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Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty WWII in Video Games
Jun 19, 2019
The long running and very popular Call of Duty series has gone back to where it all began for the latest entry into the series. Call of Duty: WW2 returns the series to where the early games in the series were set and looks to restore its legacy as the best-selling series on the planet in doing so.
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/
Ivana A. | Diary of Difference (1171 KP) rated Circe in Books
Aug 21, 2018
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<b><i>WHEN I WAS BORN, the name for what I was did not exist.<i/></b>
<img src="https://gipostcards.files.wordpress.com/2018/07/maxresdefault.jpg?w=636"/>
I was waiting for two whole months to get this book from the library. And I finally had a chance to read Circe from Madeline Miller. A book that everyone was talking about. The only thing you were gonna see on Instagram. Well, here I am – sitting with the cool kids now, I’ve read this book.
The reason I wanted to read this book wasn’t because I wanted to be part of the cool kids. Actually, it was because Greek Mythology has a special place in my heart. See, I was born in Macedonia, a country full of history, and so very close to Greece, where histories and cultures and traditions match and mix.
When I was in school, our teachers focused hard on history. Especially Roman and Greek Mythology. So yes, I grew up with Homer’s Iliad and Odyssey and yes, I know all the gods out there, what they do, who they married, who their children are.
I have read about Circe, but I have never given her any meaning, as she is not mentioned a lot in Homer’s works, as you might already know. And then suddenly, there is a book about her life. I had to read it!!!
<b><i>AND I ABSOLUTELY LOVED IT! FROM THE BOTTOM OF MY HEART!</i></b>
This might be my favorite book of 2018!
<img src="https://gipostcards.files.wordpress.com/2018/07/img_20180625_200755_238.jpg?w=636"/>
I enjoyed Madeline’s writing style. It was so explanatory and calm, and soothing, like swimming in nice calm waters. You would just gulp her words as you read, and before you know it, you have read 200 pages.
Circe, oh Circe! Her character was so well described – such a strong powerful woman. We start with her childhood, to her growing up, and we follow the process of how she learned things the hard way, how she is naive, and then suddenly isn’t, how she discovers the power she holds within, despite everyone else mocking her and saying otherwise. We see how she decides to say no, how she is not afraid to be a rebel, and how she suffers, and loves, and protects, and cares, and survives, and lives!
You will read a story about the love a mother has toward her child, the love a woman has toward her man, the love a son has towards her mother, the love for freedom, the love for glory…
If you love Greek Mythology, you will get the chance to say hi to some of your favourite gods, nymphs, titans, monsters – Zeus, Athena, Poseidon, Prometheus, Odysseus and many more which I will fail to reveal.
I hardly believe that this is a great book for introducing Greek Mythology to new young readers. I also hardly believe that this book will change the thoughts of many people, the way they see things, the way they live, the way they think.
It was one of my favorite things about him: how he always fought for his chance.
There are a lot of side characters that give their own meaning to the story as well, and there is also Odysseus, and at times it feels as this is his story, but in the end you realized that this story belongs to Circe only.
<b><i>Do not listen to your enemy, Odysseus had once told me. Look at them. It will tell you everything.
I looked. Armed and armored, she was (Athena), from head to foot, helmet, spear, aegis, greaves. A terrifying vision: the goddess of war, ready for battle. But why had she assembled such a panoply against me, who knew nothing of combat? Unless there was something else she feared, something that made her feel somehow stripped and weak.
Instinct carried me forward, the thousand hours I had spent in my father’s halls, and with Odysseus polymetis, man of so many wiles.</i></b>
To all of you out there – please take your time to read this book! It will leave you breathless, inspired, motivated and it will change your life forever. It changed my life – that’s for certain!
<b><i>WHEN I WAS BORN, the name for what I was did not exist.<i/></b>
<img src="https://gipostcards.files.wordpress.com/2018/07/maxresdefault.jpg?w=636"/>
I was waiting for two whole months to get this book from the library. And I finally had a chance to read Circe from Madeline Miller. A book that everyone was talking about. The only thing you were gonna see on Instagram. Well, here I am – sitting with the cool kids now, I’ve read this book.
The reason I wanted to read this book wasn’t because I wanted to be part of the cool kids. Actually, it was because Greek Mythology has a special place in my heart. See, I was born in Macedonia, a country full of history, and so very close to Greece, where histories and cultures and traditions match and mix.
