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The Ghost Camper's Tall Tales (Destiny Falls Mystery & Magic #3)
The Ghost Camper's Tall Tales (Destiny Falls Mystery & Magic #3)
Elizabeth Pantley | 2021 | Mystery, Paranormal
10
9.5 (2 Ratings)
Book Rating
I am so excited to go back to Destiny Falls.
Destiny Falls Mystery & Magic tells the story of Hayden, a young woman who has been transported to a magical dimension to find that she has a family she never knew and a destiny she never dreamed of. While ostensibly these are cozy mysteries, the true story is Hayden’s missing mother. She left Hayden with her grandmothers not long after she was born, but as we have learned through the books of this series, that is not entirely accurate.

Here in book 3, The Ghost Camper’s Tall Tales, Hayden along with her siblings investigate information that could finally lead her to her mom. Though, it comes with the admonition not to trust anyone.

While Hayden and feline bestie Latifa investigate a new death on the island while trying to find out more about the mysterious letter from Emily, a ghost with a penchant for storytelling brings Hayden to his world. She must decide whether his stories are for fun or more historical in nature, and what do they have to do with her investigations.

As I said, it is so great to be back. The great recurring characters of Hayden’s family, the local townspeople, and of course the wonderful animals of Destiny Falls, which in itself is a magical wonderful place, pick the story up right where the last book left, without a moment’s pause in the action. Romance takes a step up and Latifa and her extended cat family prove why cats will someday rule the world. We finally get to learn secrets, but then there are always more questions than answers, so of course I can’t wait for the next installment.

⭐⭐⭐⭐⭐
Rating: 5 out of 5.
I received an advance review copy for free through Great Escapes Virtual Book Tours, and I am leaving this review voluntarily
  
Duron (Assassin's To Order #3)
Duron (Assassin's To Order #3)
JP Sayle, Lisa Oliver | 2023 | LGBTQ+, Paranormal, Romance
10
8.0 (2 Ratings)
Book Rating
DURON is the third book in the Assassin's To Order series, continuing to delight.

Duron is the one who has lingered on Marvin, knowing he wasn't his but still... It turns out that it wasn't Marvin he wanted, but the closeness and affection he'd never had before. And Beaumont brings that in spades.

Oh, man. These two are delightful. Both are so protective of each other and find each so sexy that no furniture is safe! I loved how Beaumont was an alligator shifter. There aren't many cold-blooded reptile shifter stories and I loved this one. As for Duron, he's a hybrid, housing a multitude of animals who all play their own part.

They meet in Paraguay as they try to help Ben's brothers in hunting down the Devil. It became obvious early on just who he was, but the emotional devastation was no less for knowing! Beaumont about killed me with his reactions, and Duron was perfect in allowing him time - plus his own special way of helping!

I am absolutely loving this duo of authors. Each time, they produce the highest quality of writing and fresh storylines that keep my interest from the very beginning. The only downside - if you can call it that - is that I would recommend reading the Tangled in Tentacles series first, just to get a grounding of what has happened to this point, followed by the first and second books in this series. No, it's not absolutely necessary to do so, but you're missing out on some amazing stories and backgrounds if you don't.

Absolutely brilliant and HIGHLY recommended by me.

** same worded review will appear elsewhere **

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

Merissa
Archaeolibrarian - I Dig Good Books!
Jul 17, 2023
  
Journey of the Emperor
Journey of the Emperor
2019 | Card Game
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.

We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.

So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.

On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!

While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…

Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.

DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.

This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
  
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The Marinated Meeple (1848 KP) Jun 13, 2019

This is an amazing review, and I look forward to checking it out....

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Purple Phoenix Games (2266 KP) Jun 13, 2019

Thanks! It's a very solid game and I'm itching to get it backed as well! -T

Animal Empire
Animal Empire
2019 | Abstract Strategy, Card Game, Medieval, Territory Building, Wargame
The age of humans is in its prime, and our civilizations keeps evolving every day. Have you ever wondered what comes after us though? The answer is the animals – at least, it is according to Animal Empire. Over time, animals have gained enough sentience to rise up and overthrow the humans! The animal kingdom is thriving as the different species learn to coexist in peace. However, the carnivorous animals are thirsting for more power and the delicate balance of peace has been upended! The game is afoot, and any species can come out victorious – can you lead your armies to victory and power over the Animal Empire?

