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I don’t like Christmas books. Usually. I like A Christmas Carol, but I tend not to read many modern Christmas books - unless they’re children’s ones at work, or when I used to read them for my own children when they were little. Which is probably why I liked this so much. Usually in anthologies, there will be a few standout stories that make reading the collection as a whole worthwhile, but I’ve really struggled to single out one or two - I enjoyed them all far too much for that.

Most of the stories are set around Christmas with only a couple of exceptions. That didn’t cause me to like them any less though. The real standouts for me (if I absolutely HAVE to choose!) were: Phoebe Morgan’s Unexpected Present - the gift wrapped so nicely in expensive M&S paper being the main protagonists husband; The Switch by James Delargy had a Stephen King vibe to it (and I should add that it wasn’t because of The Green Mile!); Fresh Meat by Elle Croft gives new meaning to a raw meat diet for your cat; and The Vigilante by Clare Empson was a sad story of a Charles Dickens look-a-like who tries to save victims of crime in the dead of night.

If you need an excuse to buy this, then the proceeds go to ESDAS and Rights of Women, both domestic abuse charities.

Many thanks to The PIgeonhole for serialising this book, and to the authors who joined in. As always, it was a great experience!!
  
R(
4
4.0 (1 Ratings)
Book Rating
55 of 220
Kindle
Ruthless ( The Privileged of Pembroke High 4)
By Ivy Fox
⭐️⭐️

Since before I could even spell the name Grayson, I only had eyes for one boy—my perfect, larger than life best friend, who always managed to bring his bright light into my very dark existence with just one of his boyish smiles.

With Chad, I could forget the dismal life I had of being the flawless privileged daughter of a cruel, evil man.

He was my escape.

My solace.

My hope that one day I’d be free of it all and live how I always envisioned with my green-eyed boy at my side.

He was my everything until the devil’s piercing black eyes seduced him away from me.

They call him Saint, but heaven is not at fault for his pitiful creation.

Only the devil could produce such mouth-watering beauty to hide the ugliness that dwells inside.

He’s the demon that terrorizes my days and haunts my restless nights.

Saint wants to steal all that I love, believing he can beat me, but the fool has another thing coming.

I’m Eleanor Grayson, b*tch.

You want a fight, Saint?

Well, I’ll give you one you’ll never forget.

I was born and bred to be ruthless.

By the time I’m through, not even hell will recognize you.

Got to admit I wasn’t keen on this one! Think i expected more as the I really enjoyed the first 3 something was missing. This is the start of Elles story but I honestly struggled.
  
40x40

Purple Phoenix Games (2266 KP) rated Hues and Cues in Tabletop Games

Jul 7, 2020 (Updated Jul 7, 2020)  
Hues and Cues
Hues and Cues
2020 | Party Game
When chatting with the team at Purple Phoenix Games about Hues and Cues, what ended up happening was listing our favorite Hughs in order (obviously Hugh Jackman being the best Hugh). However, Hues and Cues has nothing to do with any of those Hughs, but rather color hues, or shades. Did this one make us blue like Eeyore? Are the other PPG team members green with envy that I possess this game now? Or has this one sparked a joyous shout to the orange-colored sky?

Hues and Cues is a party game of describing colors using one- and two-word cues (a la the hit game show Password from back in the day). As each player is attempting to guess the correct color, and populate the areas immediately adjacent to it, chances for big-time points are plentiful, but I’ll tell you what – coming up with cues proves to be a bit more challenging than one might assume.

