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Purple Phoenix Games (2266 KP) rated Tail Story in Tabletop Games
Jul 1, 2020
The saying goes, “If you can dream it, you can achieve it.” I know there were points in my life when I wanted to be a rock star, a zookeeper, or even a professional mascot. But who says that dreams only apply to people? Our beloved pets can dream too! Haven’t you ever seen a sleeping pup, legs twitching from an imaginary chase? Or caught your cat prowling around, as if on a secret mission? What do animals dream about? Well, Tail Story allows you to create dreams and achieve the impossible with your chosen pet!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
Purple Phoenix Games (2266 KP) rated Small Islands in Tabletop Games
Oct 13, 2021
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
Purple Phoenix Games (2266 KP) rated The Road to Canterbury in Tabletop Games
Oct 4, 2021
I am not a sinless man. In fact, it’s been years since I’ve been to confession, and at this point I’m afraid I would be there for hours just spilling the beans. I know many pious people, but alas, I am not one. However, I do appreciate those that attempt to live that holy life. It takes a lot of guts and a lot of hard work. I guess I’m a little slothy when it comes to that, personally. Anyway, I know of the Seven Deadly Sins, Cardinal Sins, Capital Vices, or whatever you’d like to call them. In fact, I really like the movie Seven – I think it’s great! That said, let’s find out just “what’s in the box?”
The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.
DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) 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, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.
After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.
Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.
Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.
So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.
It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.
For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!
Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.
DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) 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, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.
After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.
Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.
Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.
So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.
It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.
For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!
Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
Emma @ The Movies (1786 KP) rated Godzilla: King of the Monsters (2019) in Movies
Jun 22, 2019 (Updated Sep 25, 2019)
Five years after Godzilla saved us from the MUTO attack the world (or some of it at least) wants to see an end to the potential threat of the Titans. Monarch are studying them and hiding them away from the world, but there are calls to destroy the monsters before more devastation befalls the planet?
Dr Emma Russell has developed the Orca, a device that communicates with the Titans and can be used to calm them and stop any further destruction. Not everyone has the same idea about how to use the Orca though and it's taken, along with Dr Russell and her daughter Madison, after its successful test run. The race is on to recover the device and avert the impending crisis.
Godzilla is one of my favourite monsters. For years the 1998 film with Matthew Broderick and Jean Reno in it was one of my favourite films. I also love the "proper" Godzilla movies where they destroy Tokyo at every given opportunity. To have new films felt like a wonderful thing... until I saw 2014 Godzilla. I rewatched it before going to see King Of The Monsters and I remembered how underwhelmed I was. The characters didn't grab me and I found the whole thing uninspiring. The prospect of a second wasn't great, but then I saw the trailers, they were spectacular.
I really enjoyed this and went to see it again in 3D, a much more peaceful screening than the first viewing. The girl who was sitting a couple of seats away was animatedly jumping at every opportunity, her reaction was far scarier than anything that happened on the screen.
This was much improved on the last instalment. I loved that it embraced the original films and the fact that it switched its focus more to the monsters than the humans. You go to a monster movie to see monsters, and Godzilla 2014 felt like it had forgotten that fact.
If I had to describe this film to someone I'd say it was a combination of Infinity War and Jurassic Park, just with slightly larger monsters... yep, I'm fairly happy with that comparison. I may have been imagining it but I felt like there were a few nods to JP jumbled in there... maybe that's just me.
There's a collection of recognisable faces in the cast and I don't think there's a single person who underperforms. I thought that Millie Bobby Brown gave a great performance as Madison, she managed to give us a child character that wasn't particularly annoying, which may actually be a first in creature features.
Charles Dance makes an excellent bad guy, there's something about his look, a cross between a vampire and the restaurant critic from Ratatouille that works for me. He also gets to have a great moment of silent humour with Brown when they're in a lift together, it was very unexpected for their potential on-screen relationship.
We get to see four of our Titans in this movie as main players. Godzilla, obvs, Mothra, Rodan and Monster Zero, or King Ghidorah to his friends. The sheer scale they've gone to is amazing, and I thought the way they were created with their individual traits was beautiful. The one drawback to the beautiful glowing monster bodies is that the scenes have to be fairly dark to appreciate that aspect. They manage to use those aspects of the creatures to give the extra lighting the scenes need meaning that you get something that's both dark and scary as well as light and hopeful. The colours were something that really stood out to me in the advertising, the lightness of the blue and green against the anger of the orange and yellow, it shows the good and evil relationship really well.
The size of the creatures is mad and sometimes a little impossible to gauge, we get a few moments where we're given some perspective with man-made structures but they do a good job of trying to get it across in basic visual techniques too. You see a lot of them from "human" angles, from the ground running, from buildings and vehicles. It feels like an exercise in shock and awe and takes you back to Dr Serizawa's point at the beginning of the film that we're Godzilla's pets, it's not the other way around.
The effects/animation looked solid, at no point did I see anything on-screen that drew my attention away from the action. One moment in particular stood out and that was a large explosion somewhere in the middle of the movie. It was given an old fashioned kind of a look and it gave me the impression that they'd really looked at things that had come before it for inspiration.
You have to obviously accept the facts that in these sorts of films, parents will willingly put their children in immense danger, bad guys will always have prepared a short video presentation to explain their motivations and just because there's destruction happening all around you does not mean you will die. It's got all the classic monster/disaster movie moments that you love to hate in it. "Movie Reality" is awesome.
