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Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!

Purple Phoenix Games (2266 KP) rated The Quest Kids: Matching Adventure in Tabletop Games
Mar 25, 2021
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.

Kyera (8 KP) rated Cress (The Lunar Chronicles, #3) in Books
Jan 31, 2018
As I mentioned in the past review as this is not the first book in the series there will be major spoilers, even though I'm not spoiling anything from this book.
Whether I agree or not, many people find that Scarlet is their least favorite book in the series. As a result, I worry that they may not continue with the series at that point which would be a major mistake. Cress is an absolutely fantastic book and will hit you in the feels more times than I can count.
While they may not be my OTP, Cresswell is probably in my top five or 10 favorite ships. I've never really sat down and tried to figure it out. It's like trying to figure out which puppies in an entire room full of puppies are the cutest. Impossible. As much as I love Wolflet and Kaider, there is just that extra something that Cress and Thorne have.
For those familiar with the Disney movie, Tangled, their relationship is very similar (in my opinion). I absolutely adore the two of them together. While Thorne is a bit of a player, confident, a wanted criminal... he goes on this major character arc over the course of the series. Cress has this romanticized, hero view of him and he realizes that he wants to live up to that image.
I laughed so hard when Thorne barreled into the hallway yelling Cress and then ran right past the room. It both tugged at my heartstrings so much and made me roll my eyes. One of my favourite lines was "You came for me" because it just shows the new, unsure feelings between them while simultaneously showing that they're much deeper than either truly realizes yet. My heart melted.
It is fantastic to see how the characters grow and evolve over the course of the series. Kai starts out as a prince and completely unprepared for his responsibilities. He is thrust into his role much sooner than anticipated and he has to grow up really quickly. He has the weight of an entire people on his shoulders.
All Cinder ever wanted was to be a normal person and she finds out that her life is even more abnormal than she realized. Not only is she a cyborg, but she's Lunar. Not only is she a Lunar, but she's royalty. She has just as much if not more on her shoulders than Kai does. She is the one that people have been putting all of their hopes and dreams on for over a decade.
Cress has been stuck in a satellite by herself with no human interaction for a large portion of her life. Her whole life she had to escape into fictional stories in her own head because of her real life. She never learned to stand up for herself and she's not used to the real world. It was nice to see little elements of her bravery throughout the story despite the fact that that is not her nature.
Sadly, we don't really get to see any development from Scarlet or Wolf. Their stories in Cress are relatively non-existent. Despite the fact that they were the focus of the second book, I do think that it was a negative for me that one of the main pairs was essentially completely overlooked in this book. At the same time, I also have that feeling for Winter and Jacin in regards to the first two books and most of the third. We get little glimpses of them and spend a small amount of time with Jacin, but overall I don't feel like I know their characters whatsoever.
The author does continue the world building but the writing is predominantly focused on the characters and the plot. There are some really nice glimpses into small villages or communities in other places than we're used to. I think it is a nice blend between story and world so that these books are very accessible. It's not heavy world building that might make readers hesitant to dive into such rich, dense worlds (like high fantasy might be).
Overall, I think this is a fabulous novel and I would highly recommend the entire series to people even if science-fiction is not normally what you gravitate towards.
Whether I agree or not, many people find that Scarlet is their least favorite book in the series. As a result, I worry that they may not continue with the series at that point which would be a major mistake. Cress is an absolutely fantastic book and will hit you in the feels more times than I can count.
While they may not be my OTP, Cresswell is probably in my top five or 10 favorite ships. I've never really sat down and tried to figure it out. It's like trying to figure out which puppies in an entire room full of puppies are the cutest. Impossible. As much as I love Wolflet and Kaider, there is just that extra something that Cress and Thorne have.
For those familiar with the Disney movie, Tangled, their relationship is very similar (in my opinion). I absolutely adore the two of them together. While Thorne is a bit of a player, confident, a wanted criminal... he goes on this major character arc over the course of the series. Cress has this romanticized, hero view of him and he realizes that he wants to live up to that image.
I laughed so hard when Thorne barreled into the hallway yelling Cress and then ran right past the room. It both tugged at my heartstrings so much and made me roll my eyes. One of my favourite lines was "You came for me" because it just shows the new, unsure feelings between them while simultaneously showing that they're much deeper than either truly realizes yet. My heart melted.
It is fantastic to see how the characters grow and evolve over the course of the series. Kai starts out as a prince and completely unprepared for his responsibilities. He is thrust into his role much sooner than anticipated and he has to grow up really quickly. He has the weight of an entire people on his shoulders.
All Cinder ever wanted was to be a normal person and she finds out that her life is even more abnormal than she realized. Not only is she a cyborg, but she's Lunar. Not only is she a Lunar, but she's royalty. She has just as much if not more on her shoulders than Kai does. She is the one that people have been putting all of their hopes and dreams on for over a decade.
Cress has been stuck in a satellite by herself with no human interaction for a large portion of her life. Her whole life she had to escape into fictional stories in her own head because of her real life. She never learned to stand up for herself and she's not used to the real world. It was nice to see little elements of her bravery throughout the story despite the fact that that is not her nature.