DISCLAIMER: We were provided a retail copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T


To setup a game of Hues and Cues, shuffle the large deck of cue cards to be drawn from, lay out the giant board, set aside the scoring frame for now, and give each player the three cones of their selected color. Place one of these cones on the board to be used as a scoring token, and the game is ready to be played!
A game of Hues and Cues will be played over several rounds where each player will act as the cue giver for at least one round, depending on number of players (unless you play with my wife, in which case games can last many many more rounds than suggested). The cue giver will draw a card from the deck, choose a color hue from it, and think of a one-word cue to offer the group. Once the cue is given, in clockwise fashion, each other player will place one of their cones on a color box on the main board. Once complete, the cue giver will then offer a two-word cue to the group, if they so choose… Again the players will place their other cone in a box (either near their original choice or somewhere completely different). When all players have placed their second cone, the cue giver will place upon the board the scoring frame with the chosen hue’s coordinates directly in the center of the frame.

If a player has placed a cone directly on the correct coordinate box, they score 3 points. If a cone resides within the scoring frame (the other 8 boxes surrounding the correct box), they receive 2 points. For every cone just outside the scoring frame surrounding it, the player will receive 1 point. For each cone within the scoring frame the cue giver will score 1 point.


The game ends after each player has had one or two turns to be cue giver, depending on player count and house rules for game end rounds. The player with the most points will be deemed the winner and will have quality bragging rights for the night.
Components. Guys and gals, these components are great. The board is HUGE, but also necessary because there are tons of color hues printed on it. The cards are nice, and the game comes with a giant stack of them. The cones are colored cones. There’s orange and purple and some others colors I think too (I really only care about orange and purple usually). The scoring frame takes a bit to get used to, but is necessary to visualize which cones receive the correct amount of points. The Op comes through again with some choice components here.

So again, I personally know the designer and want to offer that disclaimer. That said, whether I know him or not, this is another great game. I reviewed Gekitai some months ago and was enamored with it as a wonderful abstract, and Hues and Cues gets me again. I love the components, the game play is simple and fast, and I haven’t really played a game too similar. I guess the closest games I can compare it to would be Concept and Codenames. You have to be very exact when giving cues to others (Concept) using one-word and two-word cues (Codenames). It seems super easy to be able to describe a color, but when you look at your chosen hue and can’t even think of a one-word cue and you’re just sitting there while the other players are anxiously awaiting your utterance, you can feel the confidence sweating out of your body.

For one example of actual gameplay, a cue was given, “Western.” My wife and I, alums of Western Illinois University, immediately started finding the correct purple hue because WIU’s colors are purple and gold. However, another player started searching the browns because they thought the cue was guiding the players to Western movies or the Wild West. So there may be conflicts, or different ideas and interpretations of the cues given that can make the whole group giggle incessantly, or times where the game is near the end and you know you need at least 3 points to be in the running and you reallllllly want to hit on the exact hue. So this one can make you feel like you are Bob Ross colormaster, or like you can’t even remember what red even is anymore.

That said, this is NOT a game for our colorblind friends, as it revolved heavily on being able to distinguish color differences, but for everyone else this is a hit. I love that I have to think of things and items and concepts in terms of color to describe instead of any other values, and that is very challenging for me. I love being able to look at the board and have 20 options when the cue given is, “Penny.” I love laughing at some of the amusing cues given or trying to figure out what the hey someone even means with their cues. It’s a wonderful stressful game (for me and the way my mind works) but it has gone over smashingly with everyone to whom I have introduced it. If you are looking for a uniquely-themed party (!) game that isn’t an Apples to Apples or Mafia clone, then you certainly owe it to yourself to check out Hues and Cues. Purple Phoenix Games gives this one a rainbowy 11 / 12. Hugh Jackman would certainly approve, and would probably like to come to your house to play your copy.
  
Simon vs. the Homo Sapiens Agenda
Simon vs. the Homo Sapiens Agenda
Becky Albertalli | 2015 | Fiction & Poetry, Gender Studies
10
9.0 (29 Ratings)
Book Rating
The plot is progressive and thoroughly entertaining. (1 more)
The main character is a big fan of musical theatre, stars in Oliver (a play that I love)
Hands down the best biscuit is an oreo
Synopsis:Simon Spier is sixteen and trying to work out who he is – and what hes looking for. But when one of his emails to the very distracting blue falls into the wrong hands, things get all kinds of complicated. Because for Simon, falling for Blue is a big deal.

