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The Once and Future Witches
The Once and Future Witches
Alix E. Harrow | 2020 | Science Fiction/Fantasy
10
10.0 (2 Ratings)
Book Rating
It’s 1893 and witches are no more since Old Salem was burnt to the ground along with all of its witches. Women’s fights have now taken to the ballot box with the Suffragist movement. In reality, the difference between ‘Witch’ and ‘Suffragist’ is quite blurred for many men. All women with too much power, knowledge or motivation are something to be reviled and controlled. Yes, this is really all about feminism, and this is only one of the many reasons why it’s a top read for me.

As far back as I can remember (and that’s quite a long way), I’ve loved fairytales, myths and legends. The original stories, if you will. Witches didn’t fare well in these stories, but they were always the characters that I wanted to know more about. What motivated them? Why were they ‘evil’? How did they do THAT?! I wanted to be the ‘good’ version! So this book has ticked a lot of boxes for me. They’re witches, they’re good, normal, women, and they want to make ALL of their lives better.

The main three characters reflect the three stages of a woman’s life (maiden, mother, crone) and also reflect the kinds of lives that many women would (and still do) live.
James Juniper, the youngest, wants to come in to her own power - whether that’s as a suffragist or a witch. She believes that you don’t have to choose: she’s a true fighter and is willing to stand up for her beliefs.
Beatrice Belladonna has escaped her life with the family years ago and works as a librarian: knowledge is her greatest power. Finally, Agnes Amaranth is an unmarried mother who wants to protect her unborn child.
They’ve all been damaged by their abusive father, and this story is as much about them rebuilding their relationship as it is about women coming in to their own power.

The Once and Future Witches has a lot to offer all ages of reader. It makes you think about not just women’s rights, but also race, LGBTQI+ rights, survival, and just standing firm for what you believe in. It shows through the example of the three estranged sisters, that we are all stronger if we stand together.

I didn’t want to stop reading this - I inhaled it, couldn’t put it down, went to bed early two days in a row just to read it, and thought about it in between times. And I’m still thinking about it. If you like witches, you’ll like this. If you like a good story, you’ll love it. If you want to read a book that encompasses all of this and has relevance to our lives today, here’s your book.

This is going to remain a firm favourite for me for a long time. Perhaps I’m one of the future witches?

Many thanks to Little, Brown and NetGalley for my copy of this book.
  
Sushi Go!
Sushi Go!
2013 | Card Game
The eternal debate – do you allow snacking while gaming? If so, do you dictate what snacks are permissible so as to protect your games from grimy fingers? Or is no food allowed at all? You have your opinions and I have mine, but perhaps games about food can be a happy medium.

You and your friends enter the local sushi restaurant, ready for a relaxed meal. As the dishes pass by, you begin to realize that your friends are all vying for the same tasty selections that you are! You must be quick to snatch them up before they do, and end up with the yummiest sushi combination in the restaurant!

DISCLAIMER: There are expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Sushi Go! is a game of card drafting, hand management, and set collection in which you are trying to collect combinations of different sushi dishes for the most points at the end of 3 rounds. Each round is played as follows: look at your hand of cards, select one to keep, pass the remaining cards to your neighbor, repeat process until all cards have been claimed. Points are added at the end of the round, cards are collected and shuffled, and then the next round begins. Simple, right? Mechanically, yes. But strategically, no! You’ve got to make decisions with each hand to decide which types of sushi you want to focus on in a given round. Keep an eye on your opponents selections as well, because you miiiiight just be able to keep them from getting a complete set and scoring tons of points!

I can’t remember if I’ve said this in any of my previous reviews, but I LOVE games of card drafting and set collection. They are MY JAM. So I love Sushi Go! The gameplay is similar to 7 Wonders (maybe that’s why Bryan rated it the lowest in the group…), and it requires way more strategy than you might think. Throughout the rounds, you know what cards your opponents have kept, so you can actually see what points they have the potential to earn. That might influence which card you choose to keep – even if it scores you no points, it could hinder your opponent from scoring those points as well! You’re not only trying to collect complete sets of certain cards, you’re trying to make sure your opponents aren’t monopolizing high-scoring cards.

Another thing I love about Sushi Go! is that it is a fast game. It can be pretty strategic, but the game plays so fast that it doesn’t feel too heavy. I usually play it as a short filler between some bigger games. The neat thing is that it still keeps my mind moving and keeps me engaged throughout the game – it doesn’t just feel like a throwaway game between meatier games.

The game itself consists of a hefty deck of cards, housed in a cute tin. The card quality is good, and they feel sturdy in hand. The artwork is perhaps one of the best parts of Sushi Go! The cards are bright and colorful, and the adorable faces on every piece of food are delightful to look at. Dare I even say, cute enough to eat?

I think that Sushi Go! is a great game to use to introduce new gamers to the hobby. It’s simple to learn, fast to play, strategic enough to be engaging, and not complicated enough to be daunting to new players. I might not always think to play Sushi Go!, but if someone suggests it, I will never say no! Purple Phoenix Games gives it a tasty 19 / 24.
  
