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Boy Band Builder: The Card Game
Boy Band Builder: The Card Game
2021 | Card Game, Party Game
When researching and requesting games to review and preview, I sometimes need to clarify my stance on certain things. Perhaps my thoughts on climate change, or my interest in European door decorations, or, in this case, my preferences on the era of boy bands past which we recently (and thankfully) have evolved. I was assured that my distaste for the music genre would not negatively influence my enjoyment of this game. After my plays, I must agree.

Boy Band Builder (BBB from here out) is a card drafting and band-building game for two to four players. In it, players are band managers tasked with creating the next big group of talented and attractive boys, with the winner of the game being they who earn the most money from assembling the best band and playing the most lucrative gigs.

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, separate the cards by type and shuffle each stack independently. The Gigs deck is placed on the table with four Gigs displayed from the top of the deck. The Artists and Star decks are placed on the table and each player is dealt three Star cards to start the game. It is now setup and managers are ready to build bands… of boys!
BBB is played over a series of rounds, where each player will take two actions each turn. These actions are Audition, Draw Star Cards, Play a Star Card, and Do a Gig. When a manager Auditions boys for the band, they draw the top three Artist cards, choose one to add to their band, and then discard the rest to the bottom of the deck. The cost to add the boy to the band is shown in the upper right hand corner and represents the number of Star cards to be discarded from hand. Artists are added to band (tableau) and ready to begin rehearsing. At least, I hope they are rehearsing.

Additionally, the active manager may Draw Star Cards to increase their hand. Simply draw two Star cards from the top of the deck. Alternatively, the manager may choose to Play a Star Card for its stats by slipping the card under a boy to increase his level of Pipes, Moves, Heat, or Cool stats (check out the photo below where I went hard on buffing Old Frank).


Finally, if the boy band members currently possess the appropriate amount of stats, the manager may choose to Do a Gig. They choose one of the face-up Gigs cards, take it to their score pile (assuming they possess the correct type and number of stats), and then do a little dance to celebrate a completed Gig. To signify the end of their turn, the active manager draws a Star card and passes to the next player. The game ends once the appropriate number of Gigs have been completed by a manager, as detailed in the rules per number of players. The manager with the highest total of money earned from Gigs cards is the winner, and receives all the Grammy nominations afforded to them.
Components. This is a bunch of cards in a tuckbox. The cards are all fine, but the true hero here is the artwork. I cannot express how much I appreciate the decision to keep the art style modern, and the faces blank. I believe it is mostly due to the fact that all of us who were not in boy bands were all a bit jealous of those who were, but I will publicly state that my official opinion is because these boys don’t really need faces. Body language speaks volumes, and the art style reflects that extremely well. Mad props from me on the artwork.

The gameplay here is very intuitive, even though I had a couple questions that were not made clear in the rulebook. You need Star cards in order to buff Boys so they can do Gigs, and making sure that your band has all the right stats to complete the more profitable Gigs. I believe the game lasts an appropriate amount of time; it does NOT overstay its welcome, which is a huge thing for a filler game such as this. I do wish there were more off-the-wall characters like Old Frank and Lil’Hop, and I also wish the Star cards’ backgrounds were a little more interesting to look at, but the game ultimately looks good and plays well too. There are a few extra surprises to be found in the game that I will let our readers discover, including some Take That card that can hinder opponents.

Boy Band Builder can be super quick and competitive, or can be more leisurely and relaxed. This is a great thing for a cute little card game, and though the theme is something with which I am not at all enamored, a love for boy bands is not required to enjoy Boy Band Builder. I can see myself breaking this out with the right people, but I don’t necessarily foresee having this on stand-by for every game night. If you are in the market for a uniquely-themed card game you can chair dance while playing, then check out Boy Band Builder. It can be found on the Amazon store by clicking this link. Enjoy!
  
Reverie
Reverie
2
2.0 (1 Ratings)
Book Rating
I wanted to love Reverie by Ryan La Sala so much!

Reverie has a wonderful cover that draws you in immediately. The plot mentions a boy and a fantasy world that revolves around dreams. Everything I hoped this book would be – it wasn’t.

Kane is a gay teenager who is trying to pick up the pieces of his life back together after an attack leaves him with no memories of the past. He is in the search of who he is and who he was, and he discovers an alternate reality that he was involved in.

Reveries are worlds born from a person’s private fantasies, and once they manifest they can only be unraveled by bringing their conflicts to a resolution. Reveries have rules and plots, magic and monsters – anything you could wish for. And one wrong step can twist the entire thing into a lethal nightmare maze.

Sounds complicated already?

