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Lyndsey Gollogly (2893 KP) rated Iron (Rent a Dragon #2) in Books
Jul 7, 2020
120 of 200
Kindle
Iron ( Rent a Dragon book 2)
By Terry Bolryder
A Dragon Mechanic? Unheard of.
Unless you're Magnus Ironside, a metal dragon who just awakened in the modern world and happens to be obsessed with cars and their inner workings. Add in the fact that his mate just walked in to hire him to work at her auto shop, and Magnus is one happy dragon. Now he just has to flex his pecs, show her his huge 'axe', and everything will work out, right? Wrong.
Lindy Dunn doesn't have time for a relationship, not while she's working herself to the bone trying to make ends meet. She doesn't have time to notice the huge muscles or gorgeous, jade-green eyes of the oddly sexy handyman she just hired. No matter that he's seriously good with cars, and fun to be around. With someone sabotaging her dad's shop, it's not the right time to fall into any man's arms, even if it's someone as capable as Magnus.
Magnus knows he can win over Lindy, as long as he doesn't move too fast with talk of dragons and destiny. The heat between them is too blazing to deny. But though Magnus thought he'd left the past far behind him, one big storm is still approaching, bringing a dark figure that threatens to destroy everything the iron dragon holds dear.
These 3 dragons are so growing on me! This was the story of Magnus and his mechanic mate. A very sweet story! I’m liking the idea of a melting dragon too he seems fun. It’s a very good Dragon shifter series.
Kindle
Iron ( Rent a Dragon book 2)
By Terry Bolryder
A Dragon Mechanic? Unheard of.
Unless you're Magnus Ironside, a metal dragon who just awakened in the modern world and happens to be obsessed with cars and their inner workings. Add in the fact that his mate just walked in to hire him to work at her auto shop, and Magnus is one happy dragon. Now he just has to flex his pecs, show her his huge 'axe', and everything will work out, right? Wrong.
Lindy Dunn doesn't have time for a relationship, not while she's working herself to the bone trying to make ends meet. She doesn't have time to notice the huge muscles or gorgeous, jade-green eyes of the oddly sexy handyman she just hired. No matter that he's seriously good with cars, and fun to be around. With someone sabotaging her dad's shop, it's not the right time to fall into any man's arms, even if it's someone as capable as Magnus.
Magnus knows he can win over Lindy, as long as he doesn't move too fast with talk of dragons and destiny. The heat between them is too blazing to deny. But though Magnus thought he'd left the past far behind him, one big storm is still approaching, bringing a dark figure that threatens to destroy everything the iron dragon holds dear.
These 3 dragons are so growing on me! This was the story of Magnus and his mechanic mate. A very sweet story! I’m liking the idea of a melting dragon too he seems fun. It’s a very good Dragon shifter series.

Jason Williamson recommended Original Pirate Material by The Streets in Music (curated)

Mark @ Carstairs Considers (2346 KP) rated Diet of Death in Books
Aug 20, 2021 (Updated Aug 20, 2021)
What Killed the Diet Guru?
Quincy Lazzaro has found success writing a monthly food column for a magazine. Unfortunately, it is published under the name Betty Ann Green, so he has to keep his real identity a secret. That does cause problems every so often, like when Dr. Alan Tolzer wants to bury the hatchet with Betty, and insists they meet in person. Dr. Tolzer is famous for creating the Westport Diet, and he has an institute nearby, so Quincy goes there hoping that his usual trick of saying he is Betty’s assistant will work to get a meeting. While Quincy is there, Dr. Tolzer dies. The institute is quick to say it was natural causes, but some things Quincy saw lead him to question that. Can he figure out what really happened?
It took a couple of chapters to full get into this book, but once I did, I was along for the ride. I really liked Quincy, and the rest of the cast grew on me pretty quickly as well. The plot was a little rough with a few leaps in it. Don’t worry, everything makes sense at the end, but a bit more set up would have helped me as I was reading it. Still, it has some interesting twists and complications that I really enjoyed. Unlike many culinary cozies, there are no recipes, but based on the humorous scenes where Quincy was cooking, I think that may be a good thing. Overall, I really had fun reading this book. I’m anxious to see how Quincy and the series grow in future books.
It took a couple of chapters to full get into this book, but once I did, I was along for the ride. I really liked Quincy, and the rest of the cast grew on me pretty quickly as well. The plot was a little rough with a few leaps in it. Don’t worry, everything makes sense at the end, but a bit more set up would have helped me as I was reading it. Still, it has some interesting twists and complications that I really enjoyed. Unlike many culinary cozies, there are no recipes, but based on the humorous scenes where Quincy was cooking, I think that may be a good thing. Overall, I really had fun reading this book. I’m anxious to see how Quincy and the series grow in future books.

