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The Lost Expedition
The Lost Expedition
2017 | Adventure, Card Game, Exploration
El Dorado – the lost city of gold. Many have searched for this fabled civilization, but none have prevailed… yet. Gather up your team of experts and pack your bags for the jungle – you’re headed on an adventure! Can you find the path to this lost city and get there alive? Or will the encounters of the wilderness prove to be too much to handle? Only one way to find out….

Disclaimer: The Lost Expedition can be played cooperatively, solo, or head-to-head. This review only covers the cooperative version of the game! -L

The Lost Expedition is a cooperative (in this case) game of strategy and hand management in which players are trying to traverse the jungle to reach El Dorado by carefully managing their Resources and utilizing their collective Expertise. To setup the game, choose 3 explorers to form your team, and collect 3 Ammunition and 4 Food from the supply tokens. Shuffle the adventure cards, dealing 4 to every player, placing the remainder in a face-down draw deck. Depending on the difficulty selected, place the corresponding number of Expedition cards in a row on the table (we played Normal mode, using 9 Expedition cards). Place 4 Health tokens on each explorer card, place the phase token with the Morning side up, select a starting expedition leader, and the game is ready to begin.

Each round consists of 2 phases: Morning and Evening. During the Morning phase, players will take turns playing adventure cards from their hand, one at a time, until each player has played 2 cards. This line of cards forms the path that the explorers are traveling in the morning. After all cards have been played, they will be rearranged in numerical order, from lowest to highest. Once the cards are organized, they will be resolved one at a time, from lowest to highest, until all cards have been addressed. Examples of card actions are: discarding the next card in play, swapping two cards on the path, adding a new card to the end of the path, or moving the team pawn one card closer to El Dorado. Adventure cards have different colored boxes that indicate action choices that the players must make. Some actions are mandatory and must be completed. Some cards offer 2 or more choices, one of which must be selected and performed to clear the card. And some cards have optional choices, that do not have to be completed for the card to be resolved. Certain actions will require the team to gain/spend Resources tokens or Expertise from your explorers (in the form of Health tokens). At the end of the Morning phase, the team loses 1 Food token, and play continues to the Evening phase.


During the Evening phase, the gameplay is like that of the Morning with a couple of changes. Players again will alternate playing cards, but will play until all remaining cards in their hand have been played. Cards in the Evening phase are resolved in the order that they are played, and are not organized numerically like in the Morning phase. Again, after all cards are played, they will be resolved one by one as normal, paying Resources/Expertise as required. Once the Evening phase is finished, the team loses 1 Food token, players draw a new hand of cards, select another expedition leader, and a new round begins with the Morning phase. Play continues in this fashion until either the players have reached El Dorado, all 3 of the team’s explorers have died (have no remaining Health tokens), or if the adventure card draw deck runs out 2 times during play.
Pretty straight-forward, right? Play cards, resolve cards, repeat. That is one thing I really like about The Lost Expedition – it is simple, yet so strategic. Ultimately this is a game of Resource/Expertise management. You need at least 1 explorer to make it to El Dorado alive. There is no reward without risk in this game. Couple that with the multiple action options on each card, and you’ve really got to have a strategy. Maybe you’re low on Ammunition, but in order to gain back some much-needed Health, you’ve got to spend Ammo. Or are you willing to deal damage to an explorer if it means the team can advance a card? There are so many things to consider, and so many ways in which you can strategize, and that keeps all players engaged.

That being said, players are not allowed to reveal the details of any cards in hand. So how can you best communicate with your team about what types of cards to play if you can’t tell them point-blank? That added aspect of working in a team creates some unique strategies in and of itself. Ultimately, the final decision comes down to the expedition leader for the round – but what if they choose the action you didn’t want? How can everyone help balance everyone else out? You really have to work together to be successful. The flip-side of that teamwork is that the game can be frustrating in some aspects. You never truly know what your teammates are going to play at any given time, and the card they choose could totally unravel your plan. Not being able to discuss the specifics of cards in your hand makes sense (because then why wouldn’t the team just have one collective hand of cards?), but it adds an element of randomness and luck to the game that seems counterintuitive to me. Playing the wrong card at the wrong time might just turn your team against you, and that undermines the spirit of the game.