‘The love child of John Green and Rainbow Rowell’ – Teen Vogue

“The best kind of love story.”—Alex Sanchez, Lambda Award-winning author of Rainbow Boys and Boyfriends with Girlfriends


This book is a whirlwind of emotions, as soon as I finished scouring its pages I felt as if I had to read the book all over again, I did then abruptly lent it to a friend who found it just as amazing as I did. It’s a heartfelt story which really seems to capture the essence of being a teen in modern-day society, dealing with our problems, our worries, our trials and tribulations.

The main character is Simon, a boy who is finding life hard, with an overly happy family who like to be very involved and love to talk openly about their feelings, something that Simon is finding increasingly hard more specifically with his sexual preferences. The protagonist of the story is an unlikely fellow who creates dilemmas in Simon’s mind as he wishes to save his previous ‘Blue’. Simon is surrounded by bountiful characters that link smoothly into to his life an thoughts in a normal manner. We learn about his family through his fond memories and thoughts as well as the conversations they exchange in the book, the same can be said for his closest friends. He has three friends that stand out as more prominent characters, the book also focuses on how his relations with them change and how it affects them.

The book is written in a subjective narrative, it tells us only the information that Simon knows so that we know no more or less than him, equating to us having a possibly bias view towards certain characters, thus once again making it more realistic. It deals with problems that teens struggling with their sexuality in day-to-day life face both in the real world and the cyber one. It reveals to us just how hard it is to control information that gets leaked out onto the internet, how fast it can spread and change your life in the ‘real’ world. Your life can be drastically altered by a few words and a persons malicious intentions and this book helps prove just how down heartening it can be as well as focusing on the light at the other end of the tunnel.

All of the characters play great roles in Simon’s life, he lives in a very open family so he feels as if he is keeping something terrible from them especially with of hand comments that his fathers sometimes makes. We read about different things in his life that he loves such as drama, as he attends school play rehearsals often.he deals with the struggles of maintaining friendships under pressure.

I would recommend this book to anyone no matter their age, race, gender or sexual preference. It’s a romantic coming of age comedy that warms me to my toes making me wanting to keep reading over and over again (as I have done many a time). If you liked ‘Will Grayson, Will Grayson’ by John Green and David Levithan then you will most definitely enjoy this book.
  
Goblin Teeth
Goblin Teeth
2020 | Card Game, Dice Game, Fantasy, Humor
You know a game is going to be great when you actually enjoy reading the rules. Please take a moment to consider what I just wrote. I *enjoyed* reading the rules to a game. To this game. Why? Well, the intro to the rules that introduces the setting of the game, is written in the voice of a goblin. For those of you who may uninitiated into fantasy lore, goblins are small, gross humanoids that are greedy and not at all known for their academic prowess. Ok, so the rules started out pretty entertaining. Did this set us up for an entertaining game or a boring slug… er, slog? I have high expectations from Jellybean Games now, so will this be a winner as well?

Goblin Teeth is a fantasy take-that, auction, set collection, dice and card game. Each player is a goblin attempting to impress the goblin boss enough to become the right hand gobbie by offering a collection of items that the boss enjoys.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup, create the offering mat by randomly drawing a red and blue offering card to be placed in their respective locations. Shuffle the Cheat cards and Item cards into separate decks. Each goblin player chooses a set of three matching dice they will use throughout the game. Give each goblin one Cheat card to begin their collection. From the Item cards, place as many Items face-up as the number of players and one more face-down at the end of the row near where the sacrifice altar will be placed. You now have your offer row for the first round and are ready to play.

