American university student. Everything is told through Diana's perspective. This book made me want to research more about the Tlatelolco Massacre that the Mexican government tried to keep hushed up.

The prose in On Wings of Silence: Mexico '68 was done beautifully and perfectly. Every word elicited all kinds of feelings whilst reading this book. Because this novel was written in verse, it really drove those feelings home and made them feel more realistic. I think I experienced a total spectrum of feelings while reading On Wings of Silence: Mexico '68. Some readers may have a little trouble with some of the Spanish in this book, but there are enough context clues to figure out what is being said.

I really cared and felt for Diana, the main character in On Wings of Silence: Mexico '68. Diana was such an authentic and fleshed out character which can sometimes be a challenge in books written in verse. Dede Fox made character writing appear easy! My heart felt so full while Diana was falling in love with Guillermo. I felt as if I was falling in love at the same time. When Guillermo went missing while on the phone with Diana, I felt such panic. Her search for her boyfriend felt as if it was my search. I was worried for Guillermo as if he was a real person instead of a fictional character. (Sadly, as this book is based on an actual historical event, I imagine that feeling was all too real for many people.) I lived in hope Guillermo would turn up at some point. I'll just leave it at that because you'll have to read the book in order to find out Guillermo's fate. Diana was such a strong female character as well. I really admired her. Natalie and Melinda, Diana's roommates, were likable characters, but we don't get much of a backstory on them. I feel as if this was done on purpose so the reader could really focus more on Diana's story.

The pacing was done fantastically! I devoured this book in one sitting. I couldn't get enough. Each word flowed beautifully into the next, and I was left captivated and hungry for more of the story.

Trigger warnings for On Wings of Silence: Mexico '68 include attempted rape, sexual assault, violence (although not graphic), drinking, some minor profanities in English and Spanish, and political corruption.

Overall, On Wings of Silence: Mexico '68 is a beautifully written piece of literature that will leave its reader with a plethora of feelings as well as a history lesson. I would definitely recommend On Wings of Silence: Mexico '68 by Dede Fox to everyone 16+.
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(Thanks to the Dede Fox for providing me with a paperback of On Wings of Silence: Mexico '68 in exchange for an honest and unbiased review.)