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Dodekka
Dodekka
2014 | Card Game
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!
  
For Fox Sake (Fetish Alley #1)
For Fox Sake (Fetish Alley #1)
Susan Mac Nicol | 2019 | LGBTQ+, Mystery, Romance
10
7.7 (3 Ratings)
Book Rating
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**
  
40x40

JT (287 KP) rated The Raid 2 (2014) in Movies

Mar 10, 2020  
The Raid 2 (2014)
The Raid 2 (2014)
2014 | Action, Adventure
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.
  
Hunting Sasquatch
Hunting Sasquatch
2017 | Dice Game, Party Game
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.
  
Festival!
Festival!
2020 | Medieval
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.
  
Secrets of Southern Girls
Secrets of Southern Girls
Haley Harrigan | 2017 | Fiction & Poetry, Mystery
10
8.0 (2 Ratings)
Book Rating
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.
  
Shadow Hunters
Shadow Hunters
2005 | Adventure, Bluff, Card Game, Deduction, Horror
Playing board games has enlightened me so much and given me wishes to follow career paths I would not have considered otherwise. One career I would NOT want to take on is that of a Shadow Hunter: the warriors who seek out and destroy beings from the demon realms walking in our midst. I’d rather stay blissfully ignorant to their existence and simply hope we can be friends. However, in board game worlds I will seek and destroy like a good little Shadow Hunter does.


Shadow Hunters is a hidden identity survival card game for groups of 4-8 players. Each player’s drawn persona will belong to the Shadows, the Hunters, or Neutrals (common bystanders). The goals of the players may all be completely different and the game may end at any time due to fulfilling personal agendas. Players may even win when their characters are dead!
To setup place the board on the table and randomly populate the card spaces on the board with the Area Cards. Shuffle the White Cards, Black Cards, and Hermit Cards (why didn’t they just name these the Green Cards?) into their own stacks and place them on the side of the board in their slots. Players choose their preferred colors, take the boards and pieces with that color, and place one of their wooden markers on the No Damage space on the board. The other wooden marker will be used for movement on the board Area cards. Shuffle and deal each player one Character Card to be kept secret from the other players. Determine start player and the game is ready to begin!

On a player’s turn they will be completing at least one task and then possible other tasks. First, the active player will roll both the 1d6 and 1d4 together to arrive at a number between two and 10. The player will place their marker on the matching Area card on the board. Should a player roll a seven they may choose any location other than the space they are on and move. Each location will have an action printed on its card that a player may choose to complete. These could be drawing cards from the White, Black, or Hermit decks, damaging other players, or stealing equipment cards from them. Lastly, the active player may straight up attack another player within the same Area range (the three different areas are two cards linked together, so either the card the marker shares or the one that is linked).


As soon as a character has suffered damage equal to or greater than the HP shown on their Character Card, that character dies. Once a character dies, the owning player flips the Character Card over to reveal the character and, more importantly, their faction to which they belong. If this causes one player to fulfill their character’s goals, they must announce that the game is over. If not, play continues in this fashion until a player’s goal has been achieved to end the game. This could mean the Shadow team or Hunter team wins as a group, or that one player wins alone.
Components. Oddly, this edition of Shadow Hunters is now almost 10 years old, so it fall within the “older games” group. That said, the components are still excellent quality, even by today’s standards. The cards have a faint linen finish, the cardboard components are all thick and matte finished, the wooden player markers are chunky and fun to move around. The only issues I have with components are that I wish the colors matched more on the wooden markers and the player boards. Not a huge deal, but something that makes me cringe just a little inside. The other issue I have is most definitely a personal preference: the numbers on the d4 are on the bottom and I prefer them on the top. I know, purely personal preference and I’m dumb for even mentioning it.

This is a game I love but irks my wife. And not even because she doesn’t like the game. It irks her because of how I play it. Until I use the Hermit Cards to try to help figure out which player is on my team I will certainly be attacking everyone I can every chance I get. That’s not the best way to make friends, and I get it, but I’m not taking that chance of allowing a potential opponent to get a leg up on me. That bothers my wife because many times I’m attacking my teammates. Oh well.

I have played this game so many times with different groups and have had great success with it almost every single time. It’s an easy teach, the theme makes sense, and having different end goals is something that many people can rally behind. I know there are about 3,000 hidden identity games out there, but I consider this one of the best. Even 10 years later it sill holds that sheen and gives us a little different experience than just spamming The Resistance: Avalon every time. Purple Phoenix Games gives this one a hot 17 / 24. Pick this one up if you find it in the wild and want a different feel for your hidden identity collection. I love it and you might too.
  