If you couldn't already tell, I loved this. Much improvement from the last instalment and an entertaining action-packed addition to the monsterverse. Oscar winner? Probably not. Entertaining escapism? Most definitely. I am a little concerned about how the story will progress from here. They had plenty of scope for lots of movies after some of the things they showed in the film, but the events of KotM mean that there's little room to move with it all, we'll have to see what happens in Godzilla Vs Kong next year.
What you should do
This really deserves to be seen on the big screen. The sound and the effects combine to make some great viewing.
Movie thing you wish you could take home
If they could adapt the Orca for human use I'd be interested.
Dr Emma Russell has developed the Orca, a device that communicates with the Titans and can be used to calm them and stop any further destruction. Not everyone has the same idea about how to use the Orca though and it's taken, along with Dr Russell and her daughter Madison, after its successful test run. The race is on to recover the device and avert the impending crisis.
Godzilla is one of my favourite monsters. For years the 1998 film with Matthew Broderick and Jean Reno in it was one of my favourite films. I also love the "proper" Godzilla movies where they destroy Tokyo at every given opportunity. To have new films felt like a wonderful thing... until I saw 2014 Godzilla. I rewatched it before going to see King Of The Monsters and I remembered how underwhelmed I was. The characters didn't grab me and I found the whole thing uninspiring. The prospect of a second wasn't great, but then I saw the trailers, they were spectacular.
I really enjoyed this and went to see it again in 3D, a much more peaceful screening than the first viewing. The girl who was sitting a couple of seats away was animatedly jumping at every opportunity, her reaction was far scarier than anything that happened on the screen.
This was much improved on the last instalment. I loved that it embraced the original films and the fact that it switched its focus more to the monsters than the humans. You go to a monster movie to see monsters, and Godzilla 2014 felt like it had forgotten that fact.
If I had to describe this film to someone I'd say it was a combination of Infinity War and Jurassic Park, just with slightly larger monsters... yep, I'm fairly happy with that comparison. I may have been imagining it but I felt like there were a few nods to JP jumbled in there... maybe that's just me.
There's a collection of recognisable faces in the cast and I don't think there's a single person who underperforms. I thought that Millie Bobby Brown gave a great performance as Madison, she managed to give us a child character that wasn't particularly annoying, which may actually be a first in creature features.
Charles Dance makes an excellent bad guy, there's something about his look, a cross between a vampire and the restaurant critic from Ratatouille that works for me. He also gets to have a great moment of silent humour with Brown when they're in a lift together, it was very unexpected for their potential on-screen relationship.
We get to see four of our Titans in this movie as main players. Godzilla, obvs, Mothra, Rodan and Monster Zero, or King Ghidorah to his friends. The sheer scale they've gone to is amazing, and I thought the way they were created with their individual traits was beautiful. The one drawback to the beautiful glowing monster bodies is that the scenes have to be fairly dark to appreciate that aspect. They manage to use those aspects of the creatures to give the extra lighting the scenes need meaning that you get something that's both dark and scary as well as light and hopeful. The colours were something that really stood out to me in the advertising, the lightness of the blue and green against the anger of the orange and yellow, it shows the good and evil relationship really well.
The size of the creatures is mad and sometimes a little impossible to gauge, we get a few moments where we're given some perspective with man-made structures but they do a good job of trying to get it across in basic visual techniques too. You see a lot of them from "human" angles, from the ground running, from buildings and vehicles. It feels like an exercise in shock and awe and takes you back to Dr Serizawa's point at the beginning of the film that we're Godzilla's pets, it's not the other way around.
The effects/animation looked solid, at no point did I see anything on-screen that drew my attention away from the action. One moment in particular stood out and that was a large explosion somewhere in the middle of the movie. It was given an old fashioned kind of a look and it gave me the impression that they'd really looked at things that had come before it for inspiration.
You have to obviously accept the facts that in these sorts of films, parents will willingly put their children in immense danger, bad guys will always have prepared a short video presentation to explain their motivations and just because there's destruction happening all around you does not mean you will die. It's got all the classic monster/disaster movie moments that you love to hate in it. "Movie Reality" is awesome.
If you couldn't already tell, I loved this. Much improvement from the last instalment and an entertaining action-packed addition to the monsterverse. Oscar winner? Probably not. Entertaining escapism? Most definitely. I am a little concerned about how the story will progress from here. They had plenty of scope for lots of movies after some of the things they showed in the film, but the events of KotM mean that there's little room to move with it all, we'll have to see what happens in Godzilla Vs Kong next year.
What you should do
This really deserves to be seen on the big screen. The sound and the effects combine to make some great viewing.
Movie thing you wish you could take home
If they could adapt the Orca for human use I'd be interested.
Purple Phoenix Games (2266 KP) rated Destinies in Tabletop Games
Jan 29, 2022
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.
Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.
DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.
Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.
The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.
Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.
I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.
Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.
What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.
If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.
DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.
Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.
The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.
Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.
I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.
Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.
What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.
If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
The world is ruled by Silvers, with their shining blood and abilities. The Red have no special powers are seen as lesser. They are relegated to perpetual poverty, while the Silbers live lives of luxury. But what happens when a Red manifests abilities in an arena filled with noble Silvers? They make her a future princess of course, but it's not the fairy tale it sounds like.
