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Everything You Want Me to Be
Everything You Want Me to Be
Mindy Mejia | 2017 | Crime, Mystery
10
7.8 (5 Ratings)
Book Rating
It's not very often that I add a title to my list of favorite books, and I've never felt the burning desire to create a shelf for my favorite reads on Goodreads - that is, until this moment. After finishing up with Mindy Mejia's Everything You Want Me to Be, I am nearly speechless. What Mejia has pulled off in her book is nothing short of a impressive.

One of the things that caught my interest when I was browsing through titles to request on NetGalley was the synopsis for this novel, which I found to be unique. Most books give you a loose summary of the plot, sans spoilers. It's the information that you usually find on the back of a book, really. That little tidbit of information for Everything You Want Me to Be came defied the norm in that regard by blatantly telling potential readers that they would be following the life of a girl up until her death which, if you ask me, is a pretty big spoiler: one that leaves a challenge at that. If you tell your readers that the main character is dead, the question that remains is this: how are you going to keep them hooked? Mejia's reply to that query comes in the form of a plot full of nerve-wracking twists and turns that, no matter how certain a reader might be, is likely to still leave them searching for answers. (I was actually guessing until the very end how this book would play out, and I did not figure it out until the very last moment, when there were only lines left until the major reveal.)

Everything You Want Me to Be is a whodunnit novel - of that, I have no doubt. Eighteen-year-old Henrietta Hoffman, full of talent and with her whole life ahead of her, is murdered. It was someone close to her, according to evidence, and its left to the sheriff, who happens to be the girl's father's best friend, to find out who's behind it. It is also a psychological thriller. Reading this book, I felt things I did not want to feel. Where I felt I should be directing anger and disgust, I could not; in fact, my least favorite character is actually the victim, rather than the various suspects I encountered as I read.

Henrietta, or Hattie as she prefers to be called, is a typical teen-aged girl, facing the usual obstacles of small town life. Having been in her shoes, I was able to connect with her and, in some ways, relive my own past as I read through her dialogue. Born and raised in rural south Minnesota, Hattie has dreams of the Big Apple. Every moment of her free time is spent focusing on those dreams, and while she's browsing through a forum, she meets a guy that she ends up falling in love with. Through private messages, a relationship blooms, and she and this guy embark upon a journey with an unknown destination. It's a pretty easy web to get caught up in, especially when one spends most of their time pleasing other people, which Hattie obviously does.

The book is told from three perspectives in total: Henrietta's, Peter's, and Del's. Peter is a teacher at her school and Del is the town's sheriff. In addition to these three vastly different points-of-view, there is a plethora of minor characters and, surprisingly enough, they all have their own quirks and flaws. I have to admit I'm actually impressed by how much depth there is to Mejia's characters and that she's written them in such a way that it's easy to remember their traits. More often than not, when there's so many characters to flesh out, it is way too easy to lose track of individual character traits.

I can't say a whole lot about the plot's flow really. To be honest, it is a bit all over the place. Considering that Everything You Want Me to Be is written in a loose journal-style and one of the speakers is the sheriff, that is to be expected. Obviously there isn't much of a need to include him prior to the discovery of Hattie's body. Also, the story starts at the end, then hooks back to a year prior to the murder. Fortunately, each shift in voice is dated, so it's not too much of a challenge to keep up with.

Thanks to NetGalley and the publisher for providing me with an advance copy for the purpose of an unbiased review. I can't wait for a chance to purchase a physical copy of this book for my shelf!
  
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Dana (24 KP) rated The Tempest in Books

Mar 23, 2018  
TT
The Tempest
8
8.0 (1 Ratings)
Book Rating
I had to read this play for my Shakespeare class in college and it was the first time I had ever read it.

This was an interesting play, and I'm not sure where it will fit on my scale for my favorite Shakespearean plays. While the plot was pretty straightforward, I do not know how I necessarily felt about the characters themselves. This being Shakespeare's final play, I feel like he wanted to pull in some aspects from his previous plays to draw the crowds in one last time.