What if I told you that this is only from the blurb and the book doesn’t really explain these things at all?

Kane is an unraveler, together with The Others. Or at least he was, until one of The Others purged Kane of his memories. And here we are now, with Kane trying to solve the mystery and fight against evil.

I jumped into this book very eagerly, and was disappointing immediately, within the first couple of pages. The reveries and their whole concept were quite confusing, to the point of me not knowing whether the characters are now in a reverie, or in their real world.

Reverie had an amazing concept and it could’ve been done way better than this. I am just disappointed. It all seemed a bit messy and felt like it wasn’t thought through…

I didn’t connect with any of the characters, except for Kane, for the below reasons. And that was it… I didn’t care about any of the others, and there were quite a few characters.

One thing that annoyed me about Reverie, was the exaggeration of the #OwnVoices.

I am not against it, on the contrary! I love equality and I love diversity, and I share love everywhere and to everyone, and if you know me in real life, you will know this about me. We are all equal and different at the same time, and that is the unique thing that connects us all.

However, this book keeps mentioning that Kane is gay. And Kane is a lovely character. He is smart and he is brave. His memories were lost and is desperately trying to find out who he is, who he was, who are his true friends, who is good and who is evil. He doesn’t take for granted on what people tell him. He is AMAZING. Kane was so much more than just gay. But the author kept trying so hard to put an #OwnVoices hashtag on this book, that is was quite aggressive and off-putting. I love books that feature #OwnVoices, but Ryan, please – a little bit of modesty would’ve been nice.

I keep feeling this pressure of trying to write a book review that will not offend anyone, and I don’t mean to offend anyone, but I need to say that sometimes, there can be such a thing as “too much OwnVoicing” in a book. And we shouldn’t be afraid to point it out!

I am really sad about this one, guys. Honestly, I expected it to love it so bad, and now I feel down. I wouldn’t recommend it, but if you think you will love it, please pick it up. You are valid!
  
Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

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

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
  
The Independence Incident
The Independence Incident
2021 | Card Game, Deduction, Puzzle
Nicolas Cage is a very polarizing actor, I know, but I kinda like him. Maybe he wasn’t the best Ghost Rider, but I cannot imagine anyone else playing Benjamin Franklin Gates from the National Treasure series of movies. I am a huge fan of those movies, and I will never pass up a chance to watch it or engage in anything remotely similar in real life. Enter The Independence Incident.

The Independence Incident is a 4th of July(ish)-themed escape room type card game. It consists of 18 cards and I will be darned if it isn’t just great.

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 (as there is none), 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 from your FLGS. -T


To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!

As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about American history will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.

Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.

That said, this is a great little card game filled with puzzles I can actually solve! Yes, I needed hints a few times (perhaps a few times too many, as my final score would indicate), but with plenty of time, a little help from some friends, and Trevor Rabin’s soundtrack in the background, I could have score way better.

If you are someone who enjoys escape room-style games and also a lot of Americana thrown in, this one is a must-buy. While you don’t get to steal the Declaration of Independence in the game, you still get the feeling of traipsing across Washington, D.C., to help solve the case/riddle/game. Purple Phoenix Games gives this one a stressful 5 / 6. If you are a fan of anything I have mentioned thus far, pick yourself up a copy today!
  
Slender: The Arrival
Slender: The Arrival
2013 | Action/Adventure
An Awful Experience All Around
A brief history for those who are not aware (courtesy of Wikipedia):

“The Slender Man (also known as Slenderman) is a fictional supernatural character that originated as a creepypasta internet meme… Stories of Slender Man commonly feature him stalking, abducting or traumatizing people, particularly children. The Slender Man is no confined to a single narrative, but appears in many works of fiction, typically composed online.”

Slender: The Arrival (which we’ll just refer to as The Arrival moving forward) is the official video game adaptation of Slender Man. Blue Isle studios developed the game to bring us improved visuals, great replay value, and a brand new storyline. These should combine into survival horror at its best. But sadly, it does not. The Arrival encourages exploration and the philosophy of scaring the living daylights out of you. It just doesn’t. Now, truth be told this genre is not typically my bread and butter, but I came into this game with hopeful expectations, but soon found myself wanting more than the game could offer.

First, you are thrown into the game without any instruction or opening. Just head down the road, though. It seems easy enough. I did appreciate the way they worked credits into this opening sequence though, as you are shown the developers and the team that worked on the game. Once you get through this, you come upon a house where you will explore the rooms to find notes scattered throughout the house giving you more information on your back story. Sparing spoilers, essentially the story revolves around a shared trauma from your youth. Once you leave the house, you press on, turning on some generators along your path.