Mare is thrust into a world she never wished for and doesn't fit into. She is given no choice but to accept. There is much to learn about her abilities and how to control them. The one demand she made was to ensure the safety and well-being of her family. Her brothers are called home from the war, but not soon enough to save all of them. <spoiler> One was a member of a rebel/revolutionary group and was executed for it. </spoiler> This pushes Mare over the edge and she joins the rebel group, the Scarlet Guard.
It's intriguing to learn what each person has the ability to do. The control over water, manipulation of light, healing, mind-reading and more. But it's very off-putting and juvenile when the author refers to them as greenies or telkies. It sounds more like a two-year-old naming their stuffed bear Brownie or Fluffy than an author giving life to special abilities.
The world is not our own, so it would be nice to learn more about it. Unfortunately, Mare is not very learned and we must view the world through her lens. It would be fascinating to be given a history, geography and culture lesson from Julian in novella form. What does their domain look like? What about the surrounding kingdoms, their rulers, ruling abilities and geography? How did these new borders come to be? (It is mentioned that the borders were not always the way they are currently.) Overall, the world building is pretty good but could be improved (which it does later in the book.) The physical descriptions of the towns the royals pass on their way to the palace late in the story are good and allow the reader to immese themselves in the world more fully.
The princes are, unsurprisingly good people despite the harshness of the King and Queen. <spoiler> Or at least appear to be that way in the beginning, but it does not last. </spoiler> The future love interest(s) must be liked by the reader. Mare herself is harsh and quick-tempered by likable nonetheless. Though she has no choice in her future, she assures her family's well-being and that shows she has a good heart.
Of course, our protagonist catches the attention of not just one but two princes. The older and future King, Cal, wants to be a good ruler so he secretly ventures out in public to learn and experience his people outside the reports of advisors. He even decides to send a group of Silver soldiers to the front line and chooses to lead them. It may win the war, but it could also kill him. The younger, forever shadowed brother Maven believes that Reds and Silvers are equals. He even joins the Scarlet Guard to help propel change and spark a revolution.
Anyone can betray anyone.
The Scarlet Guard secrets Maven and Mare out of a play and transports them to another town just to have a conversation. Clearly the travel and discussion would take a significant amount of time and yet no one wonders where they are. The return trip and the play ending are just completely skipped. It was abrupt and didn't seem well-thought out.
The book ends with betrayal and bloodshed. But it also ends with a promise and the hope that not all is lost. It makes me want to begin the next book immeiate. Highly recommended book to fans of YA novels with good world building and character development that deal with monarchical rule and upheavals as well as people with special abilities.
Mare is thrust into a world she never wished for and doesn't fit into. She is given no choice but to accept. There is much to learn about her abilities and how to control them. The one demand she made was to ensure the safety and well-being of her family. Her brothers are called home from the war, but not soon enough to save all of them. <spoiler> One was a member of a rebel/revolutionary group and was executed for it. </spoiler> This pushes Mare over the edge and she joins the rebel group, the Scarlet Guard.
It's intriguing to learn what each person has the ability to do. The control over water, manipulation of light, healing, mind-reading and more. But it's very off-putting and juvenile when the author refers to them as greenies or telkies. It sounds more like a two-year-old naming their stuffed bear Brownie or Fluffy than an author giving life to special abilities.
The world is not our own, so it would be nice to learn more about it. Unfortunately, Mare is not very learned and we must view the world through her lens. It would be fascinating to be given a history, geography and culture lesson from Julian in novella form. What does their domain look like? What about the surrounding kingdoms, their rulers, ruling abilities and geography? How did these new borders come to be? (It is mentioned that the borders were not always the way they are currently.) Overall, the world building is pretty good but could be improved (which it does later in the book.) The physical descriptions of the towns the royals pass on their way to the palace late in the story are good and allow the reader to immese themselves in the world more fully.
The princes are, unsurprisingly good people despite the harshness of the King and Queen. <spoiler> Or at least appear to be that way in the beginning, but it does not last. </spoiler> The future love interest(s) must be liked by the reader. Mare herself is harsh and quick-tempered by likable nonetheless. Though she has no choice in her future, she assures her family's well-being and that shows she has a good heart.
Of course, our protagonist catches the attention of not just one but two princes. The older and future King, Cal, wants to be a good ruler so he secretly ventures out in public to learn and experience his people outside the reports of advisors. He even decides to send a group of Silver soldiers to the front line and chooses to lead them. It may win the war, but it could also kill him. The younger, forever shadowed brother Maven believes that Reds and Silvers are equals. He even joins the Scarlet Guard to help propel change and spark a revolution.
Anyone can betray anyone.
The Scarlet Guard secrets Maven and Mare out of a play and transports them to another town just to have a conversation. Clearly the travel and discussion would take a significant amount of time and yet no one wonders where they are. The return trip and the play ending are just completely skipped. It was abrupt and didn't seem well-thought out.
The book ends with betrayal and bloodshed. But it also ends with a promise and the hope that not all is lost. It makes me want to begin the next book immeiate. Highly recommended book to fans of YA novels with good world building and character development that deal with monarchical rule and upheavals as well as people with special abilities.
graveyardgremlin (7194 KP) rated Sweet Valley Confidential: Ten Years Later in Books
Feb 15, 2019
<b><i>"What a stupid book."</i></b>
That was my initial thought after turning the final page of <b>Sweet Valley Confidential: Ten Years Later</b>.