Sadly, we don't really get to see any development from Scarlet or Wolf. Their stories in Cress are relatively non-existent. Despite the fact that they were the focus of the second book, I do think that it was a negative for me that one of the main pairs was essentially completely overlooked in this book. At the same time, I also have that feeling for Winter and Jacin in regards to the first two books and most of the third. We get little glimpses of them and spend a small amount of time with Jacin, but overall I don't feel like I know their characters whatsoever.
The author does continue the world building but the writing is predominantly focused on the characters and the plot. There are some really nice glimpses into small villages or communities in other places than we're used to. I think it is a nice blend between story and world so that these books are very accessible. It's not heavy world building that might make readers hesitant to dive into such rich, dense worlds (like high fantasy might be).
Overall, I think this is a fabulous novel and I would highly recommend the entire series to people even if science-fiction is not normally what you gravitate towards.

Eleanor Luhar (47 KP) rated Nothing Tastes as Good in Books
Jun 24, 2019
I happened to see this book by chance, in my local library. I was drawn to it because it's cover, it's title - I'm anorexic, and I happen to be drawn to things relating to mental health. It doesn't expressly say on it that it's about anorexia, but the cover made it pretty obvious to me. A warning to anyone that wants to read it: it's hard. If you suffer from something like this, like me, then you will probably have difficulty reading something so close to home. Especially if you're recovering. But it gets better. (I mean the book; I'm not using that "life gets better" crap.)
So Annabel is dead. I'm studying The Lovely Bones at school so the whole beyond-death narration isn't that special to me now. But Hennessy does it pretty differently to Sebold.
We don't know much about Annabel, not at first. But we begin to learn about her while she helps her assigned "soul-in-need" - The Boss (definitely not God) has promised her a final communication with her family if she helps Julia. And this looks easy, at first - Julia is from Annabel's old school, with a loving family and good grades. Everything is fine, except she's fat. Annabel thinks this should be easy - after all, she's an expert in weight loss. She lost weight until she died.
But Annabel soon finds out that Julia's issues are a whole lot more complex than her weight. At first, losing weight helps. But then her old scars come back to haunt her, and Annabel realises that maybe losing weight isn't going to fix all her problems.
Aside from the obvious issue, this book does talk about a lot of important topics. It covers friendships and relationships, like most YA novels do, but it also combats ideas on feminism, affairs with older men, and people all having their own hidden demons.
At first, I wasn't keen on Annabel. I wanted to like her - I felt I should, because I could relate to her story so much. But she was a bitch. She wanted other people to be like her, and rather than encouraging recovery and health and happiness, she shared tipped on weight loss. It really did hurt to read. Her ideas on "perfection" and being weak for eating just really hit a nerve for me. Not because it was wrong (though I'd never encourage an eating disorder in someone else), but because it's exactly how I'd think about myself. Her behaviours, her worries, her anger - they were so real.
But Annabel, despite being dead, grows alongside Julia. Yes, she tells Julia to starve herself and run on an empty stomach and hate herself, but eventually she starts to feel for her. She wants Julia to combat her issues, to actually be happy. And she realises, despite having been so upset with her old friends for recovering, that maybe she wasted her life. Maybe she could have been something more, rather than striving to be less.
I found this really emotional. Annabel's love for her sister, the sister she neglected for years while she was focused on her goals, and the future she cut short. The way Julia's life changed when her passion for writing and journalism was overtaken by her obsession with food, calories, exercise. It's so real and so sad. And the ending isn't "happily ever after" - Annabel's still dead, Julia's in counselling - but it's real. It gives hope that things can change, that Julia can really achieve happiness.
At first, I didn't like this that much. I know Annabel is just a character, but I just didn't like her. She was one of those girls that makes anorexia sound like a choice, a lifestyle, and I hated that. But later she realises she is sick, and I actually felt sorry for her. I was sorry that she had been brainwashed by her illness into believing she was doing what was right.
The only reason I'm giving just 4.5 stars to this book is because Annabel was a bitch. Yes, she is a character, and yes, she grows considerably throughout the novel, but her encouragement of EDs just drove me insane. Personal pet peeve, I guess.
So Annabel is dead. I'm studying The Lovely Bones at school so the whole beyond-death narration isn't that special to me now. But Hennessy does it pretty differently to Sebold.
We don't know much about Annabel, not at first. But we begin to learn about her while she helps her assigned "soul-in-need" - The Boss (definitely not God) has promised her a final communication with her family if she helps Julia. And this looks easy, at first - Julia is from Annabel's old school, with a loving family and good grades. Everything is fine, except she's fat. Annabel thinks this should be easy - after all, she's an expert in weight loss. She lost weight until she died.
But Annabel soon finds out that Julia's issues are a whole lot more complex than her weight. At first, losing weight helps. But then her old scars come back to haunt her, and Annabel realises that maybe losing weight isn't going to fix all her problems.
Aside from the obvious issue, this book does talk about a lot of important topics. It covers friendships and relationships, like most YA novels do, but it also combats ideas on feminism, affairs with older men, and people all having their own hidden demons.
At first, I wasn't keen on Annabel. I wanted to like her - I felt I should, because I could relate to her story so much. But she was a bitch. She wanted other people to be like her, and rather than encouraging recovery and health and happiness, she shared tipped on weight loss. It really did hurt to read. Her ideas on "perfection" and being weak for eating just really hit a nerve for me. Not because it was wrong (though I'd never encourage an eating disorder in someone else), but because it's exactly how I'd think about myself. Her behaviours, her worries, her anger - they were so real.