Big Easy Busking
Big Easy Busking
2020 | Card Game, Music
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.

Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.

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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.

After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.

The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.


Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).

I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.

In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
  
The Light We Lost
The Light We Lost
8
8.0 (1 Ratings)
Book Rating
^ This is totally not what I was expecting. Maybe I thought it would a love story based around how a couple met at the time 9/11 happened. Yes. It is. But staying together and having a happy ever after? Hmm. Nope. You don’t get that, and this becomes very clear from the onset. In fact, the very way this has been written in a past tense, makes that awfully clear the protagonist is telling us something that has already happened. This in itself made for a tantalising read. The story could have gone anywhere. Not knowing what would happen between them, when at times their lives were so different and far apart, is probably why I enjoyed this more than I thought I would.

^^ This story revolves around two lost souls, Lucy and Gabriel (Gabe) Samson who first meet during the Twin Towers terror attacks, and watch the horror unfold right in front of their eyes. Did fate bring these two together for a reason?

^^ Throughout the book we follow their relationship and learn how that first meeting on that fateful day effected them for the rest of their lives. Imagine being witness to something so horrifying. Surely it would affect you. Perhaps you’d want to live your life as if every day is your last, or you’ll go the other way and blame yourself for not being able to do anything to help. Even when you couldn’t have at the time. Survivors guilt, I think they call it.

^ These are the sort of issues, this couple face. You know they should be together, but they both need different things, so their lives are never as simple as you think they’re going to be.

^ I enjoyed how the author allowed this couple to search for what they wanted out of life, but they never truly forgot, or even stopped loving each other. Whenever they did meet, well, it was never the right time. Yet something in the universe, a powerful source, kept drawing them back into each other’s paths. Even when they’d both long gone their separate ways. Is it destiny? Or chance?

Overall: Well, who’d of thought the first book of the year would reduce me to tears? I kind of saw the ending coming, but when I reached those last few pages I found it much more emotional than expected. Jill Santopolo poses an elegant narrative around two people looking in very different places for that one elusive answer: What if?
  
Zero Chance (The Seven #5)
Zero Chance (The Seven #5)
Linda Kage | 2025 | Paranormal, Romance
10
10.0 (1 Ratings)
Book Rating
ZERO CHANCE is the fifth book in The Seven series, and it's the turn of incorrigible flirt, Keene. We got a glimpse of him and Waverley at the end of Just This Once (Parker and Hope's story), and this carries on from there. I would absolutely recommend you read the prior books in this series, simply because they are all outstanding!

Anyway, Waverley is Library Girl, invisible to most, but unfortunately, not to Xander, who insists on befriending Waverley. I loved Xander for that, as she was just what Waverley needed, even when she didn't think so. Waverley was also not invisible to Keene, even when she wanted to be. Nope, instead, he would irritate and aggravate her at every turn, but what he wouldn't do was flirt with her. Even though he flirted with anything that moved! So when Waverley seizes the day to find out what the fuss is all about, the game is on.

I loved every moment of this book. Waverley has had a sh!tty life up until now. From r@pe at a very young age, to a su!cide attempt, to an overbearing mother and a standoffish father, it all sucks. The thing I loved about this, though, was that everything had a reason. Her parents weren't helicopter parents for no reason, and Waverley understood that, even if it annoyed her.

And Keene, oh, man. This dude about killed me. He has been the loud flirt all the way through the series, and finally seeing what makes him tick was wonderful. He is absolutely the right person for Waverley, the same as she is for him. These two perfectly complement each other, which means they can both deal with the darkness better.

I will give a Kleenex warning, though! As with most books in this series, if not all of them so far, I ended up with leaking eyes. This is a good thing as it means I've connected with the characters. But it's also a bad thing, as it means I have to stop reading to stop the blurring.

So, so good. I loved every word and can't wait for Thane's book. I'll give Xander and Alec some space as I know she still needs some time. But Thane! Come on!!

In case you haven't figured it out yet, I HIGHLY RECOMMEND this book and the series. Love it!

** Same worded review will appear elsewhere. **

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
Jun 4, 2025
  
Gem Blenders
Gem Blenders
2020 | Card Game, Collectible Components
Collectible Card Games (CCG) and Living Card Games (LCG) are enjoyed by the members of Purple Phoenix Games. From these genres we primarily play Lord of the Rings LCG, A Game of Thrones (2e) LCG, and DiceMasters (ok we kinda cheated here but it still applies). So we are no strangers to constructing decks or teams and going head-to-head to defeat opponents. When I heard about Gem Blenders being a CCG with an interesting theme, I knew we had to try it.

Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T

To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!

On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.

Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.

Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.

The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.

Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.

However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.

Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.

That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.
  
The Dead Sagas, Volume I, Part I
The Dead Sagas, Volume I, Part I
Lee Conley | 2018 | Horror, Mystery, Science Fiction/Fantasy
6
6.0 (2 Ratings)
Book Rating
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The Dead Sagas: Volume I, Part I by Lee Conley is a dark fantasy novel, a horror saga unlike any other. This is not a book for the weak. This is the book for the bravest, the ones who dare to read it, and the ones who can handle to continue living with what they now know.