When I was in school, our teachers focused hard on history. Especially Roman and Greek Mythology. So yes, I grew up with Homer’s Iliad and Odyssey and yes, I know all the gods out there, what they do, who they married, who their children are.
I have read about Circe, but I have never given her any meaning, as she is not mentioned a lot in Homer’s works, as you might already know. And then suddenly, there is a book about her life. I had to read it!!!
<b><i>AND I ABSOLUTELY LOVED IT! FROM THE BOTTOM OF MY HEART!</i></b>
This might be my favorite book of 2018!
<img src="https://gipostcards.files.wordpress.com/2018/07/img_20180625_200755_238.jpg?w=636"/>
I enjoyed Madeline’s writing style. It was so explanatory and calm, and soothing, like swimming in nice calm waters. You would just gulp her words as you read, and before you know it, you have read 200 pages.
Circe, oh Circe! Her character was so well described – such a strong powerful woman. We start with her childhood, to her growing up, and we follow the process of how she learned things the hard way, how she is naive, and then suddenly isn’t, how she discovers the power she holds within, despite everyone else mocking her and saying otherwise. We see how she decides to say no, how she is not afraid to be a rebel, and how she suffers, and loves, and protects, and cares, and survives, and lives!
You will read a story about the love a mother has toward her child, the love a woman has toward her man, the love a son has towards her mother, the love for freedom, the love for glory…
If you love Greek Mythology, you will get the chance to say hi to some of your favourite gods, nymphs, titans, monsters – Zeus, Athena, Poseidon, Prometheus, Odysseus and many more which I will fail to reveal.
I hardly believe that this is a great book for introducing Greek Mythology to new young readers. I also hardly believe that this book will change the thoughts of many people, the way they see things, the way they live, the way they think.
It was one of my favorite things about him: how he always fought for his chance.
There are a lot of side characters that give their own meaning to the story as well, and there is also Odysseus, and at times it feels as this is his story, but in the end you realized that this story belongs to Circe only.
<b><i>Do not listen to your enemy, Odysseus had once told me. Look at them. It will tell you everything.
I looked. Armed and armored, she was (Athena), from head to foot, helmet, spear, aegis, greaves. A terrifying vision: the goddess of war, ready for battle. But why had she assembled such a panoply against me, who knew nothing of combat? Unless there was something else she feared, something that made her feel somehow stripped and weak.
Instinct carried me forward, the thousand hours I had spent in my father’s halls, and with Odysseus polymetis, man of so many wiles.</i></b>
To all of you out there – please take your time to read this book! It will leave you breathless, inspired, motivated and it will change your life forever. It changed my life – that’s for certain!
Purple Phoenix Games (2266 KP) rated Sheriff of Nottingham in Tabletop Games
Nov 16, 2021
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
LilyLovesIndie (123 KP) rated The Assassin's Mark in Books
Nov 5, 2018
Firstly I must thank Ebsworth not only for providing a complimentary copy of this book in return for an honest review, but also for having immense patience in waiting for me to provide him with that review. I must also point out how much I have enjoyed reading this book, even if I did struggle to get into the book at first.
There are several aspects which I feel to be major strengths in this book, particularly the characterisation. The assembled cast of characters are all extravagantly wonderful in their own ways, working well together and being entirely believable in the context of the text. In addition, it is worth commenting that they work as well individually as they do collectively, a great testament to Ebsworth's writing style. Jack Telford, as the main character, is a wonderful example of manhood and his cynicism in the tour breathes a breath of fresh air, prompting much thought by the reader on the matters discussed.
A further strength of this book is it's intricate and well developed plot. It is brilliantly put together, with mystery and thought provoking elements all combined with some humour and great history. I can't compliment enough the many well written twists and turns in this novel, whether it's sudden and unexpected deaths or mysterious figures appearing at odd intervals, there's always something that keeps the reader on the edge of their seats and thinking of what could be happening behind closed doors. It's a fantastic read for making you think about what you are reading, however, this is an occasional downside as it makes it a difficult book to read when you only have a few minutes spare.
Perhaps, for me, the best aspect of this book is the detailed research that shines through on every page. It is evident, even to someone with a limited knowledge of the Spanish Civil War, that there is much to learn in this book and that it has been incredibly well researched. Clearly, Ebsworth put much time into his research, and to his credit, as it adds an extra dimension to this story.
Finally, there is little else for me to say other than to recommend this book to all who enjoy history, a good mystery and a strong leading character.