As a pre-teen, I was addicted to the <u>Sweet Valley High</u> series, and then later, the <u>Sweet Valley University</u> series as well. Before that even, I had read some of the Twins and Kids series, so when I heard this was coming out last year, I just knew I had to read it. I was excited beyond compare and went into full geek-out mode. Where are the perfect size-six Wakefield twins, and their friends and enemies, now? What are their occupations? Who are they dating or who'd they marry? And my questions kept going on and on. What has inspired this obsession? It's not like these books were high literature, but somehow they became ingrained into my life to this very day and I cannot help but remember SVH fondly.
It is nearly impossible to review the story within the covers without spoilers, but I am going to try my darnedest. Some cursing may or may not be involved.
<b>Short synopsis</b> (snarky comments in parentheses ;P):
Jessica has betrayed Elizabeth. <i>(Doesn't take a rocket scientist to figure out what she did. Anyone who's read the books could make an accurate guess.)</i> The Ultimate Betrayal. <i>(Oooooh!)</i> Elizabeth flees to New York. Elizabeth is a slightly sympathetic bitter victim/martyr who craves revenge throughout the book. Jessica is supposed to be a sympathetic betrayer/victim who's heartsick at destroying her sister. <i>(I don't buy it.)</i> Tons of reminiscing flashbacks ensue throughout the book, sometimes the same ones told by different characters, and take up about half of it, so there's barely any plot. Book ends with a thirteen-page <i>Where Are They Now?</i>-type epilogue that tells old fans what has happened to many major supporting characters from the original high school series. <i>(Apparently no one is allowed to be happy. And anyone you may have originally liked from SVH has turned into a big dick. WTF?)</i>
I expected to enjoy this as the usual over-the-top, soap opera stories I remember, but revamped a bit. Sadly, I was left feeling underwhelmed, disappointed, annoyed, and rather pissed off. For one thing, I could not buy the main betrayal -- <spoiler>Jessica and Todd?! In love!!?? Really? In what surreal dimension does that make any kind of sense? This broke the book for me. How can I believe anything else if this doesn't ring true. A passionate affair, sure. A one-night stand, why not? But actual 'til death do us part nonsense? Bull. Not when it's almost always been the Elizabeth and Todd, "made-for-each-other" type of thing. I actually wouldn't have minded if E & T hadn't ended up together, but for Todd to be with Jessica, that's just madness, plain and simple.</spoiler> -- it was just so unbelievable. And I mean that in a Sweet Valley way, which we all know is not steeped in any form of actual reality, so my standards are quite low and I expect the extraordinary and overwrought. So from this point on, which is within the first two chapters, I struggled, but somehow managed to read on. I admit, I gagged more than few times throughout the book. Who wouldn't when faced with passages such as this one,
<blockquote>"And what faces they were.
Gorgeous. Absolutely amazing. The kind you couldn't stop looking at. Their eyes were shades of aqua that danced in the light like shards of precious stones, oval and fringed with thick, light brown lashes long enough to cast a shadow on their cheeks. Their silky blond hair, the cascading kind, fell just below their shoulders. And to complete the perfection, their rosy lips looked as if they were penciled on. There wasn't a thing wrong with their figures, either. It was if billions of possibilities all fell together perfectly.
Twice."
-page 9/10</blockquote>
I hope you managed to hold onto your last meal. I barely did. I also had to endure "his beloved," "his love," and other similar nauseating descriptions.
This is not the PG-rated books from the past, the word "orgasm" is actually used. So is the F-bomb and other expletives. *gasp* Seriously, it does push the boundaries more than the innocent SVH series, but it's not very shocking by today's standards. Except that it does involve the Wakefield Twins, which was strange at first. Of course, current trends had to pop up, like Twitter and Facebook, Justin Timberlake and Beyonce, which always makes a book better and doesn't date it in the least. (That was heavy sarcasm in case you weren't sure.) The book does refer to some incidents and people from the SVU series, but only certain elements, otherwise it's mainly a continuation of high school and no one from the university days actually appears in the book.
Neither Elizabeth nor Jessica felt true to form, especially Jessica, and in fact, none of the characters, whether seen or just talked about, were right. Sure, some people change and some don't, but not a one was recognizable. Where did these strangers with the same names come from? Why couldn't there have been some semblance of the original shining through? Again, I have a hard time with the basis of the book, so that has severely colored my view of the entire thing, but as it stands, it was a complete waste of a good idea. I'd be willing to bet that any fan of SVH could come up with something a million times better than this dreck. Wasn't there an original ghostwriter available? You know, someone who might actually know the world and characters, and have the skill to develop them both in a believable manner?
The writing is rather clunky and purple-ly, often managing both at the same time. Redundancy abounds, editing mistakes, including wrong names and inconsistencies to previous events in SVH-iverse, and lots of use of the words "like" and "so", more-so in Jessica's narrative than anywhere else, which was really, really, so, like, irritating. Like, really. Ms. Pascal must have had a thesaurus at the ready, because there were big words awkwardly thrown into the narrative. While I appreciate authors utilizing lesser known or used words, some just don't blend well with the rest of the text and they pop-out unflatteringly. The structure needed fine-tuning and tenses were oddly used to differentiate the flashbacks from present day.
To put it succinctly, the writing isn't great and neither is the storyline, what there is of it. This was a bizarre read even by Sweet Valley standards and an insult to fans. Seriously, does Francine Pascal hate this universe and its readers? I think I'll stick to the <a href="http://www.goodreads.com/series/58723-sweet-valley-high">Sweet Valley High</a> series and make up my own stories about what happened afterward.