Let’s touch briefly on components. The cards are nice, oversized, and sturdy. The artwork is colorful and thematically appropriate. All of the Resources tokens are thick cardboard, and the meeples are nice and chunky. All in all, good production quality overall.
So how do I really feel about The Lost Expedition? I think it’s ok. It is strategic and entertaining, with the added elements of teamwork and cooperation – you either win together or lose together. As a group, you’ve got to have an adaptable strategy and manage your resources as best you can. Is it a game that I love? No. But it’s one that will probably stay in my collection for a bit, before it moves on to someone who might see some hidden quality that I may have missed. If you want a nice and relatively simple team game to play, maybe check out The Lost Expedition. And if risk/reward or resource management isn’t your jam, then maybe keep looking beyond this one. Purple Phoenix Games give The Lost Expedition an eventful 6 / 12.
  
Voltage
Voltage
2006 | Card Game
One thing that I truly love about the board gaming hobby is the ability to discover new games at nearly every turn. Just when I think I’ve seen it all, I come across a post on BGG or a social media game group that blows my mind. Either with unique gameplay, or sweet components, I’m always in awe at how many games are new to me every day. Enter Voltage. I came across this game at The Table when I visited Travis in Tennessee this summer. This game has apparently been around since 2006, but I never came across it until 2021. The box was unassuming on the shelf, but the gameplay seemed interesting. Added bonus: it’s a 2-player game that doesn’t take forever to play, which was perfect for a quick game night out. So I guess I am very late to the Voltage party, but as you can tell from my rating above, I think it’s a pretty stellar game. Keep reading to find out why!

Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.

Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.

On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.


The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.


To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.

After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.
  
Illumination
Illumination
2021 | Medieval
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.

Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.

A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.

At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.

Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.


Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.

The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.

Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.

So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
  
Wandering in Wonderland (Book #1)
Wandering in Wonderland (Book #1)
Aislinn Honeycutt | 2019 | LGBTQ+, Science Fiction/Fantasy, Young Adult (YA)
8
9.0 (2 Ratings)
Book Rating
Lewis Carroll didn’t get it right?
A GIANT thank you and gratitude to The Parliament House publishing and the author for giving me this opportunity to read this book. I did a cover reveal and I knew right off the bat that I was going to love this book. I was right.

We follow Jessica whom eats a bit of cookie and winds up forgetting her past life. Once she is told that she has died and is now in Wonderland, Jessica struggles with the acclimation of this unique land that is only read in a book. She’s escorted by a White Rabbit named Horace (Not a genuine rabbit, but in this story, White Rabbits is Wonderland’s term for queen’s guards). She comes across Rion, the Caterpillar (but disguised as a man at the time) and he gives her a journal that belonged to a Hatter named Rorie (quite a few R names here.)

Anyway, she is taken to the Queen of Hearts, whom happens to be Alice. As a new comer to Wonderland, the new comers are to look through the Looking Glass to show where they are meant to be in Wonderland. You could be a Crafter or a part of the court, the Looking Glass shows you who you are. When Jessica looks through the glass, she is struck as are the other members of the palace that she is shown to be a Spade.

Spades declared ware on the palace before Alice took the throne. Wonderland is a magical place, but it can choose who it likes and doesn’t like, and who gets to leave and stay.

I don’t want to give away too much, so I’ll stop there for time being.

I’m going to be the first to say that Alice in Wonderland is not my favorite story. I don’t like the Disney cartoon (though I did as a child, what was I thinking?) I do love Tim Burton’s spin on it (IT’S NOT A REMAKE!) but the original story I just couldn’t get into it. The summary and the excerpt to this story was just too good to pass up. I had a feeling I would enjoy the story, I just didn’t realize how much I would.

I read this in days (would have been less if I didn’t have a full time job). It’s a unique spin on the story. This isn’t so much as a retelling as it is a what if or an addition to it if Alice became the queen of hearts. So don’t go into this story and think it’s a retelling, because it is not.

I adored the characters including Alice and Jessica. There are some dark moments, but me being a highly sensitive person, it wasn’t as triggering, but I will say there are some there. I loved the twists in the story and how Jessica really does come to terms with her new found role in Wonderland.