There are several aspects which I feel to be major strengths in this book, particularly the characterisation. The assembled cast of characters are all extravagantly wonderful in their own ways, working well together and being entirely believable in the context of the text. In addition, it is worth commenting that they work as well individually as they do collectively, a great testament to Ebsworth's writing style. Jack Telford, as the main character, is a wonderful example of manhood and his cynicism in the tour breathes a breath of fresh air, prompting much thought by the reader on the matters discussed.
A further strength of this book is it's intricate and well developed plot. It is brilliantly put together, with mystery and thought provoking elements all combined with some humour and great history. I can't compliment enough the many well written twists and turns in this novel, whether it's sudden and unexpected deaths or mysterious figures appearing at odd intervals, there's always something that keeps the reader on the edge of their seats and thinking of what could be happening behind closed doors. It's a fantastic read for making you think about what you are reading, however, this is an occasional downside as it makes it a difficult book to read when you only have a few minutes spare.
Perhaps, for me, the best aspect of this book is the detailed research that shines through on every page. It is evident, even to someone with a limited knowledge of the Spanish Civil War, that there is much to learn in this book and that it has been incredibly well researched. Clearly, Ebsworth put much time into his research, and to his credit, as it adds an extra dimension to this story.
Finally, there is little else for me to say other than to recommend this book to all who enjoy history, a good mystery and a strong leading character.
Phillip McSween (751 KP) rated The Judge (2014) in Movies
Jan 14, 2020
Suprisingly Not As Good As I Thought
A lawyer leaves his small town to make it in the big city only to have to come back to face his past and defend his father in a murder trial. The Judge could have definitely been worse, but it struck enough cords for me to never want to see it again.
Acting: 10
Beginning: 2
Characters: 10
Cinematography/Visuals: 7
The film is shot in different color tones representing the mood of the scene. When Robert Downey Jr. is just palling around the city, you see more lighter tones. However, during most of the court scenes, it’s shot in a darker and grainier light. It works for the most part, but is uneven in certain spots. I did appreciate overall what it was trying to do.
Conflict: 10
Entertainment Value: 7
At one point, I wrote in my notes: “I’m not bored, but there are definitely some glaring holes I can’t overlook.” At times, this movie seemed to fight with its own self, never really deciding who or what it wanted to be. While there were quite a few scenes I really enjoyed, there were some things lacking overall.
Memorability: 4
Pace: 5
This movie is easily thirty minutes longer than it needed to be. In some spots, they are trying too hard to force these characters down your throat that they don’t focus on moving the actual story along. It drags its feet in way too many places.
Plot: 6
Decent concept that arrived DOA due to the lack of willingness to fix simple holes. I never could settle in and just enjoy the movie because there were just so many unanswered questions from the left to the right. Overall, it made sense, but it’s very easy to pick apart.
Resolution: 7
A touching finish, although, again, would have appreciated more finite answers. More often than not, the movie seemed to take the lazy way out and the ending was no exception. Based on the number of plot holes, can’t say I was that surprised.
Overall: 68
There is a scene in The Judge where the jurors are being picked for the trial. This one scene will tell you everything you need to know about the rest of the movie. These actors have done way better in their time.
Acting: 10
Beginning: 2
Characters: 10
Cinematography/Visuals: 7
The film is shot in different color tones representing the mood of the scene. When Robert Downey Jr. is just palling around the city, you see more lighter tones. However, during most of the court scenes, it’s shot in a darker and grainier light. It works for the most part, but is uneven in certain spots. I did appreciate overall what it was trying to do.
Conflict: 10
Entertainment Value: 7
At one point, I wrote in my notes: “I’m not bored, but there are definitely some glaring holes I can’t overlook.” At times, this movie seemed to fight with its own self, never really deciding who or what it wanted to be. While there were quite a few scenes I really enjoyed, there were some things lacking overall.
Memorability: 4
Pace: 5
This movie is easily thirty minutes longer than it needed to be. In some spots, they are trying too hard to force these characters down your throat that they don’t focus on moving the actual story along. It drags its feet in way too many places.
Plot: 6
Decent concept that arrived DOA due to the lack of willingness to fix simple holes. I never could settle in and just enjoy the movie because there were just so many unanswered questions from the left to the right. Overall, it made sense, but it’s very easy to pick apart.
Resolution: 7
A touching finish, although, again, would have appreciated more finite answers. More often than not, the movie seemed to take the lazy way out and the ending was no exception. Based on the number of plot holes, can’t say I was that surprised.