Purple Phoenix Games (2266 KP) rated Block Ness in Tabletop Games
May 10, 2021
The Loch Ness monster has been a thorn in the side of believers for so long now. We recently published a preview for a Sasquatch game, and a game featuring a werewolf. Today it’s Nessie’s turn. But this game isn’t necessarily about Nessie, but of giant water serpents vying for control over the too-small lake in which they find themselves. How did they get there? What do they eat? Will they truly come to get me if I don’t brush my teeth? I don’t know the answer to some of those questions, but here’s another: is a game about these creatures good?
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.

Purple Phoenix Games (2266 KP) rated Dodekka in Tabletop Games
Mar 3, 2021
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!

Debbiereadsbook (1444 KP) rated For Fox Sake (Fetish Alley #1) in Books
Mar 7, 2019
fantastic start to a new series
I was gifted my copy of this book direct from the author, that I write a review was not required.
We met Tate and Clay properly in their book, Feat of Clay, in the Men of London series. This is the first in their own spin off series. It would probably help for you to read that book before this one. It will give you a better understanding of what both Tate and Clay went through before this book. That book for me is a brilliant 5 star read.
As is this one!
Granted, this is a much lighter read, with some very funny laugh out loud moments, particularly between Tate and the club owner, Relio. The fact that he is Clay's ex brings out the green eyed monster in Tate and he knows it, but he can't help himself!
The dead customer of Relio's club is why he called Clay, along with Tate, to partake of their investigations business. Clearly, the people involved were hiding something, they just need to figure out what.
Enter, if you will, Fetish Alley. Relio's club is at the end of the alley that caters to all things fetish. Some you'll have heard of, some not. A collection of shops selling all manner of naughty things await those who enter. But there is still a possible murder to solve, and Tate and Clay need to get to the bottom of it.
I loved the little one or two liners at the beginning of each chapter, which look like text messages between Tate and Clay. They proper made me chuckle! Loved the "old man" digs that Clay gets since he turns 40 during the course of the book. LOVED the pop up by Draven, Jax and Dare from the other books in the Men of London series.
And I absolutely need more of Tomas and Relio! I've no idea what happened between them here, but clearly SOMETHING did. And THEIR book (please let them have their own book, PLEASE!) is gonna be fun!
Considering where the book is set around, I didn't find it as explicit as some of Ms Mac Nicol's book but it IS sexy and hot. The fact that Tate and Clay are a well established couple makes a huge difference. Yes, there are sex scenes, but mostly you got shut down at the good bits! Loved that though!
A fantastic new series, I look forward to following what happens next, both in the Alley, the club and with Tate and Clay.
5 stars, that are still speckled with paint!
**same worded review will appear elsewhere**
We met Tate and Clay properly in their book, Feat of Clay, in the Men of London series. This is the first in their own spin off series. It would probably help for you to read that book before this one. It will give you a better understanding of what both Tate and Clay went through before this book. That book for me is a brilliant 5 star read.
As is this one!
Granted, this is a much lighter read, with some very funny laugh out loud moments, particularly between Tate and the club owner, Relio. The fact that he is Clay's ex brings out the green eyed monster in Tate and he knows it, but he can't help himself!
The dead customer of Relio's club is why he called Clay, along with Tate, to partake of their investigations business. Clearly, the people involved were hiding something, they just need to figure out what.
Enter, if you will, Fetish Alley. Relio's club is at the end of the alley that caters to all things fetish. Some you'll have heard of, some not. A collection of shops selling all manner of naughty things await those who enter. But there is still a possible murder to solve, and Tate and Clay need to get to the bottom of it.
I loved the little one or two liners at the beginning of each chapter, which look like text messages between Tate and Clay. They proper made me chuckle! Loved the "old man" digs that Clay gets since he turns 40 during the course of the book. LOVED the pop up by Draven, Jax and Dare from the other books in the Men of London series.
And I absolutely need more of Tomas and Relio! I've no idea what happened between them here, but clearly SOMETHING did. And THEIR book (please let them have their own book, PLEASE!) is gonna be fun!
Considering where the book is set around, I didn't find it as explicit as some of Ms Mac Nicol's book but it IS sexy and hot. The fact that Tate and Clay are a well established couple makes a huge difference. Yes, there are sex scenes, but mostly you got shut down at the good bits! Loved that though!
A fantastic new series, I look forward to following what happens next, both in the Alley, the club and with Tate and Clay.
5 stars, that are still speckled with paint!
**same worded review will appear elsewhere**