Slightly spoiler-ish lesson learned from this book:
<spoiler>Betrayal is okay as long as it's "Twu Luv."</spoiler>
Second lesson learned:
Everything always turns up fucking sunshine and roses and unicorns and lollipops for the worst person (or people) in the end.
I'd like to leave you with another winning description,
<blockquote>"There were no tears, but her mouth was twisted in a silent sob."
-page 17</blockquote>
<u>A thought a few hours after having finished this book:</u>
Maybe another "sequel" will eventually come out and it'll begin with Elizabeth waking up from the nightmare that is this book and we'll get the real ten years later story. Ahh, sweet dreams.
<u>Update: April 26, 2011:</u>
Oh yes, always good to blame the fans/readers for not liking their terrible book. By pointing out minor, petty reasons, I might add. <b>Warning:</b> book spoilers in article.
http://www.nytimes.com/2011/04/17/business/media/17sweet.html?_r=1
That was my initial thought after turning the final page of <b>Sweet Valley Confidential: Ten Years Later</b>.
As a pre-teen, I was addicted to the <u>Sweet Valley High</u> series, and then later, the <u>Sweet Valley University</u> series as well. Before that even, I had read some of the Twins and Kids series, so when I heard this was coming out last year, I just knew I had to read it. I was excited beyond compare and went into full geek-out mode. Where are the perfect size-six Wakefield twins, and their friends and enemies, now? What are their occupations? Who are they dating or who'd they marry? And my questions kept going on and on. What has inspired this obsession? It's not like these books were high literature, but somehow they became ingrained into my life to this very day and I cannot help but remember SVH fondly.
It is nearly impossible to review the story within the covers without spoilers, but I am going to try my darnedest. Some cursing may or may not be involved.
<b>Short synopsis</b> (snarky comments in parentheses ;P):
Jessica has betrayed Elizabeth. <i>(Doesn't take a rocket scientist to figure out what she did. Anyone who's read the books could make an accurate guess.)</i> The Ultimate Betrayal. <i>(Oooooh!)</i> Elizabeth flees to New York. Elizabeth is a slightly sympathetic bitter victim/martyr who craves revenge throughout the book. Jessica is supposed to be a sympathetic betrayer/victim who's heartsick at destroying her sister. <i>(I don't buy it.)</i> Tons of reminiscing flashbacks ensue throughout the book, sometimes the same ones told by different characters, and take up about half of it, so there's barely any plot. Book ends with a thirteen-page <i>Where Are They Now?</i>-type epilogue that tells old fans what has happened to many major supporting characters from the original high school series. <i>(Apparently no one is allowed to be happy. And anyone you may have originally liked from SVH has turned into a big dick. WTF?)</i>
I expected to enjoy this as the usual over-the-top, soap opera stories I remember, but revamped a bit. Sadly, I was left feeling underwhelmed, disappointed, annoyed, and rather pissed off. For one thing, I could not buy the main betrayal -- <spoiler>Jessica and Todd?! In love!!?? Really? In what surreal dimension does that make any kind of sense? This broke the book for me. How can I believe anything else if this doesn't ring true. A passionate affair, sure. A one-night stand, why not? But actual 'til death do us part nonsense? Bull. Not when it's almost always been the Elizabeth and Todd, "made-for-each-other" type of thing. I actually wouldn't have minded if E & T hadn't ended up together, but for Todd to be with Jessica, that's just madness, plain and simple.</spoiler> -- it was just so unbelievable. And I mean that in a Sweet Valley way, which we all know is not steeped in any form of actual reality, so my standards are quite low and I expect the extraordinary and overwrought. So from this point on, which is within the first two chapters, I struggled, but somehow managed to read on. I admit, I gagged more than few times throughout the book. Who wouldn't when faced with passages such as this one,
<blockquote>"And what faces they were.
Gorgeous. Absolutely amazing. The kind you couldn't stop looking at. Their eyes were shades of aqua that danced in the light like shards of precious stones, oval and fringed with thick, light brown lashes long enough to cast a shadow on their cheeks. Their silky blond hair, the cascading kind, fell just below their shoulders. And to complete the perfection, their rosy lips looked as if they were penciled on. There wasn't a thing wrong with their figures, either. It was if billions of possibilities all fell together perfectly.
Twice."
-page 9/10</blockquote>
I hope you managed to hold onto your last meal. I barely did. I also had to endure "his beloved," "his love," and other similar nauseating descriptions.
This is not the PG-rated books from the past, the word "orgasm" is actually used. So is the F-bomb and other expletives. *gasp* Seriously, it does push the boundaries more than the innocent SVH series, but it's not very shocking by today's standards. Except that it does involve the Wakefield Twins, which was strange at first. Of course, current trends had to pop up, like Twitter and Facebook, Justin Timberlake and Beyonce, which always makes a book better and doesn't date it in the least. (That was heavy sarcasm in case you weren't sure.) The book does refer to some incidents and people from the SVU series, but only certain elements, otherwise it's mainly a continuation of high school and no one from the university days actually appears in the book.