Overall: 68
There is a scene in The Judge where the jurors are being picked for the trial. This one scene will tell you everything you need to know about the rest of the movie. These actors have done way better in their time.
Yacht Were You Thinking?: An A-Z of Boat Names Good and Bad
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Naming a boat is as personal as naming a baby (even if few male skippers would risk telling the wife...
BookInspector (124 KP) rated My Sister, the Serial Killer in Books
Sep 24, 2020
This novel is not very long, but every short chapter carries a lot of important information. The protagonist in this novel is Korede, a nurse in a hospital in Lagos, Nigeria. Korede likes everything neat, tidy and according to the rules. Her younger sister Ayoola, on the other hand, is an absolute brat, who has no cares in her life. She is addicted to male attention, good life, and I could not stand her. Ayoola is a horrible person, and I don’t see a justification for any of her actions. :/ I really liked Korede in this book, I think she is kind and strong at the same time, but even her decisions left me confused sometimes.
The narrative is told from a single (Korede’s) perspective, even though it was enough to grasp the storyline, I would’ve loved to read Ayoola’s thoughts as well. The plot is very compressed in this novel, I liked the way Korede talks not only about the present events, but brings the reader back to the past, to show what events shaped her to be the way she is today. This book analyses such topics as beauty and it’s influence, strong sisterly bond, abusive father, etc. This novel takes you on a journey, there is not many twists or turns, but it is a very enjoyable read.
Kudos to the author for her original writing style, I see it as minimalistic, It has the information I needed to fully understand the story, and spared me the details of unimportant things. I really liked the setting of this novel, I have never been to Lagos, so the atmosphere and the language used was very exotic for me. I loved the short chapters, and it was a really quick read for me. I liked the ending of this book, I think it is quite challenging and allows the reader to think of what would they have done in Korede’s situation.
To conclude, it is a very original book about an incredibly strong sisterly bond, which can withstand even murders. It is filled with very believable and interesting characters and a very creatively written plot. I truly enjoyed it, and I do strongly recommend to give this book a try if you looking for something different and fresh. I hope you will like it as much as I did. 🙂
The narrative is told from a single (Korede’s) perspective, even though it was enough to grasp the storyline, I would’ve loved to read Ayoola’s thoughts as well. The plot is very compressed in this novel, I liked the way Korede talks not only about the present events, but brings the reader back to the past, to show what events shaped her to be the way she is today. This book analyses such topics as beauty and it’s influence, strong sisterly bond, abusive father, etc. This novel takes you on a journey, there is not many twists or turns, but it is a very enjoyable read.
Kudos to the author for her original writing style, I see it as minimalistic, It has the information I needed to fully understand the story, and spared me the details of unimportant things. I really liked the setting of this novel, I have never been to Lagos, so the atmosphere and the language used was very exotic for me. I loved the short chapters, and it was a really quick read for me. I liked the ending of this book, I think it is quite challenging and allows the reader to think of what would they have done in Korede’s situation.
To conclude, it is a very original book about an incredibly strong sisterly bond, which can withstand even murders. It is filled with very believable and interesting characters and a very creatively written plot. I truly enjoyed it, and I do strongly recommend to give this book a try if you looking for something different and fresh. I hope you will like it as much as I did. 🙂
Trigger Warnings: Child abuse, child neglect, homelessness, mention of drug use, rape, suicide, homophobia, prison/juvie
Twins Storm and Lake have always been in sync growing up - until they get separated within the foster care system. Storm’s been through juvie but his current foster dad and his girlfriend are helping him find a normal life again - until an incident makes him lose control again. Lake likes girls, but her bible loving foster parents would immediately kick her out if they find out - so she and her foster sibling, Parker, must keep their relationship secret. Both twins have rough patches ahead and both fight to come out on the other side.
Sooo, I’ve never read an Ellen Hopkins book - at least that I can remember anyway. I did NOT keep track of books I read until I was in my late 20’s… That being said, I feel like I would remember the emotional damage that probably would have been done with her books, especially with how I feel after finishing this one.
Hopkins didn’t shy away from the hard topics. Doing so allowed me to feel every emotion alongside the twins as they were. I’ve recently really gotten into novel-in-verse books and it absolutely makes me understand how poetry can really hit your gut with just so few words; Hopkins didn’t have to go into detail about what things looked like for you to understand what was going on.