JT (287 KP) rated The Raid 2 (2014) in Movies
Mar 10, 2020
Stop….pause….take a breath, you’ll need to catch it after witnessing one of the finest action films made for some time.
The follow up to The Raid packs an even harder punch, with our hero Rama (Iko Uwais) sent undercover to bring down a crime family and uncover yet more police corruption.
The first film was simplistic enough, a SWAT team enter a building and (without the use of an elevator) must navigate their way up to the top floor to bring down a powerful but mediocre drug lord. Praised for its gritty no holds barred fight sequences, and perfectly timed action it was nothing short of a hit.
Part 2 follows practically from where the last ended, Rama is hurried away to a secluded location and given the rundown explaining that all his efforts were for nothing, but that he still has a big part to play. Although he doesn’t have much of a choice in the matter.
The-Raid-2-Gareth-Evans
To keep his family safe he has to get close to the arrogant son of a mob boss, Ucok (Arifin Putra), and to do this must infiltrate a prison by committing a high profile crime that will get him noticed by the mafia top brass. What is only supposed to be a few months turns into a couple of years, giving Rama more than enough time to get right under the skin of Ucok.
The storyline isn’t anything unique with shades of Infernal Affairs about it, police corruption, undercover cops and feuding mafia families probably seem all too familiar but director Gareth Evans lays it out in such a way that the similarities end right there.
The story delves deeper into several subplots all of which trail off on their own, but they don’t hamper the overall narrative or confuse things in a way which will make the film harder to follow and at an ass numbing 150 minutes that might be easier said than done.
Then there is the inclusion of three of the badest characters you’re ever likely to see. Hammer Girl, whose special moves entail ripping people in two with claw hammers, Baseball Bat Man, you can probably guess his unique ability and then The Assassin, who armed with a pair of kerambits’ is a silent but very much a deadly force.
There’s returning actor Yayan Ruhian who played Mad Dog in the first film but who has reappeared here as an ass-kicking hobo aiding one of the families, but ends up in the crosshairs of an instigated war were blood hasn’t been spilt in over ten years.
Evans cuts from the action with dramatic undertones, of which the performances are very good, its the gratuitous violence that Raid fans will have shelled out their money for. It’s wince-inducing on another level, whether it’s getting an arm snapped in half, a pelvis dislocated or a hammer ripped through someone’s cheek you’ll probably find yourself twisting and turning in your seat.
the-raid-2-berandal-26
The choreography is mesmerising as Evans interlocks a Godfather-like tale with action that doesn’t give you enough time to look away from the screen. From a mass prison yard scrap, an epic car chase where back seat driving takes on a whole different meaning and a jaw-dropping kitchen fight finale, it’s a film that will live long in the action memory.
Leaving the confines of a tower block behind the action and story run riot through lush green marshes, back streets and bars to city streets. The editing is short and sharp like a punch to the head, moving gracefully enough that it doesn’t judder the explosive action or disjoint the scenes of real drama.
It’s thoroughly entertaining which has justified all the hype beforehand, wonderfully shot and exhilarating throughout Evans will have his work cut out to make sure that The Raid 3 caps an action trilogy masterclass.