But Annabel, despite being dead, grows alongside Julia. Yes, she tells Julia to starve herself and run on an empty stomach and hate herself, but eventually she starts to feel for her. She wants Julia to combat her issues, to actually be happy. And she realises, despite having been so upset with her old friends for recovering, that maybe she wasted her life. Maybe she could have been something more, rather than striving to be less.
I found this really emotional. Annabel's love for her sister, the sister she neglected for years while she was focused on her goals, and the future she cut short. The way Julia's life changed when her passion for writing and journalism was overtaken by her obsession with food, calories, exercise. It's so real and so sad. And the ending isn't "happily ever after" - Annabel's still dead, Julia's in counselling - but it's real. It gives hope that things can change, that Julia can really achieve happiness.
At first, I didn't like this that much. I know Annabel is just a character, but I just didn't like her. She was one of those girls that makes anorexia sound like a choice, a lifestyle, and I hated that. But later she realises she is sick, and I actually felt sorry for her. I was sorry that she had been brainwashed by her illness into believing she was doing what was right.
The only reason I'm giving just 4.5 stars to this book is because Annabel was a bitch. Yes, she is a character, and yes, she grows considerably throughout the novel, but her encouragement of EDs just drove me insane. Personal pet peeve, I guess.

Becs (244 KP) rated Monster Catchers in Books
Jul 6, 2019
Captivating middle grade novel!
You can also find this review on my blog: bookingwayreads.wordpress.com
Thank you to Smith Publicity and the author, George Brewington, for allowing me the wonderful opportunity to be a part of the Monster Catchers blog tour and for sending me a copy to read and review.
TRIGGER WARNINGS: death, kidnapping
"We can't always think of ourselves. There are so many creatures in the world that need love."
Main Characters:
Bailey Buckleby - the main character and co-owner of Buckleby and Sons. He's a monster catcher like his father, but questions how his father goes about the business. Very compassionate and has a good Frisbee throwing arm.
Dougie Buckleby - Bailey's father and the owner of Buckleby and Sons. He has taught Bailey everything he knows about being a monster catcher. A bit selfish by not really listening to Bailey, even though he always ends up being right.
Savannah - schoolmate of Bailey's turned friend. A part of the Bullhead Brigade, which Nikos is also a part of.
Henry - baby Swiss troll that is taken in by Dougie. But is he?
Candycane Boom - a loan shark that ends up teaming up with Axel Pazuzu. Later become an alley to Bailey, Savannah, and Nikos.
Nikos - a Minotaur that is hired to take down Bailey and his father but after being beaten, he joins forces.
Axel Pazuzu - a cynocephaly (part human, part dog that is a god). Known for scamming people worse than Candycane Boom. Ends up causing a lot of problems for Bailey, Savannah, and Dougie.
"Sometimes passion makes one do really, really stupid things. You mustn't beat yourself up about it."
Review:
**Possible spoilers ahead**
Monster Catchers is a middle grade novel about friendship, adventure, sacrifices, saving the ones you love, with a hint of romance and drama. It starts with Bailey sitting at the register in the family shop, rereading In the Shadows of Monsters by his favorite monster catcher. Some teenage boys come in looking for trouble, but Bailey scares them off by showing them the monitor that shows the back room. This very back room is where the real business of Buckleby and Sons take place: monster catching.
Soon after the group of teenage boys leave, a customer comes in needing to have a 'pest' taken care of. Once the Buckleby's are hired, Candycane Boom comes in looking for another fairy friend for his current fairy. He picks on out while Bailey walks Henry on Whalefat Beach. This is where the two meet Axel Pazuzu a cynocephaly, which is a half human, half dog god creature. Axel tries buying Henry from Bailey, but he refuses because he doesn't want to loose this best friend. Bailey quickly heads home with Henry before Axel tries stealing Henry away.
That night, Dougie and Bailey head out to the customer's home to catch the little rascal that has been stealing all of the lights. Well, things don't go according to plane and instead of catching just one little goblin, they catch two and encounter about ten others. This doesn't turn out for Dougie as one of the goblins bites his finger off!
After they returned home, Bailey fell asleep. The next morning, he headed to school to give the report that was due but that he wasn't ready for. So he improvised and told about one of the real stories from In the Shadow of Monsters. Now, the thing with people within Monster Catchers, is that they don't believe that the monsters are real. They are in a constant denial, even when they've seen the monsters themselves. This sparks some major debate in Bailey's class.
Savannah ends up following Bailey back to the store where she is introduced to all the monsters in the back room and even eventually meets Axel Pazuzu when they head to the beach to walk Henry. Axel hires Candycane to get Henry from the Buckleby's. Well, this causes a bunch of different action packed scenes that will leave you turning the pages until the ending.
When you think monsters, you don't think of a father-son duo saving California. But that's just what Dougie and Bailey Buckleby do. For the right price, they will capture anything from goblins and trolls to harpies and fairies. If it's a monster of any sort, the Buckleby's are the one's to call. But, Bailey soon finds out that his father has been lying to him all of his life and it must be he who saves the people of the world. Monster Catcher is a fast-paced, action-packed adventure that will capture young hearts everywhere.
Character/ Story background and development -
I was generally surprised at how much development was within this little novel. Especially for it being book one in a series and a debut! Bailey's and his fathers development were some of the best. The two go from best buds to Bailey questioning everything about him to having to sacrifice him for the sake of the world. It just blew me away the relationship that the duo had as they were massively different, but brought very similar aspects to the relationship.