Before the round begins, all players will roll all three of their dice simultaneously. These dice represent your bid amounts for the Item cards on display (including the face-down Item). Whomever is in possession of the first-player marker will take their turn first. This goblin may choose to play any number of Cheat cards in their hand, and then must place a die on an Item card or into the altar. These Item cards feature items to be collected and used to satisfy an Offering card – like skulls, goblin teeth, glow worms, and others. By placing a die on an Item card, a goblin is casting their bid. By placing a die into the sacrificing altar, the goblin is instead giving up a bid die in exchange for drawing a Cheat card (which can be very powerful). Once the die is placed, the next goblin in clockwise order can take their turn following the same order of operations. The goblin who wins the face-down Item card becomes the new first player and receives the first player token. A new round can now begin by laying out new Items and rolling all dice simultaneously.

The game continues in this fashion until one sneaky goblin has all the Items they need to satisfy one of the Offering cards (or the pre-printed space on the Offering mat). There are dice placement rules and Cheats-a-plenty that I did not describe at all, but per the disclaimer, you can back the game or purchase from your favorite board game retailer (naturally, your FLGS). All goblins then tear each other to shreds over jealousy and greed. Ok, I added that last bit myself, but it should go into the rules. Just sayin’.

Components. Again, this is a prototype version of the game and some components may (and probably will) change over the course of a successful Kickstarter campaign. That said, I will comment on what I can here. The physical components themselves are fine for a prototype game. The cards are big tarot cards that are fun to handle. I hope they keep that size. The first player token in this is a green translucent plastic meeple that I’m sure they will be upgrading during the campaign. Similarly, the dice will more than likely see an upgrade (I am totally projecting here, I have no information on any future plans for components). What needs very little upgrading is the art on the cards. The card backs for the Cheat and Item cards feature an excellent logo (I hope) for the game, and the art on the Item cards are clear and really really good. I hope the art style doesn’t change as the art is amazing here. The Cheat cards look good, are clear, and although they feature several different fonts, I was not at all ever turned off by the presentation.

So here are my thoughts. Goblin Teeth is an excellent game of outbidding your opponents, double-think, and Cheating your way to victory! I absolutely adore this game. Without those Cheat cards it would still be decent, but those Cheats are what make this game special. Being able to play as many Cheat cards as you want on your turn, with some of them being good and some bad, but being able to place them on yourself or your opponents is just gold. I cannot wait to see this game go to Kickstarter and just kill it. Seriously, it’s an amusing, frustrating, beautiful game that I cannot wait to own in its full glory. If you enjoy experiences that pit you against your opponents and you find yourself giggling at thwarting their plans, this is the game for you.
  
Tiny Epic Galaxies: BLAST OFF!
Tiny Epic Galaxies: BLAST OFF!
2020 | Dice Game, Science Fiction, Space
Yes, we have reviewed Tiny Epic Galaxies in the past. We loved it. It’s close to being a Golden Feather Award recipient. It has earned a spot on my Top 10 Games of All Time list. I cannot say enough great things about the game. But wait, a newer updated version has recently hit the scene. Is it just new art on the same game? Nope. Read on.


I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.

Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.

I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.


All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.

Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.

That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
  
Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
  
TM
The Matchmaker
Elin Hilderbrand | 2014 | Fiction & Poetry
6
6.0 (2 Ratings)
Book Rating
Dabney Kimball Beach is the head of the Nantucket Chamber of Commerce. She is also known as the island's resident Matchmaker. As summer begins in Nantucket, she receives an email from her ex-boyfriend some 27 years before, Clendenan Hughes, that he will be back on the island the very next day. Dabney wasn't sure what to make of this news or what she was going to do when she saw Clen again. He has been the love of her life, the father of her child and the man she was supposed to be with. But now, she is married to John "Box" Miller Beach and they have a wonderful life together on Nantucket, with their daughter Agnes who is now and adult and living her own life in New York City. But this summer is going to be one that none of them will ever forget.

I am really starting to enjoy Elin Hilderbrand's books. They are perfect for the summer and they make me want to visit Nantucket. I haven't really visited to many northern beaches always preferring to go south.