The follow up to The Raid packs an even harder punch, with our hero Rama (Iko Uwais) sent undercover to bring down a crime family and uncover yet more police corruption.
The first film was simplistic enough, a SWAT team enter a building and (without the use of an elevator) must navigate their way up to the top floor to bring down a powerful but mediocre drug lord. Praised for its gritty no holds barred fight sequences, and perfectly timed action it was nothing short of a hit.
Part 2 follows practically from where the last ended, Rama is hurried away to a secluded location and given the rundown explaining that all his efforts were for nothing, but that he still has a big part to play. Although he doesn’t have much of a choice in the matter.
The-Raid-2-Gareth-Evans
To keep his family safe he has to get close to the arrogant son of a mob boss, Ucok (Arifin Putra), and to do this must infiltrate a prison by committing a high profile crime that will get him noticed by the mafia top brass. What is only supposed to be a few months turns into a couple of years, giving Rama more than enough time to get right under the skin of Ucok.
The storyline isn’t anything unique with shades of Infernal Affairs about it, police corruption, undercover cops and feuding mafia families probably seem all too familiar but director Gareth Evans lays it out in such a way that the similarities end right there.
The story delves deeper into several subplots all of which trail off on their own, but they don’t hamper the overall narrative or confuse things in a way which will make the film harder to follow and at an ass numbing 150 minutes that might be easier said than done.
Then there is the inclusion of three of the badest characters you’re ever likely to see. Hammer Girl, whose special moves entail ripping people in two with claw hammers, Baseball Bat Man, you can probably guess his unique ability and then The Assassin, who armed with a pair of kerambits’ is a silent but very much a deadly force.
There’s returning actor Yayan Ruhian who played Mad Dog in the first film but who has reappeared here as an ass-kicking hobo aiding one of the families, but ends up in the crosshairs of an instigated war were blood hasn’t been spilt in over ten years.
Evans cuts from the action with dramatic undertones, of which the performances are very good, its the gratuitous violence that Raid fans will have shelled out their money for. It’s wince-inducing on another level, whether it’s getting an arm snapped in half, a pelvis dislocated or a hammer ripped through someone’s cheek you’ll probably find yourself twisting and turning in your seat.
the-raid-2-berandal-26
The choreography is mesmerising as Evans interlocks a Godfather-like tale with action that doesn’t give you enough time to look away from the screen. From a mass prison yard scrap, an epic car chase where back seat driving takes on a whole different meaning and a jaw-dropping kitchen fight finale, it’s a film that will live long in the action memory.
Leaving the confines of a tower block behind the action and story run riot through lush green marshes, back streets and bars to city streets. The editing is short and sharp like a punch to the head, moving gracefully enough that it doesn’t judder the explosive action or disjoint the scenes of real drama.
It’s thoroughly entertaining which has justified all the hype beforehand, wonderfully shot and exhilarating throughout Evans will have his work cut out to make sure that The Raid 3 caps an action trilogy masterclass.