W(
Wither (The Chemical Garden, #1)
10
7.3 (9 Ratings)
Book Rating
The world that Lauren DeStefano builds in this book combines several dystopian concepts - genetic engineering and reproduction, a virus of epic proportions, anarchy and survival of the fittest. 70 years ago mankind finds a way to make "perfect" babies, and then their babies suffer the consequences - death at 25 for men and 20 for women - with no cure on the horizon. Prostitution, polygamy, human experimentation, wide-scale murder, the prevalence of orphanages, and a country divided on whether mankind is worth saving are all issues in the plot. Plus, all of this takes place after a world war has destroyed all but North America - or so the history goes.
The main character, Rhine Ellery, is forced into a polygamous marriage at the age of 16 to the rich Linden, age 21, along with the flighty 14-year-old Cecily and ex-prostitute, 18-year-old Jenna. Rhine's main goal is escape, but each girl in the marriage has her own motivations and goals. I found their relationships with one another far more interesting than each one's relationship with Linden. Poor Linden lives under the illusions that his aging father feeds him while suffering from the loss of his first love, Rose. While Rhine makes part of her goal to avoid consummating the marriage with Linden, her sister wives have other ideas, but ironically, jealousy among the wives is not the green-eyed monster that I think many would expect. While Cecily is typically self-absorbed and high maintenance, she still wants her sister-wives to bear children, and even Jenna, who hates Linden from the first day, sees no hypocrisy in sharing a bed with him. I also admired Rhine for her extreme patience and endurance with Cecily's immature and naive behavior, though I don't think I would have chosen denial over full disclosure to both Cecily and Linden.
Rhine's secret relationship seems to find it's power in free-formed friendship, without any expectations or requirements. Simply put, Rhine wants her freedom, and she will find it in any form she can grasp. Except for Rhine's memories, almost the entire book takes place on the grounds of Linden's mansion, so I am anxious to see what will happen in the next book in the series, Fever.
  
Believe Me
Believe Me
J.P. Delaney | 2018 | Fiction & Poetry
10
8.8 (4 Ratings)
Book Rating
The protagonist in this story is Claire, an extremely talented, but very unlucky actress. Due to the lack of green card and work, she is forced to work as a decoy in catching out cheating spouses. Until one dies. Who is the killer? Is it Claire? Is it a victim’s husband? Or is it someone else altogether? You will have to read it to figure that out! 😛

This book has a very interesting variety of characters, we have elegant and artistic actors; classy, intelligent and very poetic victim’s husband, and like always, insightful police. But the real star in this book was Claire. Her ability to transform into different characters was absolutely stunning, and I really loved that she shared how these transformations made her feel. I think it was a great insight into actor’s psyche.

The narrative always kept me on the edge. There are so many twists and deception, that you never know what to expect next. Sometimes it feels, that the plot is slowing down, but that is just a very creatively incorporated “quiet before the storm” phase. 😉 The narrative was told from a single perspective, but that was necessary to keep the suspense going, and it was fully sufficient for me. This novel discusses quite a variety of topics, such as foster families in the UK; actor’s struggles in the market; kinky sex community; mental institutions and their work methods; art, and when it becomes a danger to society; etc. Due to this wide variety, the plot didn’t have the chance to be boring for me. 🙂

I really enjoyed the writing style of this book, it was very insightful and creative. The ending was absolutely mind-blowing, it left me absolutely baffled. I had to sit down and rethink all the plot, to figure out what was real and what was the illusion. The chapters are pretty short, and once I started, they just flew by. 🙂 I liked that the setting of this book was constantly changing, that created more intrigue to me, as a reader.

So, to conclude, it is a very artistic, poetic and sophisticated psychological thriller, where suspicions and illusion plays an integral part. I absolutely loved the complexity of the characters and unexpected turns and twists, that is why, I strongly recommend to read this book, and I hope you will enjoy it as much as I did. 🙂
  
Out of the Pocket
Out of the Pocket
10
10.0 (1 Ratings)
Book Rating
For over a century, the town of Green Beach has frightened its children with the tragic legend of Joshua Thorne. He’s the reason it not only locks its doors at night but nails its windows shut. Steeped in romance and revenge, his is the kind of story Angela Ironwright lives for.
When the specter of Joshua appears to her, insisting she’s the only one who can help him piece together the fragments of his own murder, she follows him without a second thought into a place he calls the Pocket, a beautiful hidden world of jumbled memory and imagination. But the Pocket holds more than magic and mystery. Before long, its other reclusive inhabitants begin to call out to Angela, warning her not to trust Joshua and begging for her help to escape his dark power.
Angela’s sure there must be some misunderstanding, and she’s determined to set it straight. Otherwise, finding justice will mean betraying the only boy who’s ever liked her.
Smart and genre-savvy, Out of the Pocket is a dark, honest, subversive take on the modern paranormal love story.

The plot is about a girl named Angela who doesn't have a great life in reality being ignored or ridiculed by others gets pulled into a fantasy where she falls in love and goes through perilous adventures.
Very good characters with a good story line. The characters are real with strangeness thrown in.
Love all the twist and turns.
You find yourself very surprised in a good way by this book.
This was my first from this author and I look forward to more.

I received a free copy via AXP Authors but this is my own honest voluntary review.