You’ll come across the second house after crossing a river, where I encountered some of the strangeness I assume is part of the experience. Glitching visuals, weird creatures that seemed to disappear when you shine your flashlight upon them, that sort of thing. It could have been a bug, or bugs, but doing a little digging online it seems I was not the only one to experience the same. There wasn’t really any action to be had. A little disheartening.

There’s not much challenge with The Arrival. You will, at some point, encounter the Slender Man in the game. I went straight toward him, and nothing really happened. Unfortunately, it’s a bad byproduct of these games. If it doesn’t scare you, even in the slightest, you’re just left with a stagnant experience while you are running from point to point to read lore.
It took me nearly 2 hours to finish the game, though I suspect those without toddler twins may get through it a bit faster. Suffice it to say, I wish I had those 2 hours back. I never really felt the tension that would cause fear or even nervousness. The shaky cam visual of the game certainly didn’t help. Essentially, you are playing through the eyes of the camera you are holding, complete with “recording” indicator and battery level (you can turn this off). As you walk the camera bobs back and forth a little bit, and as you run it does so a little faster. I understand what they were trying to accomplish here, but it was executed so poorly. I found myself constantly trying to correct this with the joycon thinking it was simply drift. It was super distracting.

Slender: The Arrival failed to give a complete game worthy of the price tag, even at its current price tag of $9.99 on the eShop. That’s not to say you won’t enjoy it, especially if you scare VERY easily or are just a fan of the Slender Man himself. It’s just that combine a wonky control system, very little instruction, and no real tension building moments, and you have a dud of game in my book.

1 out of 5

http://sknr.net/2019/06/28/slender-the-arrival-for-nintendo-switch/
  
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Mothergamer (1562 KP) rated the PlayStation 4 version of Kingdom Hearts III in Video Games

Apr 3, 2019  
Kingdom Hearts III
Kingdom Hearts III
2018 | Action, Role-Playing
It took so long to get here, but once Kingdom Hearts III was here I was ready to play and explore all the worlds. It felt incredible to be traveling with Sora, Goofy, and Donald again. The opening song was incredible and the introduction to the game starts off well, hooking you in immediately. There are a couple of familiar worlds such as Olympus and Twilight Town which act as tutorials for the battle controls and exploration aspects of the game.



Sora hangs out with Hercules.

The battle system for Kingdom Hearts III is great. Combat is fluid, easy to follow, and fun. You can easily swap between keyblades, use your magic abilities, and use your items. Level grinding is not a chore because the battles are so much fun and the worlds that you explore make them even more so. My personal favorite was Toy Story because Sora fit so well in that world and there some pretty fun battles there.



Having fun with battles in Toy Story.

Another fun aspect to battles that was added in the game are the attraction flow attacks. These are not just stylish and fun, they are also pretty powerful special attacks. You can take out many enemies with these attacks so there is no downside to using them at all. My personal favorite was the pirate ship because it was a blast spinning around taking out tons of Heartless.



Use attraction flow attacks to take out your enemies.

The user menu is easy to navigate and is quite user friendly. You can easily equip keyblades, items, and accessories as well as organize everything easily. The moogle shop is back too and you can synthesize and craft items that you need as well as upgrade your keyblades.



The inventory menu is nice and neat.


Another new addition to the game is the gummiphone. This is a cute little nod to social media things like Instagram. You can take photos with the gummiphone and there are even some photo quests where you need to take pictures of specific things in order to get various rewards such as items and munny. In between loading screens you get to see Instagram style posts from the gummiphone that reference the characters, story, and events. It's a nice touch to the game.



Instagram style posts from the gummiphone.


There are also mini games that you can play on your gummiphone. You have to find the code for them which are hidden in various worlds. When you do, you can play a variety of mini games that look like old school Nintendo gameboy games. They all feature Mickey and Sora with games like catching eggs or flying a plane to grab mail. They're silly fun and add that extra bit of whimsy to Kingdom Hearts III.



You can play all these mini games on your gummiphone.


If you're not in the mood for gummiphone games, there is also a cooking mini game that you can play. In order to play, you need to have ingredients for all the recipes. These are easily found in all the worlds you visit during your adventure. Once you have some ingredients you can bring them to Remy (the rat from the movie Rattatouille) and try your skills at the cooking mini game. The cooking mini game is fun, but there is definitely a learning curve to it. If you go too fast or too slow, you fail and you can lose all the ingredients you found. It takes a bit of practice, but once you get the hang of it you can make a ton of great dishes and Sora and friends can use them to up their stats.