Purple Phoenix Games (2266 KP) rated Hunting Sasquatch in Tabletop Games
Jan 30, 2021
Sasquatch. Nessie. La Chupacabra. The Jersey Devil. These are all examples of what is called “Cryptids.” These cryptids are mostly fairytale creatures, and have not been substantiated yet, but many a fool have hunted them nonetheless. You are one of those fools. Your target? Information on Sasquatch. Yeah, you might find other clues to fellow cryptids along the way, but you really need that sweet sweet clear photo to be crowned King Fool!
Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.
The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.
Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).
If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).
The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.
The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.
I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.
I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.
The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.
Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).
If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).
The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.
The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.
I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.
I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.

Purple Phoenix Games (2266 KP) rated Festival! in Tabletop Games
Nov 24, 2020
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.
Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.
As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.
After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.
Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).
But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.
Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.
Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.
So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.

BookInspector (124 KP) rated Secrets of Southern Girls in Books
Sep 24, 2020
I am very pleased to participate in my first #SpotlightTour, and thanks a lot to Sourcebooks Landmark and Liz Kelsch for inviting me. When I saw the description of this book, it really left me intrigued and raised a lot of questions. I am really glad I chose this book, because it is full of secrets and sorrow, and it is amazing to read, how it all unfolds in front of you.
When I finished reading this book, first mind which came to me was “Looking for Reba” (instead of "Looking for Alaska" by J. Green). I think it had that vibe going on, but this book was way better for me. The characters of this book are very interesting and really diverse; most of them seem really complicated and tired of Reba’s memory/ghost following them around. The main characters of this book supposed to be Julie and August, but Reba and Toby steals the spotlight with their story. Reba’s memory seems to ruin all these people’s lives. Julie separated from her husband due to constant memory of Reba, and the guilt, which was eating her. August never forgot his first love and never moved on in his life, looking for answers. Toby left obsessed with Reba’s memory and chooses not to let go of it. I really loved the way author portrayed the feelings of these characters, especially Reba’s. The detail of it, the teenage confusion of what she wants, choices which had to be made when you are still in school. They absolutely fascinated me. I really enjoy when authors tell the story from different character’s perspective, and this books didn’t leave me disappointed. All the characters are different personalities, and reading from different perspectives made the book more colourful and way more interesting to read.
The plot of the book starts quite slowly, by introducing Julie and her family. Well let me be honest with you, it dragged a little bit at the beginning, but once Julie and August got the diary, the whole book turns around into this fast paced and incredibly twisty adventure. So my advice would be, just be patient, because what is coming up will shock you, and will grip you so hard, that it will be hard to put it down (At least that’s what happened to me) . The plot takes the story back to the times when Reba was alive and back to present day, to show how those discoveries influenced the living characters. I had to put down the book couple of times, just to take a breath and let the truth sink in. I just didn’t expect to find out so many secrets and well hidden lies.
The writing style of this novel is very pleasant to read, with easy and understandable manner and short chapters. I would like to throw in a warning (for parents), that this book contains sex scenes and foul language, even though this book is about teenagers, it is an adult read. Even the ending of this book left me surprised, by throwing in some more unexpected turns, which help to come to nice conclusion of this book and leave the ghosts to rest. Haley Harrigan used her degree in Creative Writing very well in this debut novel, and I will definitely be waiting for her upcoming books. So if you looking for some good, secrets unfolding novel, with twists and turns that grips you in, get this book and indulge yourself into Southern heat.
When I finished reading this book, first mind which came to me was “Looking for Reba” (instead of "Looking for Alaska" by J. Green). I think it had that vibe going on, but this book was way better for me. The characters of this book are very interesting and really diverse; most of them seem really complicated and tired of Reba’s memory/ghost following them around. The main characters of this book supposed to be Julie and August, but Reba and Toby steals the spotlight with their story. Reba’s memory seems to ruin all these people’s lives. Julie separated from her husband due to constant memory of Reba, and the guilt, which was eating her. August never forgot his first love and never moved on in his life, looking for answers. Toby left obsessed with Reba’s memory and chooses not to let go of it. I really loved the way author portrayed the feelings of these characters, especially Reba’s. The detail of it, the teenage confusion of what she wants, choices which had to be made when you are still in school. They absolutely fascinated me. I really enjoy when authors tell the story from different character’s perspective, and this books didn’t leave me disappointed. All the characters are different personalities, and reading from different perspectives made the book more colourful and way more interesting to read.
The plot of the book starts quite slowly, by introducing Julie and her family. Well let me be honest with you, it dragged a little bit at the beginning, but once Julie and August got the diary, the whole book turns around into this fast paced and incredibly twisty adventure. So my advice would be, just be patient, because what is coming up will shock you, and will grip you so hard, that it will be hard to put it down (At least that’s what happened to me) . The plot takes the story back to the times when Reba was alive and back to present day, to show how those discoveries influenced the living characters. I had to put down the book couple of times, just to take a breath and let the truth sink in. I just didn’t expect to find out so many secrets and well hidden lies.
The writing style of this novel is very pleasant to read, with easy and understandable manner and short chapters. I would like to throw in a warning (for parents), that this book contains sex scenes and foul language, even though this book is about teenagers, it is an adult read. Even the ending of this book left me surprised, by throwing in some more unexpected turns, which help to come to nice conclusion of this book and leave the ghosts to rest. Haley Harrigan used her degree in Creative Writing very well in this debut novel, and I will definitely be waiting for her upcoming books. So if you looking for some good, secrets unfolding novel, with twists and turns that grips you in, get this book and indulge yourself into Southern heat.