<b><i>Book description:</i></b>

In a land called Arnar, where brave warriors fight for glory, a great evil comes alive.
The secrets of which the scholars were writing about in the past years, the scary stories that were being told in families throughout the generations are becoming true.

Creatures we thought were dead are now walking through the streets, spreading their disease, killing innocent people, and are about to take over Arnar.

The brave warriors are prepared to die defending their lands, but how can you fight creatures that barely feel pain? Are the warriors strong enough?

<img src="https://gipostcards.files.wordpress.com/2018/07/result_1529522968460.jpg?w=510"/>;


<b><i>My Thoughts:</i></b>

A story that will leave you breathless until the very end, a story that will push you into anxiety and make you bite your nails. A story that speaks about evil, and good, love, bravery and survival, a book that will sit on your shelf after reading it, and you’ll give it a look once in a while, and say: Ahh.. that was good!

In The Dead Sagas we have the chance to follow the stories of many characters. We will meet scholars and apprentices, we meet warriors and lords, we meet people from the street, doing everything they can to survive, we meet survivors that have seen things and we will meet sailors that are dying.

From chapter to chapter, the story goes from one character to another, and we slowly see the progression of the evil creatures, the spreading pace by pace. While it starts with sailors getting sick and dying afterwards on a ship, it slowly continues to become more and more intense, as we see people literally transforming into dead walkers right after they die, right in front of our eyes.

You will meet Bjorn, who escaped a tribe that cooks and eats people, you will meet Arnulf, who sees unimaginable things will being a lord of the watch. You will see him go through the greatest pain in life, you will see him afraid and brave, you will see him fighting, even though he wants to go and cry in the corner and die.

You will meet a girl that sells her body, so she can buy food for her and her little brother. You will meet a woman warrior, and learn about her amazing and brave story, you will watch how people see their loved ones die right in front of their eyes, and sometimes, they even have to be the ones to kill them in order to survive.

Even though we learn so much about the characters and their stories, it was hard for me to really connect with any of them, as the chapters moved fast from one character to another. This is probably the reason to why I also found the beginning quite slow. It took me around 90 pages, to start realising what is happening.

There will be a lot of violence in this book, a lot of swearing, and scenes that might upset or offend you. This book is not for the weak ones, that is for sure. And while for some of you this might put you off this book, I do have to say that if the book didn’t have a strong language and violent scenes like it does, it wouldn’t have been the same.

The biggest ''flaw'' I had was the ending. I won’t say anything spoiler-ish , as I don’t want to ruin the book for you, but let’s just say that I didn’t expect it to end the way it did.

Even though this is a story about the dead people walking around and killing everything in front of them, this is actually a book about the survivors, the ones that managed to retell this story - the ones that lost anything and everything to be where they are now. This is for the lives of the brave souls, the mighty warriors, that were noble and tried to protect their lands.

A massive thanks to the author, Lee Conley, who managed to find me in the deep waters of Twitter, and who agreed to send me a paperback copy of this book in exchange for my honest opinion.
  
HS
Harp's Song (Harp's Song, #1)
10
10.0 (1 Ratings)
Book Rating
***I received this book in exchange for an honest review ***

Harp's Song is a beautifully written breathtaking account of a young girl named Harp and her story of coming to terms with the abuse she suffered at the hands of her mother as well as first love.

When we first meet Harp she is a bit of a band geek who just so happens to be best friends with the high school jock Connor. Connor and Harp have been friends through thick and thin, and really Connor and his mom Catherine are the only people that know about the truth surrounding Harp's home life. Harp isn't part of any social group at school really, and her main focus is to play her Cello and to get out of Iowa, away from her mom, and to music school.

Harp's mother has always been lacking in the motherly department. She is constantly verbally abusing Harp and a couple of times even physically abusing her. Harp just knows she doesn't deserve the life that's been dealt to her and she has to get out. The way this book is written is that instead of having your typical chapters, the author uses them as a countdown to graduation. It's a very different approach to take and I love the way the author uses her "chapters" as a timeline for the reader. It helps you immerse yourself in the story even more. Not only that but your senior year I bet you counted down the days too, I know I did.

Connonr lets it slip that he wants to be more than friends with Harp, and how he's cared about her for so long. He doesn't want to see anything bad happen to her, and what he really wants is to do nothing but protect her. For the most part their relationship is comfortable and easy for them until Vincent shows up, and he becomes a snag in an otherwise smooth relationship. Connor perseveres and swears his love to Harp.

These characters are so beautifully written and so vibrant that I feel as though I know them outside of their pages. Harp's story is one that rips your heart out, and then replenishes your faith in humanity, and along the way raises awareness about abuse (both verbal and physical).

If you haven't read Harp's Song yet, or if you're debating about possibly reading it, let me do you a solid... Read it... I'm begging you. You won't be sorry. This story is both beautiful and poignant. This book will definitely make my top list of the year, maybe even ever. Bravo Cassie Shine, bravo!