The ending was bittersweet because I didn’t want it to be over, but at the same time, Hopkins finished it beautifully without needing the words. God, this book is going to stay with me for quite some time. I’m going to think of Storm and Lake and hope they’re doing okay.
Overall, this book will grab your heart and twist it tight, absolutely leaving an imprint when it finally releases you on the last page. Even though it’s a 400+ page novel, it reads quickly and one could probably finish it in one setting. The only reason I hadn’t was because I started it super late at night and then had plans the following morning.
*Thank you Nancy Paulsen Books and BookishFirst for an advance copy of this book in exchange for an honest review
Twins Storm and Lake have always been in sync growing up - until they get separated within the foster care system. Storm’s been through juvie but his current foster dad and his girlfriend are helping him find a normal life again - until an incident makes him lose control again. Lake likes girls, but her bible loving foster parents would immediately kick her out if they find out - so she and her foster sibling, Parker, must keep their relationship secret. Both twins have rough patches ahead and both fight to come out on the other side.
Sooo, I’ve never read an Ellen Hopkins book - at least that I can remember anyway. I did NOT keep track of books I read until I was in my late 20’s… That being said, I feel like I would remember the emotional damage that probably would have been done with her books, especially with how I feel after finishing this one.
Hopkins didn’t shy away from the hard topics. Doing so allowed me to feel every emotion alongside the twins as they were. I’ve recently really gotten into novel-in-verse books and it absolutely makes me understand how poetry can really hit your gut with just so few words; Hopkins didn’t have to go into detail about what things looked like for you to understand what was going on.
The ending was bittersweet because I didn’t want it to be over, but at the same time, Hopkins finished it beautifully without needing the words. God, this book is going to stay with me for quite some time. I’m going to think of Storm and Lake and hope they’re doing okay.
Overall, this book will grab your heart and twist it tight, absolutely leaving an imprint when it finally releases you on the last page. Even though it’s a 400+ page novel, it reads quickly and one could probably finish it in one setting. The only reason I hadn’t was because I started it super late at night and then had plans the following morning.
*Thank you Nancy Paulsen Books and BookishFirst for an advance copy of this book in exchange for an honest review
Maris (8 KP) rated Crow Flight in Books
Jun 10, 2019
I'm very very VERY thrilled that I gave this book a chance. No mystical creatures, no royal families trying to take over the world its just a smooth read from the beginning to the very end. I could not put this book down. This is my first Susan Cunningham book I read from her and she brought it all in this lovely gem. <br/><br/>I was a bit nervous about getting into the book, I was thinking this was going to be like the Matrix with a little twist with some Crows into it. I was totally wrong and that's a good thing! The beginning of the book hooked me and I needed to know more of what was going to happen and therefore I could not wast any time with anything else besides reading the whole book to find out.<br/><br/>From the beginning, we are introduced to a very intelligent young girl name Gin. Gin has a dream to get into Harvard University. She has a talent for designing programs. Programs that help you on what to wear, what to eat, when to be social, and possibly who you should date. <br/><br/>Going to Harvard is not her only goal. Gin is taking a computer simulations class that is a college-level course. The mentor of the class is Ms. Sandlin who is offering a summer internship to the best modeler. Gin who is determined to get this internship and put her talents to the test to achieve this goal. <br/><br/>Gin meets a boy in her class name Felix. Felix is also very intelligent with computers and designing programs. They are partners where they have to work together and design models. Gin starts to fall for Felix and learns that he and his father like to train Crows as a hobby.<br/><br/>"A plane flew across the sky and for a second, she imagined the rows of people tucked neatly inside, watching movies and sipping sodas. No idea they were flying over a boy training crows."<br/><br/>For their final project, they decided to use the Crows and all the data over the years. Felix's father who owns one of the biggest tech companies is not too excited about learning that his son and his partner are using the Crows for their project. With that being said things get really interesting and a dark secret that Gin will soon discover. <br/><br/>Susan Cunningham was detailed with her writing and I enjoyed every second of it. She did a wonderful job putting this story together and the pace of the story was perfect where I just wanted to know what was going to happen. I adore Gin's and her best friend Hannah relationship (We all need a Hannah in our life's) The ending was great! Highly recommend this lovely gem. I am not big on computers or designing but this story was just too good where you don't have to be into computers or programming to have an understanding of the story. <br/><br/>Unique story, mystery vibes, a little romance! 5/5