This is a first in a series. That’s my only complaint! Why must have the (im)patience for the next book and the wonder (lol) as to what is going to happen with Jessica? Can’t tell you the ending, Wonderland wants you to know it from beginning to end.
  
The Duchess Deal
The Duchess Deal
Tessa Dare | 2017 | Romance
10
9.0 (3 Ratings)
Book Rating
^^ Returning from the war, scarred Duke of Ashbury decides he needs an heir, but that would mean a wife and she’d have to look upon his beastly war wounds, which would never do. So when he sets his sights on the vicar’s daughter Emma Gladstone and proposes a marriage of convenience deal, he begins to put some rules into place to protect her (or maybe himself) from seeing his disfigured body.

^^ But Emma is no fool, and insists on some rules of her own. She can see that beneath the scars, bad temper and his awfully stubborn ways, he’s quite simply just a lonely man needing companionship, and no different to her. Surely beauty is only skin deep and there’s much more to him than outward appearances.

^^ Oh, what a lovely story this is. Yes, on the surface this is what I’d call a sweet romance; a poor girl meets rich Duke love story. But deep down, below the surface of the title and cover, I uncovered some hidden gems. It’s a story of two lost souls trying to make the best of what they feel they have left to offer.

^^ The Duke is a great character, and yes, he does have his faults, and I’m not talking his appearance, but can he really be blamed after what he’s been through? The war has left the Duke scarred, physically and mentally. He may be a hero on the battlefield, but with his scars on show he’s found himself to be rather intimidating to others; children scream, dogs howl, honestly, if no one can bear to look at him, how is he ever going to produce an heir?

^^ Then we meet Emma, wise before her years, and not a woman to be messed around. But if that’s so, why would Emma choose to go into a loveless marriage with a man who only wants her for an heir? He’s already made it totally clear they’ll never have to sleep in the same bed ever again after their child is born. What on earth could possibly be in it for her? Well, maybe deep down, Emma’s not so confident after all. Perhaps, this wealthy Duke may be her last chance to have a child, and gain some security into her life. After all, if her father said “No decent man would ever want you!” as he banished her from their house, then maybe there’s some truth to it?

^^ I found myself thinking this is very much a charming Beauty and the Beast story. The way Emma and Ash get to know each other is both realistic and so endearing. This has some cracking dialogue with several laugh out loud moments, which made this such an enjoyable, fast read. I can’t wait to read more like this from Mills and Boon.

^^ Oh and I nearly forgot. It’s got it’s sexy bits in it too, and they are totally fitting and in line with this time period. What did make me smile, (and I thought it was a nice touch) was how, at the beginning of the book, there is a lovely dedication from the author (also once a vicar’s daughter) thanking her dad for being nothing like her character Emma’s father. Tessa Dare also mentions which chapters her father should miss out when reading. Don’t you realise that these pages will be where everyone visits first? ?

Overall: This is a charming Beauty and the Beast story, about love, honesty and mistakingly becoming the Monster of Mayfair! (Hilarious).
  
Power Rangers (2017)
Power Rangers (2017)
2017 | Action, Sci-Fi
Anyone fancy a doughnut?
If I had a pound for every time someone said they wanted a live-action Power Rangers reboot, I’d have exactly… nothing. The popular television series isn’t the first franchise that comes to mind when imagining films that’ll draw in the crowds, especially considering its era was very much the 90s.

Nevertheless, production company Lionsgate has taken the chance and given the plucky superheroes their first film in 20 years. But does this classic brand have what it takes to excite 21st Century audiences?

Five ordinary teenagers must band together to become something extraordinary when they learn that their small town of Angel Grove – and the world – is on the verge of being obliterated by the villainous Rita Repulsa (Elizabeth Banks). Chosen by destiny, the new heroes quickly discover they are the only ones who can save the planet. But to do so, they will have to overcome the issues blighting their real lives and before it’s too late, band together as the Power Rangers.

Director Dean Israelite in his second feature film crafts a gritty, modern-day reimagining of the series that manages to lose nearly all the campy fun in the process. It’s such a shame that a film as progressive as Power Rangers gets bogged down in poor pacing, expositional dialogue, messy action sequences and hilariously obvious product placement for Krispy Kreme doughnuts.