Practice makes perfect with the cooking mini game.

The world map is pretty easy to see and you can swap between the maps fairly easily. Once you discover a location you can fast travel there which makes things easier. I do wish there had been a few more worlds, but I was pretty happy with the worlds the game had. Everything looked amazing and it was clear that they really wanted things to be done right.



The world map in Kingdom Hearts III.

There is one thing that I absolutely detested in the game however and that thing is the gummi ship. I have never liked the gummi ship in any of the Kingdom Hearts games. The controls for them in my opinion have always been terrible and I always dreaded gummi ship battles. That has not changed for me with Kingdom Hearts III. While the controls have improved quite a bit, I still found myself struggling with them. Having to fight the controls to fly the gummi ship is not a good time. I also didn't like the fact that I would be forced into gummi ship battles before I could land on worlds. I truly feel that the gummi ship should have been optional. This is the only thing I did not like about the game.



I am not a fan of the gummi ship.


I blazed through Kingdom Hearts III because the game itself was an amazing adventure and I couldn't wait to save the world with friendship. The story was great, the worlds were so much fun to explore, and there were so many heartbreaking and heartwarming emotions throughout this adventure. Kingdom Hearts III did a fantastic job of making me care about all of these characters and I was a little sad to say goodbye at the end. Having one thing I didn't like about the game and loving the rest of it speaks volumes about how fantastic I think the game is. It was definitely worth the wait. See you at the next adventure!
  
The Boy Who Fell to Earth
The Boy Who Fell to Earth
A. Zukowski | 2017 | Fiction & Poetry, Romance
8
8.0 (1 Ratings)
Book Rating
The Boy Who Fell to Earth by A. Zukowski
The Boy Who Fell to Earth is an angst-ridden book that tells of the rises and falls of being a drug-addict child who has slipped through the cracks (by his own intention and actions). Sasha has had a very troubled childhood, and he faces the reaper the night he is dumped on Jay's lawn. Although Jay doesn't have a lot, he still has a whole lot more than Sasha. The attraction between these two is instantaneous, and that posed a bit of a problem to me. Whilst Sasha appears a lot older than his years - and rightly so! - Jay seems quite immature by comparison. I know it is a case of opposites attract, but there were instances when I just couldn't quite believe his words or actions.

There is a lot that goes on in this book, and you will be rooting for Jay and Sasha all the way through - even with Jay's immaturity. It is easy to forget the ages of Jay and Sasha, even though they are mentioned frequently. It is almost like your brain doesn't want to admit that this can happen to young adults, and instead tricks you into thinking they are older than they are. The reminders of their ages was always well written, placed somewhere natural, rather than just telling you out of the blue.

I think this book is a marmite book. I think some people will love it, and some will dislike it. As for me, I'm pondering on it. There was a lot that I liked, and a lot that I didn't. None of what I didn't like was a fault of the writing or the author. It was, plain and simple, the darkness of what was happening. I read 'dark' books, but this one is a slice of reality that you can't just ignore as 'another book'.

I would recommend trying this book, although be aware that some of the subjects mentioned may be triggers for some. You will enjoy it, or you won't, but don't miss out on the opportunity of finding out for yourself. I wish Jay and Sasha every happiness because they surely deserve it!

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
Kindred Spirits (Spirits of Nature #2)
Kindred Spirits (Spirits of Nature #2)
Michelle Post | 2012 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
Kindred Spirits (Spirits of Nature #2) by Michelle Post
Kindred Spirits is the second book in the Spirits of Nature series, and I couldn't wait to read it as I had loved the first book. Now, due to the ending of the first book, I knew that this book would be about different characters, but I was also hoping that The Mourning Dove and Running Wolf would also pay a visit. Is this cryptic enough for you? I certainly hope so, because these two books are simply amazing.

Kindred Spirits is about the children and grandchildren of The Mourning Dove and Running Wolf, with some hard-hitting history thrown in too. There is nothing 'soft' about this book, it paints a harsh reality. At times, you will be gasping for breath amidst the sorrow as the story unfolds. And yet..., there is still hope. There are characters that still have a part to play. There is love so deep, so pure, it transcends death. And yet, not everyone gets a guaranteed HEA. This may be a fictional story, but there are so many elements of truth in it, it may just break your heart before it slowly stitches it back together again.

There were no editing or grammatical errors that disrupted my reading flow. The pace is gentle and smooth where necessary, with a brilliant story that tells its own tale at its own speed. The only thing I would say, which isn't negative by any means, is that I wish I had re-read Spirits of Nature, just so I could immerse myself for longer. Absolutely recommended by me.

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!