Plot -
George Brewington weaves lessons of friendship, morals, and action into this fantasy filled debut. Bailey's interest in monsters is heartwarming, especially when he finds out that monsters have feelings and all aren't bad like they are perceived to be.
Spelling/ Grammatical errors -
I honestly didn't seem to find any spelling or grammatical errors that popped out or took away from the overall story. Monster Catchers is a very well-written novel.
Enjoyment -
I really enjoyed going on an adventure with Bailey and all the lovable monsters. I will most defiantly be rereading this. One thing I rather enjoyed, that I have to point out, is how George Brewington mixed extremely important world issues like: environmental issues, understanding differences, and sacrifices along with adding that fantasy aspect that is common among middle-grade novels.
Overall -
With the interwoven lessons and morals, the fun and quirky lines, the cliff hangers, discovering oneself, understanding differences, Monster Catchers encourages the reader to think beyond the words that are written.
Do I recommend? -
Yes! I highly recommend The Monster Catchers by George Brewington. It was such a cute little novel and I need more!!
"We either try or die, Bailey Boy."
Thank you to Smith Publicity and the author, George Brewington, for allowing me the wonderful opportunity to be a part of the Monster Catchers blog tour and for sending me a copy to read and review.
TRIGGER WARNINGS: death, kidnapping
"We can't always think of ourselves. There are so many creatures in the world that need love."
Main Characters:
Bailey Buckleby - the main character and co-owner of Buckleby and Sons. He's a monster catcher like his father, but questions how his father goes about the business. Very compassionate and has a good Frisbee throwing arm.
Dougie Buckleby - Bailey's father and the owner of Buckleby and Sons. He has taught Bailey everything he knows about being a monster catcher. A bit selfish by not really listening to Bailey, even though he always ends up being right.
Savannah - schoolmate of Bailey's turned friend. A part of the Bullhead Brigade, which Nikos is also a part of.
Henry - baby Swiss troll that is taken in by Dougie. But is he?
Candycane Boom - a loan shark that ends up teaming up with Axel Pazuzu. Later become an alley to Bailey, Savannah, and Nikos.
Nikos - a Minotaur that is hired to take down Bailey and his father but after being beaten, he joins forces.
Axel Pazuzu - a cynocephaly (part human, part dog that is a god). Known for scamming people worse than Candycane Boom. Ends up causing a lot of problems for Bailey, Savannah, and Dougie.
"Sometimes passion makes one do really, really stupid things. You mustn't beat yourself up about it."
Review:
**Possible spoilers ahead**
Monster Catchers is a middle grade novel about friendship, adventure, sacrifices, saving the ones you love, with a hint of romance and drama. It starts with Bailey sitting at the register in the family shop, rereading In the Shadows of Monsters by his favorite monster catcher. Some teenage boys come in looking for trouble, but Bailey scares them off by showing them the monitor that shows the back room. This very back room is where the real business of Buckleby and Sons take place: monster catching.
Soon after the group of teenage boys leave, a customer comes in needing to have a 'pest' taken care of. Once the Buckleby's are hired, Candycane Boom comes in looking for another fairy friend for his current fairy. He picks on out while Bailey walks Henry on Whalefat Beach. This is where the two meet Axel Pazuzu a cynocephaly, which is a half human, half dog god creature. Axel tries buying Henry from Bailey, but he refuses because he doesn't want to loose this best friend. Bailey quickly heads home with Henry before Axel tries stealing Henry away.
That night, Dougie and Bailey head out to the customer's home to catch the little rascal that has been stealing all of the lights. Well, things don't go according to plane and instead of catching just one little goblin, they catch two and encounter about ten others. This doesn't turn out for Dougie as one of the goblins bites his finger off!
After they returned home, Bailey fell asleep. The next morning, he headed to school to give the report that was due but that he wasn't ready for. So he improvised and told about one of the real stories from In the Shadow of Monsters. Now, the thing with people within Monster Catchers, is that they don't believe that the monsters are real. They are in a constant denial, even when they've seen the monsters themselves. This sparks some major debate in Bailey's class.
Savannah ends up following Bailey back to the store where she is introduced to all the monsters in the back room and even eventually meets Axel Pazuzu when they head to the beach to walk Henry. Axel hires Candycane to get Henry from the Buckleby's. Well, this causes a bunch of different action packed scenes that will leave you turning the pages until the ending.
When you think monsters, you don't think of a father-son duo saving California. But that's just what Dougie and Bailey Buckleby do. For the right price, they will capture anything from goblins and trolls to harpies and fairies. If it's a monster of any sort, the Buckleby's are the one's to call. But, Bailey soon finds out that his father has been lying to him all of his life and it must be he who saves the people of the world. Monster Catcher is a fast-paced, action-packed adventure that will capture young hearts everywhere.
Character/ Story background and development -
I was generally surprised at how much development was within this little novel. Especially for it being book one in a series and a debut! Bailey's and his fathers development were some of the best. The two go from best buds to Bailey questioning everything about him to having to sacrifice him for the sake of the world. It just blew me away the relationship that the duo had as they were massively different, but brought very similar aspects to the relationship.