“How is it progressive” I hear you say. Well, this is the first film to feature an autistic superhero and a female protagonist who appears to be questioning her sexuality and for that Power Rangers should be given huge applause.

There is also an impressive cast. Bryan Cranston playing wise former Ranger Zordon is one of the most bizarre casting choices in recent memory. He’s certainly very good, though why he would choose a project of this nature is beyond me. The new Rangers are all fine with RJ Cyler probably coming across best as the autistic Billy Cranston.

Unfortunately, Elizabeth Banks is the only person who seems to grasp the camp, cheesy nature of the original television series. Her completely over-the-top performance is one of the best parts of the film, but it feels at odds with the darker tone that’s been set.

Pacing is also not a strong point. At 124 minutes, you’d be forgiven for thinking there’s time to pop in an origins story, a nice training montage and a climactic battle. It’s there in some form, but our heroes don’t “suit up” until the final 20 minutes which then becomes a mess of brash CGI as the film-makers try to tie up all the loose ends.

Overall, Power Rangers isn’t the royal mess it could have been. It’s stylish, progressive and well-acted with a decent storyline that desperately tries to bring this 90s pop-culture phenomena very much into the 21st Century.

Unfortunately, Lionsgate haven’t realised that retro is all the rage and in updating Power Rangers for a modern audience, they’ve lost what made the series and its films so endearing in the first place. It’s definitely better than 2015’s Fantastic Four, but Guardians of the Galaxy it isn’t.

Anyone fancy a doughnut?

https://moviemetropolis.net/2017/04/08/anyone-for-doughnuts-power-rangers-review/
  
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Kyera (8 KP) rated Wintersong in Books

Jan 31, 2018  
Wintersong
Wintersong
S. Jae-Jones | 2017 | Children, Fiction & Poetry
6
8.3 (19 Ratings)
Book Rating
Wintersong is a fairytale re-telling based upon the German poem Der Erlkonig and stories of the Goblin King. The author takes a relatively short poem and breathes life into it, translating the dark words into an entire world. Liesl has heard tales of the Goblin King from her grandmother since she was a small child. Even played make-believe in the Goblin Grove with her Goblin King, but as she grew older she lost her faith in the old stories. Even her brother and sister seemed not to heed the old woman’s warnings. She warned Liesl that she must protect both siblings - she would be faced with a choice and mustn’t choose wrong.

This dire warning and her later choices set her on a journey to the Underworld. It is dark, earthy and primal, full of creatures that Liesl does not understand or trust. The land itself is well-described and forms itself within the reader’s mind. Though you would never hope to call it home, it has its own ancient and crude form of beauty.

The characters are unique, although generally not faceted or well-developed in their personalities. Perhaps our main character just does not know them as well as she believes, for her view is quite flat. Her sister, Kathe is beautiful and cares only about similarly pretty and frivolous things. Her brother, Josef is a talented musician who fears his music is a “gift” from the Devil. Her grandmother is superstitious, her mother hard-working and aloof, and her father a drunk. Sadly, we don’t get to see or experience any depth of personality, nor are they given the chance to develop over the course of the novel. As our main character is in the Underworld, the lack of development is understandable which is why I wish they were more fleshed out initially.

Liesl herself is a strange mix of traits with her love of music and composition, intense lack of confidence and anger stemming from her belief that she is ugly and unwanted. Her choices are both selfish and selfless. She is a mass of contradictions and broken beliefs. While she is an interesting character, I don’t find her to be particularly relatable. I didn’t connect with any of the characters in the novel, although I enjoyed the story itself. I’m sure there are others who would find similarities between themselves and one of the characters, making this book more impactful.

Finally, the Goblin King himself – who seems to be like two people in one. At times, we see the younger, more open man that he was and could be again while at others the cold, quick to anger Trickster of the Underworld is at the forefront. More intriguing than his present is his story, you wonder how did he become the Erlkonig? For he is not the first, nor shall he be the last. He is more human than his subjects and thus this difference is what fascinated me. I wanted that story, more than him demanding Liesl in her “entire” and her being unable to give of herself, fully, yet.

It was an interesting story even though I didn’t particularly care for the characters. I recommend this book for older young adult/teen readers who enjoy fantasy and fairytale books. The writing is very poetic and beautifully descriptive. I don’t regret reading this book, but I also wouldn’t personally go out and buy a physical copy of it for my shelf.
  