Neither Elizabeth nor Jessica felt true to form, especially Jessica, and in fact, none of the characters, whether seen or just talked about, were right. Sure, some people change and some don't, but not a one was recognizable. Where did these strangers with the same names come from? Why couldn't there have been some semblance of the original shining through? Again, I have a hard time with the basis of the book, so that has severely colored my view of the entire thing, but as it stands, it was a complete waste of a good idea. I'd be willing to bet that any fan of SVH could come up with something a million times better than this dreck. Wasn't there an original ghostwriter available? You know, someone who might actually know the world and characters, and have the skill to develop them both in a believable manner?
The writing is rather clunky and purple-ly, often managing both at the same time. Redundancy abounds, editing mistakes, including wrong names and inconsistencies to previous events in SVH-iverse, and lots of use of the words "like" and "so", more-so in Jessica's narrative than anywhere else, which was really, really, so, like, irritating. Like, really. Ms. Pascal must have had a thesaurus at the ready, because there were big words awkwardly thrown into the narrative. While I appreciate authors utilizing lesser known or used words, some just don't blend well with the rest of the text and they pop-out unflatteringly. The structure needed fine-tuning and tenses were oddly used to differentiate the flashbacks from present day.
To put it succinctly, the writing isn't great and neither is the storyline, what there is of it. This was a bizarre read even by Sweet Valley standards and an insult to fans. Seriously, does Francine Pascal hate this universe and its readers? I think I'll stick to the <a href="http://www.goodreads.com/series/58723-sweet-valley-high">Sweet Valley High</a> series and make up my own stories about what happened afterward.
Slightly spoiler-ish lesson learned from this book:
<spoiler>Betrayal is okay as long as it's "Twu Luv."</spoiler>
Second lesson learned:
Everything always turns up fucking sunshine and roses and unicorns and lollipops for the worst person (or people) in the end.
I'd like to leave you with another winning description,
<blockquote>"There were no tears, but her mouth was twisted in a silent sob."
-page 17</blockquote>
<u>A thought a few hours after having finished this book:</u>
Maybe another "sequel" will eventually come out and it'll begin with Elizabeth waking up from the nightmare that is this book and we'll get the real ten years later story. Ahh, sweet dreams.
<u>Update: April 26, 2011:</u>
Oh yes, always good to blame the fans/readers for not liking their terrible book. By pointing out minor, petty reasons, I might add. <b>Warning:</b> book spoilers in article.
http://www.nytimes.com/2011/04/17/business/media/17sweet.html?_r=1
Zuky the BookBum (15 KP) rated The Mistletoe Murder and Other Stories in Books
Mar 15, 2018
I read this novel as my BookBum Club book for November! Check out <a href="https://www.goodreads.com/group/show/297482-bookbum-book-club">this page</a> to find out more about my very own Book Club!
I decided I wanted to read a seasonal book this year and I found this one lurking on my shelf from last year when I also decided I wanted to read a seasonal book but didnt.
Ive reviewed each of the short stories one-by-one. Theres only 4, so its not a massive review, dont worry!
~
<b>The Mistletoe Murder</b>
I really loved the writing in this one! It hooked me straight away. I instantly connected with our narrator, even though shes a bit of an enigma. With short stories, you rarely get to know the characters very well, but I liked how our narrator was strong willed and sassy.
This story is a classic whodunit murder mystery. Not as complex as Christie, but definitely gives off those vibes. The conclusion to the story was pretty obvious, but the last little paragraph bought a smile to my face!
~
<b>A Commonplace Murder</b>
This one takes on a completely different tone from the story before it. Rather than being a cosy murder mystery, this one is that little bit darker. Youre introduced to a not very likeable narrator who holds an innocent mans freedom in his hands.
The story for this one is grittier and dirtier and comes to a shocking conclusion. When I first finished this one, I was adamant I didnt like it, but after letting it brew for a while, I realised that this one is very clever, and since it was published in 1969, was probably innovative for its time, and I can appreciate that!
~
<b>The Boxdale Inheritance</b>
This one was definitely my least favourite of the batch. It was definitely still a nice old school mystery to read about but it wasnt exactly exciting like the last two. This one took me a little longer to read than the others because I was getting distracted by various bits which didnt happen when I read the other two stories.
It was a nice introduction to Dalgliesh, and I think the conclusion of the crime was actually more intricate than the others, but it didnt gel with me like the others did.
~
<b>The Twelve Clues of Christmas</b>
I really liked this story in the collection! I connected with Dalgliesh in this one much more than I did in the other beforehand. I also liked how the characters in this one were sassy and outright with each other.
Even though the crime in this was easily guessable, I really enjoyed the way it was set out and how we came to know about the 12 clues of who committed murder!
~
Even though I hate a modern cosy mysteries, when it comes to old-school ones, I love them! This short story collection was exactly what I needed to help me on the track to enjoying reading again. I read it one sitting, and even though it is a short book, thats not something I do very often, so it really had me hooked!
I decided I wanted to read a seasonal book this year and I found this one lurking on my shelf from last year when I also decided I wanted to read a seasonal book but didnt.
Ive reviewed each of the short stories one-by-one. Theres only 4, so its not a massive review, dont worry!
~
<b>The Mistletoe Murder</b>
I really loved the writing in this one! It hooked me straight away. I instantly connected with our narrator, even though shes a bit of an enigma. With short stories, you rarely get to know the characters very well, but I liked how our narrator was strong willed and sassy.
This story is a classic whodunit murder mystery. Not as complex as Christie, but definitely gives off those vibes. The conclusion to the story was pretty obvious, but the last little paragraph bought a smile to my face!