Plot -
George Brewington weaves lessons of friendship, morals, and action into this fantasy filled debut. Bailey's interest in monsters is heartwarming, especially when he finds out that monsters have feelings and all aren't bad like they are perceived to be.
Spelling/ Grammatical errors -
I honestly didn't seem to find any spelling or grammatical errors that popped out or took away from the overall story. Monster Catchers is a very well-written novel.
Enjoyment -
I really enjoyed going on an adventure with Bailey and all the lovable monsters. I will most defiantly be rereading this. One thing I rather enjoyed, that I have to point out, is how George Brewington mixed extremely important world issues like: environmental issues, understanding differences, and sacrifices along with adding that fantasy aspect that is common among middle-grade novels.
Overall -
With the interwoven lessons and morals, the fun and quirky lines, the cliff hangers, discovering oneself, understanding differences, Monster Catchers encourages the reader to think beyond the words that are written.
Do I recommend? -
Yes! I highly recommend The Monster Catchers by George Brewington. It was such a cute little novel and I need more!!
"We either try or die, Bailey Boy."

Hazel (1853 KP) rated The Chilbury Ladies' Choir in Books
May 23, 2017
Wartime Fiction
This eBook was provided by the publisher via NetGalley in exchange for an honest review
"Just because the men have gone to war, why do we have to close the choir? And precisely when we need it most!"
Set in the fictional village of Chilbury, Kent during the Second World War, The Chilbury Ladies’ Choir explores the lives of the women left behind whilst the men go off to fight. The remaining villagers are disappointed at the closing of the church choir, which, according to the vicar, cannot go on without any men to sing the tenor and bass parts. However, the arrival of bold, forthright Primrose Trent brings the birth of a new choir, a choir for women only.
Although a war is going on, the ladies of Chilbury have so many other things on their minds. Told through a conflation letters and diary entries, The Chilbury Ladies’ Choir reveals the everyday lives of a handful of characters. Mrs Tilling’s journal provides an overview of the general events, whilst 18-year-old Venetia’s letters divulge the wiles and charms she uses in the name of romance. Other characters, particularly the young teenager, Kitty, offer other insights to the goings on in the village.
From falling in love, to having babies, The Chilbury Ladies’ Choir is full of secrets, schemes and misunderstandings that almost let the villagers forget there is a war on. However, the effects of war do reach the little village, bringing with it terror and grief.
The individual stories that make up the book provide the reader with a number of scenarios that are full of emotion, but equally entertain. One moment the horror of war could leave readers in flood of tears, the next, Mrs B.’s pretentious personality and vaunting comments bring amusement and laughter.
All the while these events are playing out, the Chilbury Ladies’ Choir pulls the women together, providing them with a source of comfort to get them through the terrible times. No matter what disasters befall them, whether caused by war or their own actions, joining together in song gives them a purpose and opportunity to have a break from their fears and grief. War may destroy, but they will carry on singing.
Written in the manner of private letters and journals gives the novel a personal touch. The story is not merely narrated, it is expressed through the emotion and feelings of individual characters, making the scenarios seem more authentic. The downside to this method is the lack of distinction between each character’s voices. With no detectable dialect, the musings of a 13-year-old are composed in much the same manner as the much older Mrs Tilling.
The Chilbury Ladies’ Choir is an enjoyable piece of historical literature, which is bound to appeal to many people. Although set during World War II, its primary focus is on the people in the village, making it more attractive to readers who are fed up of reading about bombs and fighting. A mix of family issues, bribery and romance provide considerably more entertainment than a generic wartime novel. Being Jennifer Ryan’s debut novel, The Chilbury Ladies’ Choir is of a quality that suggests the author has so much more to deliver in the not-so-distant future.
"Just because the men have gone to war, why do we have to close the choir? And precisely when we need it most!"
Set in the fictional village of Chilbury, Kent during the Second World War, The Chilbury Ladies’ Choir explores the lives of the women left behind whilst the men go off to fight. The remaining villagers are disappointed at the closing of the church choir, which, according to the vicar, cannot go on without any men to sing the tenor and bass parts. However, the arrival of bold, forthright Primrose Trent brings the birth of a new choir, a choir for women only.
Although a war is going on, the ladies of Chilbury have so many other things on their minds. Told through a conflation letters and diary entries, The Chilbury Ladies’ Choir reveals the everyday lives of a handful of characters. Mrs Tilling’s journal provides an overview of the general events, whilst 18-year-old Venetia’s letters divulge the wiles and charms she uses in the name of romance. Other characters, particularly the young teenager, Kitty, offer other insights to the goings on in the village.
From falling in love, to having babies, The Chilbury Ladies’ Choir is full of secrets, schemes and misunderstandings that almost let the villagers forget there is a war on. However, the effects of war do reach the little village, bringing with it terror and grief.
The individual stories that make up the book provide the reader with a number of scenarios that are full of emotion, but equally entertain. One moment the horror of war could leave readers in flood of tears, the next, Mrs B.’s pretentious personality and vaunting comments bring amusement and laughter.
All the while these events are playing out, the Chilbury Ladies’ Choir pulls the women together, providing them with a source of comfort to get them through the terrible times. No matter what disasters befall them, whether caused by war or their own actions, joining together in song gives them a purpose and opportunity to have a break from their fears and grief. War may destroy, but they will carry on singing.