The Girl Before
The Girl Before
J.P. Delaney | 2017 | Fiction & Poetry
6
7.7 (25 Ratings)
Book Rating
Read my review here: https://bookbumzuky.wordpress.com/2017/02/04/review-the-girl-before-by-j-p-delaney/

<b><i>Please make a list of every possession you consider essential to your life.</b></i>

One Folgate Street is a minimalist house built by the mysterious, controlling and handsome Edward Monkford. To be granted lease, you must fill in a laborious questionnaire and attend a face-to-face meeting with Edward himself, and even then, you’re unlikely to be approved. There are a large number of rules you have to abide by when you live in the house, such as, no books (?!?!?!), no rugs, no curtains, and no leaving things out, such as clothes, toiletries etc, to name a few. You must also open your home for tours every so often and complete various questionnaires/assessments throughout your stay.

So, I know what you’re thinking, you’re thinking “who the hell would agree to that?” but as it happens, two women choose to live at One Folgate Street. Thanks to its low rent and dishy architect, both Jane and Emma are happy putting up with all the rules. Jane is the girl from now, and Emma is the girl before. Both women are troubled and both begin a relationship with architect Edward.

What follows is a novel full of mystery and sex. If you’re also not into the whole “daddy” thing then this won’t be for you.

Starting off this book, I was very worried I was going to hate it, because I’d seen a lot of people say the focus on kinky sex as a bit left field and overpowering to the plot. But, I managed to get over that when it started to appear in the story. In my opinion, it wasn’t as bad as many people had made it out to be and in any case, you can always skip over it. I thought it was going to go full 50 Shades at some moments, but it managed to avoid any of the scenes becoming too tactless.

The mystery of “the girl before” is certainly intriguing and kept me hooked (for the first half, at least). I liked the way this was set out as Emma (before) and Jane (now) and how the chapters often mirrored each other so we could see the similarities in each of the tenants lives and relationships with Edward.

What I didn’t like about this book was the characters, which I’m kind of assuming was the goal by Delaney? If not, then he/she (does anyone know and can inform me on their gender?) is pretty terrible at creating characters. Although Edward is set up to be our “villain”, I found Emma to be the most dislikable character, even after all was said and done. She was manipulative, unnecessarily forward, obnoxious and total putty in Edward’s hands. Women who can’t act on their own accord because of a man infuriate me, which is probably why I didn’t get on with this novel that well, as it’s kind of what the whole plot is about. I like my women strong and independent!

The ending of this novel, no word of a lie, infuriated me. What a total cop out. People are comparing this to <i>Gone Girl</i>, LOL. The conclusion to this novel is the most overused and uninspired “twist” you can ever imagine. What a way to ruin a perfectly OK novel.

Thanks to Netgalley and Quercus Books for giving me the opportunity to read this in exchange for an honest review.
  
Sapiens: A Brief History of Humankind
Sapiens: A Brief History of Humankind
Yuval Noah Harari | 2016 | History & Politics
8
8.5 (4 Ratings)
Book Rating
This book was chosen to be the first book read and discussed in an online non-fiction book club I recently joined – and I’m glad we did choose this one!

The book is an overview of homo-sapiens as a species, and how we have changed over the ages, and what we have done, before finally touching on where we are going. As such the book is a cross-pollination of history, sociology, and economics.

As you may expect from a book with such a broad scope, there are some sweeping statements, and rather than being a neutral dispassionate account, Harari makes his opinions very evident. However rather than being irritating, I feel this makes for a more entertaining read.

The book begins by introducing the theme of homo-sapiens in the context of the presence of the other human species that used to exist. He then goes on to describe the cognitive and agricultural revolutions. Then it’s the establishment of patriarchal social hierarchies across the world, largely based on historical conventions. Next Harari states that the purpose of religion is to unify fragile societies with superhuman legitimacy.

Harari then moves on to the scientific revolution, describing how an admission of ignorance by Europeans, along with a desire to discover and conquer new lands was key to the movement.