~
<b>A Commonplace Murder</b>
This one takes on a completely different tone from the story before it. Rather than being a cosy murder mystery, this one is that little bit darker. Youre introduced to a not very likeable narrator who holds an innocent mans freedom in his hands.
The story for this one is grittier and dirtier and comes to a shocking conclusion. When I first finished this one, I was adamant I didnt like it, but after letting it brew for a while, I realised that this one is very clever, and since it was published in 1969, was probably innovative for its time, and I can appreciate that!
~
<b>The Boxdale Inheritance</b>
This one was definitely my least favourite of the batch. It was definitely still a nice old school mystery to read about but it wasnt exactly exciting like the last two. This one took me a little longer to read than the others because I was getting distracted by various bits which didnt happen when I read the other two stories.
It was a nice introduction to Dalgliesh, and I think the conclusion of the crime was actually more intricate than the others, but it didnt gel with me like the others did.
~
<b>The Twelve Clues of Christmas</b>
I really liked this story in the collection! I connected with Dalgliesh in this one much more than I did in the other beforehand. I also liked how the characters in this one were sassy and outright with each other.
Even though the crime in this was easily guessable, I really enjoyed the way it was set out and how we came to know about the 12 clues of who committed murder!
~
Even though I hate a modern cosy mysteries, when it comes to old-school ones, I love them! This short story collection was exactly what I needed to help me on the track to enjoying reading again. I read it one sitting, and even though it is a short book, thats not something I do very often, so it really had me hooked!
Carma (21 KP) rated Fast Burn (Body Armor, #4) in Books
Jun 17, 2019
The series goes out on a high note. Fast Burn is the 4th and final book in the Body Armor series. As usual, Lori Foster hits it out of the park with her storytelling. Brand Berry has been courted over and over by Sahara Silver to join her elite Body Armor bodyguard agency. He isnt sure he wants to give up his MMA career to join her agency, but he is more sure he doesnt want to carry on an affair with his boss which is where he thinks this relationship is headed. She drives him wild, she drives him crazy, she just drives him.
Brand hasnt had the easiest life, his family is unconventional but loving and he likes being part of the SBC. He has made great friends, had a ton of new opportunities and feels like he is wanted somewhere finally.
Sahara Silver inherited the Body Armor agency from her deceased brother. Not that she believes he is dead, no way in hell. She has made it her mission lately to find out where her brother is and what exactly happened to him. She wont accept his death short of a body showing up on her doorstep.
Brand has denied his attraction to Sahara for a while, as hard as that is some days, until she becomes dragged in as part of her brothers mysterious disappearance. When she is kidnapped he jumps into action to make his claim to be by her side known to any and all that dared threaten it. He will protect her at all costs.
Sahara knows Brand will do anything to save her and she hates being vulnerable. She has always had to prove she is as capable as any man in her employ. She hates the double standard that women have to endure and sets out to prove not all women are fragile little creatures.
Can Brand and Sahara figure out her brothers mysterious circumstances before its too late? Can they fight their attraction to one another to focus or will it make them stronger to be full out partners in more ways than one?
Good secondary interactions from all the familiars, Rowdys Place, SBC, and of course Leese, Justice and Miles (along with the women that love them). Plus fun new characters like Brands Dad who basically has every gun known to man in his basement.
Another strong story from Lori Foster with good twists and turns. It will keep you guessing for the majority of the book (unless you are a good figure outer like me hehe) but if you are a quick study it still doesnt disappoint with suspense, excitement and action. I am so bummed this series has ended with this novel but knowing there are more Lori Foster books on the horizon carries me through (just barely haha).
I received an ARC in exchange for an honest review. My ebook had some missing words and sentences which I have no way of knowing if it was technology error or something that will carry through to the paperback et al versions. Overall definitely a book for the forever shelf to re-read over and over again. Until we meet again Body Armor!!
Brand hasnt had the easiest life, his family is unconventional but loving and he likes being part of the SBC. He has made great friends, had a ton of new opportunities and feels like he is wanted somewhere finally.
Sahara Silver inherited the Body Armor agency from her deceased brother. Not that she believes he is dead, no way in hell. She has made it her mission lately to find out where her brother is and what exactly happened to him. She wont accept his death short of a body showing up on her doorstep.
Brand has denied his attraction to Sahara for a while, as hard as that is some days, until she becomes dragged in as part of her brothers mysterious disappearance. When she is kidnapped he jumps into action to make his claim to be by her side known to any and all that dared threaten it. He will protect her at all costs.
Sahara knows Brand will do anything to save her and she hates being vulnerable. She has always had to prove she is as capable as any man in her employ. She hates the double standard that women have to endure and sets out to prove not all women are fragile little creatures.
Can Brand and Sahara figure out her brothers mysterious circumstances before its too late? Can they fight their attraction to one another to focus or will it make them stronger to be full out partners in more ways than one?
Good secondary interactions from all the familiars, Rowdys Place, SBC, and of course Leese, Justice and Miles (along with the women that love them). Plus fun new characters like Brands Dad who basically has every gun known to man in his basement.
Another strong story from Lori Foster with good twists and turns. It will keep you guessing for the majority of the book (unless you are a good figure outer like me hehe) but if you are a quick study it still doesnt disappoint with suspense, excitement and action. I am so bummed this series has ended with this novel but knowing there are more Lori Foster books on the horizon carries me through (just barely haha).