Disclaimer: We were provided with a copy of this game for the purposes of this preview. I do not intend to rehash the entire rulebook, but rather provide the general rule set and overall flow of the game. The components pictured are final. Feel free to reach out to the publisher to snag your own copy! -L

Animal Empire is a card game of hand management, area majority, battling, and a bit of negotiation in which players are trying to be the first to gain control over 9 of the 16 Kingdoms. How? By deploying your armies, defeating your opponents, and maintaining control over your captured Kingdoms. Set up the game as described in the rulebook, and take the starting cards into your own hand and play area. Your starting Kingdom (marked by your Crown card) is placed face-up in front of you, and your Army and Wilderness cards are hidden from opponents in your hand.


Animal Empire is played over a series of turns, and on your turn you may take up to two Actions by using your Army cards. Each Army card can only perform one action per turn, unless it has a Specialty or you use a Wilderness card to affect your action. Actions that can be performed are: March, Capture, Battle, Use Specialty, Seize Crown, or Manage Vassal. Most of the actions are straight-forward – March allows you to move an Army to any Kingdom (either in the Play Area or one controlled by an opponent), Capture allows you to take a Kingdom (if you have majority presence on the card or if your Armies are unopposed), and Battle allows you to fight off rival Armies inhabiting the same Kingdom card as you. Seize Crown and Manage Vassal are the most unique. If you capture an opponent’s starting Kingdom (thereby Seizing the Crown), you take their Crown card and they are now your Vassal. They belong to your Kingdom, and must work to help you win – their Kingdom cards count with yours towards the majority total. If you have Vassals, you can use an action to Manage Vassal, which allows you to either give or take a Kingdom card from your Vassal. When you capture a new Kingdom, you also gain a new Army that matches your newest acquisition. Wilderness cards can be used at any time, and they can affect you or your opponents, depending on the card text. Play continues, with players taking turns, battling, and influencing Kingdoms until a player has captured a total of 9 Kingdoms. The game then ends and they are declared the winner!
So how does this game of ruling the animal kingdom actually fare? Pretty well for the most part, if you ask me! The basis of the game is simple – capture the majority of the Kingdoms. The execution of that goal is what takes Animal Empire to the next level for me. The amount of strategy required for success is beyond what you originally think. No matter how many Armies or Wilderness cards you have at your disposal, you only get a maximum of 2 actions per turn. That means that you really have to strategize which cards and actions to use and when. You are trying to amass a majority of Kingdoms, but just because you capture a Kingdom doesn’t mean it’s safe! Opponents can try to steal your Kingdoms, as you can theirs, so you have to find a good balance of offense and defense to ensure that your majority claim is not being compromised. Your strategy must be adaptable to respond to the actions of your opponents, and you have to be constantly engaged and alert to the playing field. Just be ready for some confrontation though – this game pits you directly against your opponents.


The only components in Animal Empire are cards, and they are a good quality and pretty sturdy. The artwork is really detailed and unique, and I find myself admiring the artwork almost as much as I spend strategizing. The trickiest part for me regarding components is that beyond the Crown cards, nothing is colored according to Crowns. All of the artwork is unique across all cards, and some cards of different types share the same base color – so you have to make sure to remember who played which card where to ensure no accidental confusion. The way I found to circumvent that was for all players to play their cards oriented towards them, so it was more clear to see which cards belonged to which players. I would’ve also liked to see Player Reference Cards detailing the different card Specialties – just to minimize the amount of time referring back to the rulebook for clarification.
All in all, I think that Animal Empire is a solid little card game. I like the strategic elements and that it keeps all players engaged throughout the entire game. I would definitely recommend it at the mid- to higher player counts though, because at only 2 player it feels like it kind of drags on in a back-and-forth battle for majority. With more players, there are more strategic implications, more options to deal with, and a little more chaos for everyone. If you’re looking for a fun little game of head-to-head battling, check out Animal Empire!
  
Castle Dice
Castle Dice
2013 | Dice Game, Medieval
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?


Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!

Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.


Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.

I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.

Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.