This was a cute story about a woman who had matched over 40 couples in her life. Whenever she saw people that should be together, there was a rosy aura around them that only she could see. When they weren't a match, the aura was green and murky. I'm not sure what kind of special powers she had, but it was an interesting concept. Most of Nantucket loved Dabney she was always there whenever she was needed and kind to everyone. But this summer is different. Dabney isn't herself. She thinks, it's because she is love sick with Clen being back in the picture and she is married to Box. She sneaks away from work to see Clen to see if what they had in the past can be rekindled.

My reviews are always shorter with the books that I listen to, since I don't feel as immersed in it as if I had read it myself. But I did enjoy this book and I think I'm going to read more from Ms. Hilderbrand this summer.
  
Tilling the Truth
Tilling the Truth
Julia Henry | 2019 | Mystery
9
9.0 (1 Ratings)
Book Rating
Tilling Through the Lies Until the Truth is Left
It’s August in Goosebush, Massachusetts, but Lilly Jayne and the rest of the Garden Squad just as busy as every trying to make their town beautiful again. But there are some thorns among the blooms. The recent death of a friend has left Lilly, as executor of his estate, dealing with his greedy relatives. Meanwhile, Lilly’s best friend, Tamara, is finding her efforts to sell the dead man’s house meeting with sabotage, something that is only making her stress over the new relator in town worse. But things come to a head when Tamara is found standing over the dead body of Gladys Preston. Gladys didn’t have many friends in town, but she recently had a very public fight with Tamara. As the rumor mill begins to heat up, Lilly knows she needs to figure out what really happened to help her friend clear her name. Can she do it?

I fell in love with these characters with the first book in the series, and it was great to be back to visit them again. I will admit it took me a bit to get completely back in the flow of the characters and Goosebush, but it wasn’t long before I had. Lilly and many of her friends are on the older side, and I enjoy this break from the traditional cozy lead character. They and the new characters came to life for me as the story unfolded. The plot takes on quite a bit, so as a result the book appears to be wandering a little before Gladys dies, but everything is important and comes into play. I’m actually a little in awe of how it all came together, although the ending was a tad rushed. I also appreciated how the theme of old versus new or tradition versus change played out in the book. I suspect we will see that again in future books. For those who have a green thumb, some gardening tips are included at the back of the book. This second book is fun as we get to watch Lilly weed out another killer.
  
The Girl with the Green Eyes
The Girl with the Green Eyes
J M Briscoe | 2021 | Contemporary, Fiction & Poetry, Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
The Girl with the Green Eyes is a science-fiction novel set in an alternative present day - and a book that I very much enjoyed reading. You’re left thinking that the premis of this book could very well be possible, and it’s just that we don’t know about it (I should point out here that I’m no scientist. Not even a little bit of one, unless you count a love of sci-fi. Which no-one does…). But I do like the kind of science fiction where you’re left with the big question of: could this really be happening now?

So, this book is basically all about eugenics. The search for the perfect baby, the perfect human. Someone with perfection in every part of their genetic make-up. And the fact that there are people out there who are more than willing to pay for this service. The novel also shows that however much humans try to control every aspect of this process, there is an element of the uncontrollable. These babies, children and adults still throw up surprises, and show that they are, in fact, individuals, and that genetic manipulation can’t control everything. Not yet (at the time that this story is set, anyway!).

I won’t rewrite the synopsis, but I will add that this was an exciting game of cat and mouse. The reader is never quite sure who the ‘bad guys’ and the ‘good guys’ really are, because the whole morality of this is so hazy! What both sides are doing in this is most definitely morally dubious (and as the mother of a disabled son, this is often spoken about in this house - with the opinions of said son being very surprising!).

I will most definitely be looking out for the next two novels in this series. I’m a sucker for a strong, female character, and Bella D’accourt has some skills that I can really appreciate!

This is what The Pigeonhole does so well - I would have missed this book entirely if left to my own devices. So thanks, Pigeonhole, and huge thanks to J. M. Briscoe for reading along with us!