I definitely see Shakespeare in Prospero. Both men are known for their art, Prospero's being magic and Shakespeare's being his writings, and in the end, both will give up those arts to be with their families. While it cannot be proved, Shakespeare did die fairly soon after his career ended, making yet another connection where possibly his "every third thought would be of the grave" just as Prospero foretold. And of course, Prospero's final soliloquy is said to be Shakespeare's swan song, his final curtain call.

Miranda can be seen as a voice for the audience a lot throughout the play. She is the reason we get the backstory about why Prospero is doing what he is doing, she voices concerns that the audiences may all be thinking. I think this was intentional because in most of the Shakespearean plays, there is at least one character who stands in for the audience.

Ariel, not going to lie, I thought he was a female character, though I found out by reading more, and watching a filmed production of it, that he is often portrayed as a male. I do, however, want to see what a female could do with this character. Especially since he is such a pivotal character to the plot line being in most, if not all, scenes in some way or another. Without Ariel, the story would not have been able to happen.

Caliban is weird. I understand why he hates Prospero and Miranda so much, but that doesn't excuse his actions both in the actual play and before it in the history sections.

I do not quite know what to classify this play as. It is definitely not one of the tragedies (mainly because it doesn't have a character name in the title) but it also isn't really a comedy. Would it be a mystical play? I don't really know. If you do, please, message me or comment on the post, because I am curious.

This play is often referenced in literature and in pop culture, but I never fully understood what they meant, so it was fun to be able to finally get what people were talking about. That being said, I do not think this is one of his most popular plays. Yes, it was his last, but I have not seen it come up as much in my studies as, let's say, Hamlet or Romeo and Juliet.

Overall, I enjoyed the play, but it definitely isn't my favorite. That spot still goes to Macbeth.
  
Deadpool 2 (2018)
Deadpool 2 (2018)
2018 | Action, Comedy
A surprisingly heart-warming sequel
After the success of Deadpool, it’s natural to feel apprehensive about what comes next. Will it be as good as the first? Or will it fall flat? I was excited to see the Merc with a Mouth back again, but wasn’t entirely sure what to expect. I’d thankfully managed to avoid all spoilers online, so I was excited to see what the sequel would bring to the table.

Thankfully yes – it is absolutely on par with the first, if not better. In this film we get to see a more serious, empathetic version of Wade Wilson as he’s faced with some tough experiences and decisions. Ryan Reynolds does an amazing job of portraying Wilson’s sorrow, which is far removed from what we’re used to. It certainly doesn’t take away from the film’s humour, fourth wall breaking and sarcasm, but instead adds a more complex layer to the narrative. I was surprised to find myself crying at certain points in the film due to the emotional nature. The film also parodies a lot of other films, and I’m sure on a second viewing I’ll be able to spot them all, but the ones I did catch made me laugh out loud.

I adored some of the fight scenes, including Deadpool fighting someone to Skrillex’s “Bangarang” (which has to be one of my favourite cinematic moments of 2018… so far). The soundtrack is brilliant and the use of music plays a big part in this film, effectively setting the mood whether that’s humour or sorrow. An effective soundtrack really completes a film, and I am in love with Deadpool 2’s. Not to spoil anything too much, but you’ll be greeted with the likes of George Michael, Dolly Parton and AC/DC throughout the film which is a selling point if I do say so myself.

There are so many unexpected cameos in Deadpool 2 that I won’t ruin for you, but they all brought a smile to my face and I was excited to see what each actor brought to the table! Alongside these, we see familiar faces in Colossus, Negasonic Teenage Warhead, Dopinder and Weasel who all played a huge part in the first film and reciprocate this in the sequel, as well as brand new ones in vengeful cyborg Cable, ‘lucky’ Domino and out of control mutant Russell Collins.

I was so impressed with the new characters and the way they were acted, so huge praise has to be given to Josh Brolin, Zazie Beetz and Julian Dennison for bringing such complex characters to life on screen. The dynamics between characters, old and new, is a joy to watch and everything is so well scripted throughout the film.