The conversation moves swiftly then to economics, using the fact that a bank can loan £10 for every £1 it has, to argue that our economics is based on trust in the future. Harari states that a country’s credit rating is more important than its actual resources. Harari describes capitalism and consumerism as being 2 sides of the same coin with two commandments: rich must invest, rest of us must buy. Consumerism, he says, aims to convince people that indulgence is good and frugality is self-oppression.

Harari also argues that, now, instead of relying on local communities the individual relies on the market or the state. Parental authority no longer sacred, he says, and state intervenes. And so when Harari asks if we are any happier now than when we were hunter-gatherers, he argues that our rise of wealth is offset by the disintegration of community life.

Harari also speaks of ecological degradation and our tendency to treat other species as a means to an end, for example, the farming of cow's and chickens has cut years off the lives of both, since they are killed as soon as they reach their maximum weight.

In the final chapter, Harari speculates on the future of mankind. With improvements in medical knowledge comes new ethical conundrums, he says. How will we handle the options of genetic engineering? What will the advent of artificial intelligence mean for humanity?

In my book club, we found that the book generated a lot of talking points. What would the world be like now, had the other species of humans survived? Why have so many cultures across history and the world had patriarchal hierarchies? Can societies improve over time, or is one style better than another? Can communism be considered a religion? Are human rights really just a figment of our collective imagination?

Whilst not everyone in my book club enjoyed the book equally, I would say that it’s as enlightening as it is thought provoking. By the end, it was hard to argue with the author's conclusion that homo-sapiens are like dissatisfied and irresponsible gods.
  
The Turn of The Key
The Turn of The Key
Ruth Ware | 2019 | Thriller
8
7.7 (10 Ratings)
Book Rating
Rowan Caine feels like her life is at a bit of a dead end when she finds the advertisement: it's for a live-in nanny, and the pay is amazing. Rowan has a background in nannying and working with children, so she submits her CV and crosses her fingers. Still, she can't believe her luck when she interviews at the gorgeous Heatherbrae House in Scotland. It's isolated, but beautiful. And then she gets the job caring for four seemingly lovely children: Rhiannon, 14; Maddie, 8; Ellie, 5; and Petra, eighteen months. But the position isn't all it cracked up to be. The children are nothing like the sweet kids they appeared when she interviewed. The entire house is a smart home, controlled by a home management app, and it seems to go haywire constantly. The parents leave nearly the moment she arrives. And it really seems like the rumors of ghosts and a haunted house that drove away the past four nannies are true. We know Rowan is writing about all of this from prison--jailed for the death of one of the children. She claims she's innocent. What really happened at Heatherbrae House?

This was a very intriguing, eerie thriller, made all the more creepy by reading it alone in a cabin in the woods with no one beside me but my dog. Perhaps choosing this read for my short getaway was a mistake? Ha, I actually liked getting a little spooked by this Gothic mystery. It was an enjoyable slow-burning read that kept me hooked.

As mentioned, the entire book is told in letter form--albeit mostly one long letter--as Rowan sits in Scottish prison, trying to convince a Mr. Wrexham to take up her case. She's innocent, she says, and here is her story. And quite a story it is. From the moment Rowan arrives at the Elincourt's beautiful home, Heatherbrae House, it seems like things go wrong--she hasn't memorized the 300-page "manual" required to watch the girls, the "smart" house is out of control, and the children are absolute terrors.


"I guess it comes down to this in the end. I am the nanny in the Elincourt case, Mr. Wrexham. And I didn't kill that child."


But the more we hear from Rowan, we learn she may not be completely guilt-free in all of this, as perhaps there is more to her story than meets the eye. It all unfurls easily in Ware's deft hands. It may take a while to get to some of the major twists and turns, but there's plenty of little bits of creepiness along the way. Rowan is sure she's being haunted, and it's quite fun to try to figure out what exactly is happening. Ghosts? The smart house gone awry? While Rowan isn't always the easiest character to root for, I still sympathized with her (I wouldn't want to be left with four combative children) and yet I found myself getting attached to the kids anyway (clearly they didn't choose to be left behind by their rich and distracted parents).


"I need you to understand why I did what I did."


Overall, this one is a fun, eerie read. I enjoyed the combination of creepy Gothic plus smart home craziness. I also couldn't always foresee what was coming up next, which I appreciated. It's engaging and surprising, despite our limited cast of characters. 4 stars.