I received an ARC in exchange for an honest review. My ebook had some missing words and sentences which I have no way of knowing if it was technology error or something that will carry through to the paperback et al versions. Overall definitely a book for the forever shelf to re-read over and over again. Until we meet again Body Armor!!
Sophia (Bookwyrming Thoughts) (530 KP) rated Perfect Harmony in Books
Jan 23, 2020
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
<h2><em><strong>Perfect Harmony</strong></em><strong> speaks of two things: cuteness and music.</strong></h2>
In fact, it is probably the embodiment of a dream my mom once had for me when<strong> </strong>I used to play the violin when I was 10-years-old. Maybe I've mentioned this at one point in my blogging career, who knows. She wanted me to be famous <span style="font-size: 8pt;">(well, actually, she still does)</span> and as a result, I stopped playing after a year because of too much pressure to practice, practice, practice <span style="font-size: 8pt;">(and 10-year-old me probably didn't care about fame more than actually enjoying the instrument itself).</span>
<strong>But I do like the violin when I think about it!</strong> It's such a delicate and tiny instrument making pretty music. But I digress - <em>Perfect Harmony</em> reminded me a lot about my orchestra memories.
<h2 style="text-align: center;"><strong>Soooo What Can We Expect From <em>Perfect Harmony?</em></strong></h2>
Because that's the most important question of them all.
<h3>Lots of music!</h3>
Pippa is super passionate about playing the cello - it's become a part of who she is as a person, and if someone takes it away from her, it's like they're taking away her soul. Music to Pippa allows her to express her emotions much like words allow writers to express their emotions. There is not a page that goes by without some reference to music in <em>Perfect Harmony</em>.
<h3>Cuteness (or rather, a cute and fictional boy)!</h3>
Pippa's life seems perfect until she meets her competition in the form of Declan during her senior year, who is just as good at the cello as she is and seems determined to keep her dreams as dreams. Declan is the cutest and sweetest boy ever - omg he did not deserve the harshness of his life. He's a precious cinnamon roll, and I'll keep him forever if Pippa ruins his soul.
<h3>Sometimes there were too many love crises.</h3>
It was hard to keep track who was attracted to who and who was pissing off who deeper into the story. I'm sorry I get confused so easily.
<h3>Friendship! Family! Siblings!</h3>
All of these play a huge role in addition to the musical competition and passion. Since a lot of the characters grew up together or watched each other grow, it was fun to see them get through all the obstacles life throws at them and find their path to each other, whatever it may be.
<h3>Writing that is meh?</h3>
The writing style is why I rated the book lower than I wanted to since I enjoyed the novel. A lot! But it was so hard to look past and see into the book itself because I just didn't like the writing for some reason - maybe it's just me. It is, however, easy and quick to read. It just didn't ring well with my reading preferences.
<a href="http://bookwyrmingthoughts.com/perfect-harmony-by-emily-albright-musical-and-cute/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
<h2><em><strong>Perfect Harmony</strong></em><strong> speaks of two things: cuteness and music.</strong></h2>
In fact, it is probably the embodiment of a dream my mom once had for me when<strong> </strong>I used to play the violin when I was 10-years-old. Maybe I've mentioned this at one point in my blogging career, who knows. She wanted me to be famous <span style="font-size: 8pt;">(well, actually, she still does)</span> and as a result, I stopped playing after a year because of too much pressure to practice, practice, practice <span style="font-size: 8pt;">(and 10-year-old me probably didn't care about fame more than actually enjoying the instrument itself).</span>
<strong>But I do like the violin when I think about it!</strong> It's such a delicate and tiny instrument making pretty music. But I digress - <em>Perfect Harmony</em> reminded me a lot about my orchestra memories.
<h2 style="text-align: center;"><strong>Soooo What Can We Expect From <em>Perfect Harmony?</em></strong></h2>
Because that's the most important question of them all.
<h3>Lots of music!</h3>
Pippa is super passionate about playing the cello - it's become a part of who she is as a person, and if someone takes it away from her, it's like they're taking away her soul. Music to Pippa allows her to express her emotions much like words allow writers to express their emotions. There is not a page that goes by without some reference to music in <em>Perfect Harmony</em>.
<h3>Cuteness (or rather, a cute and fictional boy)!</h3>
Pippa's life seems perfect until she meets her competition in the form of Declan during her senior year, who is just as good at the cello as she is and seems determined to keep her dreams as dreams. Declan is the cutest and sweetest boy ever - omg he did not deserve the harshness of his life. He's a precious cinnamon roll, and I'll keep him forever if Pippa ruins his soul.
<h3>Sometimes there were too many love crises.</h3>
It was hard to keep track who was attracted to who and who was pissing off who deeper into the story. I'm sorry I get confused so easily.
<h3>Friendship! Family! Siblings!</h3>
All of these play a huge role in addition to the musical competition and passion. Since a lot of the characters grew up together or watched each other grow, it was fun to see them get through all the obstacles life throws at them and find their path to each other, whatever it may be.
<h3>Writing that is meh?</h3>
The writing style is why I rated the book lower than I wanted to since I enjoyed the novel. A lot! But it was so hard to look past and see into the book itself because I just didn't like the writing for some reason - maybe it's just me. It is, however, easy and quick to read. It just didn't ring well with my reading preferences.
<a href="http://bookwyrmingthoughts.com/perfect-harmony-by-emily-albright-musical-and-cute/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>