Deadpool 2 is a strong successor to the first, with a heartwarming overall message to tie the film up in a nice little bow. Oh, and remember to sit tight whilst the credits roll… this is a Marvel film after all!

https://lucygoestohollywood.com/2018/05/27/deadpool-2-a-surprisingly-heart-warming-sequel/
  
Trust Me, I'm a Doctor
Trust Me, I'm a Doctor
2020 | Card Game, Horror, Humor, Medical, Party Game
Did you know that in olden days doctors and traveling alchemist frauds would prescribe cocaine for various illnesses and maladies? It’s true. Also were you aware that fecal transfusions could cure a multitude of sicknesses? You know, taking feces from one person and injecting it into the intestines of another can cure LOTS of bad stuff. Like excessively odorous gas expelations. Well, that one may or may not be true, but if you think you can sell that cure to your friends, you are ready to play Trust Me, I’m a Doctor.

In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!


To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.

On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.

So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”

Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
  
Gnomes & Wizards
Gnomes & Wizards
2020 | Fantasy
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.

Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.

To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.

Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.

Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.

Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.

The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.

Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.

I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.
  
Flightless Falcon
Flightless Falcon
Mickey Zucker Reichert | 2000 | Science Fiction/Fantasy
7
7.0 (1 Ratings)
Book Rating
Shelf Life – Flightless Falcon Still Glides Pretty Well
Flightless Falcon is a light DAW fantasy by Mickey Zucker Reichert that first came out in paperback in July of 2001. Set in your typical fantasy land – lightly coated in magic but sans any fantastical creatures such as dragons, elves, dwarves, and the like – it follows the sad, luckless exploits of an ex-miner named Tamison made useless after a cave in kills his father and brother and leaves him trapped deep in the mine for a few days.

Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.

When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.

The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.

The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.

But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.

The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.

Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.

But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.

It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
  
Creatrix Rising: Unlocking the Power of Midlife Women
Creatrix Rising: Unlocking the Power of Midlife Women
Stephanie Raffelock | 2021 | Mind, Body & Spiritual
10
10.0 (1 Ratings)
There was something about the synopsis of Creatrix Rising by Stephanie Raffelock that really sucked me in. When I read it, I knew that it was a book I would fall in love with. I wasn't wrong!

Creatrix Rising is full of great anecdotes. Reading them, I really felt like I was getting to know the author. Stephanie Raffelock does not hold back in some of the stories which helps to make her book all the more real. While reading, I felt as if Stephanie stripped herself down to her soul for me to see and bared it all especially while reading about her time as a teenager in Los Angeles. Reading Creatrix Rising made me want to actually meet Stephanie Raffelock because she just seems like such an inspiration and an amazing woman! In fact, reading some of what happened in Stephanie's life sort of paralleled mine.

Stephanie Raffelock does a fantastic job at describing what a "creatrix" is. She writes "Creatrix is a distinctly feminine word that simply means a woman who makes things." Raffelock says the world creatrix should replace crone which has such a negative connotation, and I agree! From there, Raffelock gives us plenty of personal stories about different women she has come across in her life that fit the creatrix characteristics. In each story, I felt like I was getting to know these women. I wanted to know these women. Stephanie Raffelock's writing is so beautiful and descriptive. It's hard not to feel like her stories are yours. In fact, it was difficult to not picture different women in my life that fit the bill of a creatrix. I put this down to Raffelock's wonderful writing. She definitely knows how to get her point across in such a sweet and beautiful way. Raffelock also teaches us that there is no shame in getting older and how we really should embrace aging as it's not a bad thing at all but quite the opposite.

Another thing I really loved about Creatrix Rising is at the end of each chapter, there is a section entitled "For Reflection, Activity, and Journaling." This section summarizes the main point of each chapter and asks a few in depth questions for the reader to ponder on. Be prepared to have a journal next to you because you will want to answer these questions. They will really make you think long and hard and look deeper into yourself and others. It's such a great and relaxing mental exercise. At the end of the book, if you decide to write down your answers to Stephanie Raffelock's questions, you will have your own little mini book either to keep for yourself or to share with others. If you need a little bit of help, Raffelock lists some fantastic resources to help you on your journey. I also feel that these questions would be great for a book group's discussion if this was a book picked for a book group which I would totally recommend that!