Written in the manner of private letters and journals gives the novel a personal touch. The story is not merely narrated, it is expressed through the emotion and feelings of individual characters, making the scenarios seem more authentic. The downside to this method is the lack of distinction between each character’s voices. With no detectable dialect, the musings of a 13-year-old are composed in much the same manner as the much older Mrs Tilling.
The Chilbury Ladies’ Choir is an enjoyable piece of historical literature, which is bound to appeal to many people. Although set during World War II, its primary focus is on the people in the village, making it more attractive to readers who are fed up of reading about bombs and fighting. A mix of family issues, bribery and romance provide considerably more entertainment than a generic wartime novel. Being Jennifer Ryan’s debut novel, The Chilbury Ladies’ Choir is of a quality that suggests the author has so much more to deliver in the not-so-distant future.

Hazel (1853 KP) rated The Chilbury Ladies' Choir in Books
Dec 17, 2018
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review </i>
"Just because the men have gone to war, why do we have to close the choir? And precisely when we need it most!"
Set in the fictional village of Chilbury, Kent during the Second World War, <i>The Chilbury Ladies’ Choir</i> explores the lives of the women left behind whilst the men go off to fight. The remaining villagers are disappointed at the closing of the church choir, which, according to the vicar, cannot go on without any men to sing the tenor and bass parts. However, the arrival of bold, forthright Primrose Trent brings the birth of a new choir, a choir for women only.
Although a war is going on, the ladies of Chilbury have so many other things on their minds. Told through a conflation letters and diary entries, <i>The Chilbury Ladies’ Choir</i> reveals the everyday lives of a handful of characters. Mrs Tilling’s journal provides an overview of the general events, whilst 18-year-old Venetia’s letters divulge the wiles and charms she uses in the name of romance. Other characters, particularly the young teenager, Kitty, offer other insights to the goings on in the village.
From falling in love, to having babies, <i>The Chilbury Ladies’ Choir</i> is full of secrets, schemes and misunderstandings that almost let the villagers forget there is a war on. However, the effects of war do reach the little village, bringing with it terror and grief.
The individual stories that make up the book provide the reader with a number of scenarios that are full of emotion, but equally entertain. One moment the horror of war could leave readers in flood of tears, the next, Mrs B.’s pretentious personality and vaunting comments bring amusement and laughter.
All the while these events are playing out, the Chilbury Ladies’ Choir pulls the women together, providing them with a source of comfort to get them through the terrible times. No matter what disasters befall them, whether caused by war or their own actions, joining together in song gives them a purpose and opportunity to have a break from their fears and grief. War may destroy, but they will carry on singing.
Written in the manner of private letters and journals gives the novel a personal touch. The story is not merely narrated, it is expressed through the emotion and feelings of individual characters, making the scenarios seem more authentic. The downside to this method is the lack of distinction between each character’s voices. With no detectable dialect, the musings of a 13-year-old are composed in much the same manner as the much older Mrs Tilling.
<i>The Chilbury Ladies’ Choir</i> is an enjoyable piece of historical literature, which is bound to appeal to many people. Although set during World War II, its primary focus is on the people in the village, making it more attractive to readers who are fed up of reading about bombs and fighting. A mix of family issues, bribery and romance provide considerably more entertainment than a generic wartime novel. Being Jennifer Ryan’s debut novel, <i>The Chilbury Ladies’ Choir</i> is of a quality that suggests the author has so much more to deliver in the not-so-distant future.
"Just because the men have gone to war, why do we have to close the choir? And precisely when we need it most!"
Set in the fictional village of Chilbury, Kent during the Second World War, <i>The Chilbury Ladies’ Choir</i> explores the lives of the women left behind whilst the men go off to fight. The remaining villagers are disappointed at the closing of the church choir, which, according to the vicar, cannot go on without any men to sing the tenor and bass parts. However, the arrival of bold, forthright Primrose Trent brings the birth of a new choir, a choir for women only.
Although a war is going on, the ladies of Chilbury have so many other things on their minds. Told through a conflation letters and diary entries, <i>The Chilbury Ladies’ Choir</i> reveals the everyday lives of a handful of characters. Mrs Tilling’s journal provides an overview of the general events, whilst 18-year-old Venetia’s letters divulge the wiles and charms she uses in the name of romance. Other characters, particularly the young teenager, Kitty, offer other insights to the goings on in the village.
From falling in love, to having babies, <i>The Chilbury Ladies’ Choir</i> is full of secrets, schemes and misunderstandings that almost let the villagers forget there is a war on. However, the effects of war do reach the little village, bringing with it terror and grief.
The individual stories that make up the book provide the reader with a number of scenarios that are full of emotion, but equally entertain. One moment the horror of war could leave readers in flood of tears, the next, Mrs B.’s pretentious personality and vaunting comments bring amusement and laughter.
All the while these events are playing out, the Chilbury Ladies’ Choir pulls the women together, providing them with a source of comfort to get them through the terrible times. No matter what disasters befall them, whether caused by war or their own actions, joining together in song gives them a purpose and opportunity to have a break from their fears and grief. War may destroy, but they will carry on singing.
Written in the manner of private letters and journals gives the novel a personal touch. The story is not merely narrated, it is expressed through the emotion and feelings of individual characters, making the scenarios seem more authentic. The downside to this method is the lack of distinction between each character’s voices. With no detectable dialect, the musings of a 13-year-old are composed in much the same manner as the much older Mrs Tilling.
<i>The Chilbury Ladies’ Choir</i> is an enjoyable piece of historical literature, which is bound to appeal to many people. Although set during World War II, its primary focus is on the people in the village, making it more attractive to readers who are fed up of reading about bombs and fighting. A mix of family issues, bribery and romance provide considerably more entertainment than a generic wartime novel. Being Jennifer Ryan’s debut novel, <i>The Chilbury Ladies’ Choir</i> is of a quality that suggests the author has so much more to deliver in the not-so-distant future.

Connor Sheffield (293 KP) rated Pirates of the Caribbean: On Stranger Tides (2011) in Movies
May 31, 2017
Blackbeard (Ian McShane) (2 more)
New cast members relieve us of the same old faces
It's not the usual PotC film, but still recognizable
New lore and a Great cast
This is actually one of my favourite installments of the franchise. I loved the first film for its humour and charm, the second was awesome with good action and a sense of fantasy, the third had great action but not enough charm in my opinion, and this fourth installment is able to mix all three of those films, but not quite to the full extent as I'd hoped.
When I heard Blackbeard was coming into the franchise I was happy but cautious. Then when I heard that Ian McShane was to portray the role, I was happier because he is a great actor! He did not disappoint either. His portrayal of Blackbeard was menacing, with the looks alone, you could believe that this was Blackbeard, the most feared pirate during his time. Then there was the fantasy element of his power to control ships with his sword, or his dabbling in voodoo magic as well as being able to capture ships and place them into bottles, which includes Jack's beloved Black Pearl.
Whilst Will (Orlando Bloom) and Elizabeth (Keira Knightley) do not make an appearance in this film (due to not being paid enough I believe) the film does not lack in replacing them with other great actors and characters. The character of Angelica replaces Elizabeth and honestly, I prefer Angelica. She's strong, keeps Jack on his toes, and is as fearsome as Blackbeard herself when she needs to be. It would have been nice to have seen her in Salazar's Revenge after what happens in this film's finale, which I won't spoil here.
Philip (Sam Claflin) seems to replace Will in this film, but as a more innocent character who falls in love with a mermaid.....did I mention this film has mermaids? This film has mermaids!
I should warn you though, these mermaid don't wish to sing jolly songs for pleasure, they sing to lure sailors to their death. These are the mermaids of legend, also known as sirens, who sing beautiful songs and lure sailors over the side of the ship, before dragging them to the depths for reasons often debated. Some say to mate with before eating them, others just say to eat them, but either way, being dragged to the bottom of the sea is not something you'd want either way. I loved this aspect as we had never seen mermaids in this franchise until now and it was great to see more and more historical lore being brought into the franchise with the fantasy aspect of the film.
The film doesn't quite make it to the top of my favourite films lists, but it's certainly in my top favourite pirate media lists. (I've not seen enough films to just make it a film list so I include film, TV, books and games). I would recommend this to any Pirate fan, and to anyone who has not yet seen it due to it's lesser reviews by critics.
Here's a tip for any film....don't listen to critics. If their is a film you want to see, but it's got a low rating by critics on Rotten Tomatoes or in the film magazines, then by all means read them, but do it after you see the film, because if you read it before, you're going to pick the film apart and it ruins the experience in my opinion.
When I heard Blackbeard was coming into the franchise I was happy but cautious. Then when I heard that Ian McShane was to portray the role, I was happier because he is a great actor! He did not disappoint either. His portrayal of Blackbeard was menacing, with the looks alone, you could believe that this was Blackbeard, the most feared pirate during his time. Then there was the fantasy element of his power to control ships with his sword, or his dabbling in voodoo magic as well as being able to capture ships and place them into bottles, which includes Jack's beloved Black Pearl.
Whilst Will (Orlando Bloom) and Elizabeth (Keira Knightley) do not make an appearance in this film (due to not being paid enough I believe) the film does not lack in replacing them with other great actors and characters. The character of Angelica replaces Elizabeth and honestly, I prefer Angelica. She's strong, keeps Jack on his toes, and is as fearsome as Blackbeard herself when she needs to be. It would have been nice to have seen her in Salazar's Revenge after what happens in this film's finale, which I won't spoil here.
Philip (Sam Claflin) seems to replace Will in this film, but as a more innocent character who falls in love with a mermaid.....did I mention this film has mermaids? This film has mermaids!
I should warn you though, these mermaid don't wish to sing jolly songs for pleasure, they sing to lure sailors to their death. These are the mermaids of legend, also known as sirens, who sing beautiful songs and lure sailors over the side of the ship, before dragging them to the depths for reasons often debated. Some say to mate with before eating them, others just say to eat them, but either way, being dragged to the bottom of the sea is not something you'd want either way. I loved this aspect as we had never seen mermaids in this franchise until now and it was great to see more and more historical lore being brought into the franchise with the fantasy aspect of the film.
The film doesn't quite make it to the top of my favourite films lists, but it's certainly in my top favourite pirate media lists. (I've not seen enough films to just make it a film list so I include film, TV, books and games). I would recommend this to any Pirate fan, and to anyone who has not yet seen it due to it's lesser reviews by critics.
Here's a tip for any film....don't listen to critics. If their is a film you want to see, but it's got a low rating by critics on Rotten Tomatoes or in the film magazines, then by all means read them, but do it after you see the film, because if you read it before, you're going to pick the film apart and it ruins the experience in my opinion.

Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.

Purple Phoenix Games (2266 KP) rated Mephisto: The Card Game in Tabletop Games
Jun 18, 2019 (Updated Jun 21, 2019)
Ya done messed up and made a deal with devil. Now he requires you to harvest souls from monsters as payment in return. How will you do this? You have no weapons, no skills, and no plan. Luckily, there is a grid of powerful cards to aid you in your toils. Only one problem: you gotta stay in your lane.
DISCLAIMER: I am not intending to cover every rule in the rulebook (well, rule cards), but to give you an idea of how the game plays. -T
Mephisto is a card drafting, hand management game (with a dash of take-that) played using a grid of cards to be affected and manipulated… LIKE YOUR SOUL!! Setup is easy for a multiplayer game. Deal a hand of cards to each player, setup the main 3 x 3 grid of cards in the middle of the table with the draw deck in the center, and two corners (making a diagonal line) having random placeholder cards face-down to be unavailable for play. The reasoning is simple: where you sit at the table determines in which lane, like in bowling, you can play your cards to (if you have ever played the Adventure Time Card Wars game you will instantly be familiar) and you only have access to two cards in each lane.
You will be using your hand of cards to gain favor from Mephistopheles, to fight and kill monsters to reap their souls, to gain cards from the grid, and to activate items or spell cards for their abilities. Many cards can combo together, and several cards are multipurpose/multi-use cards that can decay every time you use them, so you must take care not to allow your powerful weapons to lose all durability before you can maximize their effectiveness. The first player to amass a total of 12 souls will gain the ultimate wish from Mephistopheles: infinite power!
Components: This game consists of a deck of cards, which are of great quality. I believe this was an earlier-than-originally-expected Kickstarter fulfillment due to switching manufacturers to an American-based company, so we Americans were able to enjoy the game sooner as a result. In any case, the cards are great. What I love about the components is the art. The art on the cards are really really cool. I love the art style employed here, and the explosive neon color scheme used. What I really wished had happened was that the colors would be alluded to on the box cover as well. Honestly, if I had never heard of this game and saw the dark dark colors and occultish logo on the box I probably would have passed it up as “not for me.” But, playing the game is much more enjoyable with a fresh and vibrant set of cards.
I made a comparison to Adventure Time Card Wars in referencing how the lanes worked in play. And honestly, the game kinda feels like ATCW with a different skin. There is some take-that, some moving cards into different lanes, and affecting different cards in the grid. Now, I am an Adventure Time fan, but I just could not get into that game. Mephisto feels familiar in that… lane… but I must like the theme more, because I would rather play Mephisto over ATCW. If you haven’t played a game using lanes like this and don’t mind a darker theme I say give it a shot. It’s small (deck of playing cards size), portable, inexpensive, and a pretty good game. Purple Phoenix Games, with guest Tony, give this one a darkened 15 / 24.
DISCLAIMER: I am not intending to cover every rule in the rulebook (well, rule cards), but to give you an idea of how the game plays. -T
Mephisto is a card drafting, hand management game (with a dash of take-that) played using a grid of cards to be affected and manipulated… LIKE YOUR SOUL!! Setup is easy for a multiplayer game. Deal a hand of cards to each player, setup the main 3 x 3 grid of cards in the middle of the table with the draw deck in the center, and two corners (making a diagonal line) having random placeholder cards face-down to be unavailable for play. The reasoning is simple: where you sit at the table determines in which lane, like in bowling, you can play your cards to (if you have ever played the Adventure Time Card Wars game you will instantly be familiar) and you only have access to two cards in each lane.
You will be using your hand of cards to gain favor from Mephistopheles, to fight and kill monsters to reap their souls, to gain cards from the grid, and to activate items or spell cards for their abilities. Many cards can combo together, and several cards are multipurpose/multi-use cards that can decay every time you use them, so you must take care not to allow your powerful weapons to lose all durability before you can maximize their effectiveness. The first player to amass a total of 12 souls will gain the ultimate wish from Mephistopheles: infinite power!
Components: This game consists of a deck of cards, which are of great quality. I believe this was an earlier-than-originally-expected Kickstarter fulfillment due to switching manufacturers to an American-based company, so we Americans were able to enjoy the game sooner as a result. In any case, the cards are great. What I love about the components is the art. The art on the cards are really really cool. I love the art style employed here, and the explosive neon color scheme used. What I really wished had happened was that the colors would be alluded to on the box cover as well. Honestly, if I had never heard of this game and saw the dark dark colors and occultish logo on the box I probably would have passed it up as “not for me.” But, playing the game is much more enjoyable with a fresh and vibrant set of cards.
I made a comparison to Adventure Time Card Wars in referencing how the lanes worked in play. And honestly, the game kinda feels like ATCW with a different skin. There is some take-that, some moving cards into different lanes, and affecting different cards in the grid. Now, I am an Adventure Time fan, but I just could not get into that game. Mephisto feels familiar in that… lane… but I must like the theme more, because I would rather play Mephisto over ATCW. If you haven’t played a game using lanes like this and don’t mind a darker theme I say give it a shot. It’s small (deck of playing cards size), portable, inexpensive, and a pretty good game. Purple Phoenix Games, with guest Tony, give this one a darkened 15 / 24.