If you decide to read Creatrix Rising (which you really should), here's my personal advice. Do NOT skip the epilogue. Stephanie Raffelock says that she wrote this book in 2020 when the Corona Virus had just really taken off. Raffelock's epilogue for Creatrix Rising is all about the Corona Virus, but she uses symbolism painting the Corona Virus as a beautiful woman that takes everyone by surprise. My jaw was on the floor the whole time I was reading the epilogue. Again, Raffelock's talent for writing really did shine through in her epilogue. I would have never thought to compare Corona Virus to a beautiful woman, but reading Stephanie's story, I realized just how right she was.

Trigger warnings for Creatrix Rising include profanity, some drug use, death, some violence, and some politics.

All in all, Creatrix Rising is a beautiful masterpiece of a book that will leave its reader thinking of all the women in their life that they have come across and how these women have affected them. Although this book mentions unlocking the power of midlife women, I really think men would enjoy it just as much as they also think about the women that have touched their lives. I would definitely recommend Creatrix Rising by Stephanie Raffelock to everyone aged 18+ who are after a beautifully written book that will really make them think.
--
(A special thank you to Lone Star Literary Life and Stephanie Raffelock for providing me with a hardcover of Creatrix Rising in exchange for an honest and unbiased review.)
  
TC
The Corridor (The Corridor Duology, #1)
8
8.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
It seems, that <b>books relating to parallel universes are like mermaid books and contemporary books</b>: I either get along with them, or I don't get along with them.

It's no brainer that <b>a book involving parallel universes as <i><a title="A Thousand Pieces of You by Claudia Gray" href="https://bookwyrmingthoughts.com/audiobook-review-a-thousand-pieces-of-you-by-claudia-gray/"; target="_blank" rel="noopener">A Thousand Pieces of You</a></i> and <i>The Corridor</i> have would be extremely scientific in its explanation</b>. An information dump is (or maybe just a dumbing down of information) bound to happen if the authors want me to make sense of their parallel universes.

But somehow, <b>I enjoyed a story concocted by A.N. Willis far more than a story concocted by Claudia Gray</b> (parallel universes related – I DO like Claudia Gray's other works), even if my first thoughts reading the first chapter was, "Oh, no. Parallel universes. Please don't disappoint me, A.N. Willis."

I find that I'm actually not disappointed – I really enjoyed the first book in the <i>Corridor</i> series, and <b>I was pretty engrossed with Willis' writing. I wanted to know more than what the author actually wrote</b> – Estele's power, Dr. Taber's betrayal years ago. <b>I even found myself interested in the science of the universes that the scientists were seeing and the different "Earths" Estele visits using her power.</b> And I am not generally a science person, regardless of the fact I think Chemistry is easy and passed it with a fabulous A-.

(Maybe I'm a chemistry kid rather than a physical science or biology kid. I guess I can't run away from math after all. What if I'm an accountant one day?!?!?! I won't complain, of course, since it's baby math...)

<b>There were moments that I found myself confused on which Earth the characters were talking about – each world has different names for each of the other Earth</b>. The original Earth simply went with First Earth, Second Earth, and possibly so and so forth if they found any more. Estele went with calling First Earth and Second Earth whatever the scientists called them, and came up with names that were significant to that Earth when she first visits. Another version of Earth was further advanced and found more twelve Earths in total, and went with the zodiac in naming each of them. I found that <b>while the more advanced Earth was far more complicated, Estele's version seemed to make things a lot more clearer in matching up the Earths.</b>

Possibly <b>the biggest difference between <i>A Thousand Pieces of You</i> and <i>The Corridor</i> was how Marguerite actually uses a device while Estele somehow has a power to travel across worlds.</b> I personally found that really cool and interesting, and as mentioned earlier, I wanted to know more about that power as much as Estele did.

By the time I actually got to the end of the book, I was pretty disappointed... in a good way. I suppose Willis did disappoint me after all. <b>I honestly have no clue where the author is going with the series</b>, but I'm hoping the sequel will be just as good as the first one is.

<a href="https://bookwyrmingthoughts.com/arc-review-the-corridor-by-an-willis/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.