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The Wrong Side of Goodbye (Harry Bosch #19)
The Wrong Side of Goodbye (Harry Bosch #19)
Michael Connelly | 2017 | Fiction & Poetry
8
8.3 (3 Ratings)
Book Rating
Harry Bosch is retired from his days as a detective with the LAPD, but certainly not from his days investigating crime. Bosch is working for himself, as a private investigator on a referrals only basis, and he's also a reservist with a small police department with a limited budget in San Fernando Valley. When Bosch gets word that a new client, Whitney Vance, wants to hire him, he can't help but be intrigued. Vance is a billionaire and heir to a fortune via his family's company, Advance Engineering. The aging man wants Bosch to track down a supposed heir: when Vance was in college, he had a fling with a young Mexican woman, and believes she had a child. If so, somewhere out there could be a heir to Vance's vast fortune (besides his eager, greedy board). Vance swears Bosch to secrecy, as no one associated with Advance Engineering and the board would be too keen to hear about someone standing in the way of their potential fortune. Meanwhile, in his work at the police department, Bosch is helping his colleagues track down a serial rapist. The suspect seems to be getting more and more bold; can they stop him before he strikes again?

Picking up a Harry Bosch book is always like coming home again, and this one was no exception. Bosch is a well-loved, nuanced, and wonderful character. He is complex and well-written, and I will forever be saddened when Connelly stops writing about him, or Bosch decides to stop investigating crime. I sincerely love him dearly. This novel is Bosch and Connelly at their best: a well-plotted mystery novel backed by Bosch's backstory and ruminating. Bosch is amusing, stubborn, and familiar, and he's also wonderful at his job.

Connelly does an excellent job of telling the tale with Bosch's two disparate cases (Vance and the Screen Cutter rapist); neither seem to overshadow the other, and you don't get confused with both threads going on simultaneously. Both are interesting cases, and Bosch is torn finding time to devote to each, much as the reader is. The story features appearances from Bosch's daughter and Mickey Haller (Bosch's half-brother, and a key character in the Lincoln Lawyer series), which is always fun, too. I was very intrigued by both of Bosch's cases, and Connelly kept me guessing until the end. I find it amazing that he's managed to keep Bosch so relevant and in the game all this time, but I suppose that's a testament to Bosch's skill (and Connelly's).

Overall, this isn't some amazing beyond words mystery, but it's just so well-done, with its dual cases, and features such a wonderful character, that I really loved it. If you haven't read any of Connelly's books, I highly recommend them. I started at the beginning with the Bosch series and certainly didn't regret it. But you could always start with this one, too. 4.5 stars
  
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Russell Evans (179 KP) rated Tyrants of the Underdark in Tabletop Games

Feb 24, 2020 (Updated Feb 24, 2020)  
Tyrants of the Underdark
Tyrants of the Underdark
2016 | Fantasy
Interesting deck building mechanics (3 more)
Several different viable strategic options
Quick paced, easy to learn to play
Great artwork on cards
I wish there were more expansion decks available to prolong playability (0 more)
A quick paced game of fantasy deck building strategy, skilfully mixed with area control
This game mixes up a couple of game genres, but it balances them really well. I brought this game as my teenage son is a D&D fan and we have played it many times now. We’ve enjoyed it, so we also brought the expansion decks – which, for me, is always the sign of a good game. The game is pretty easy to learn, and once you have the grasp of the game mechanics, the turns flow smoothly and quickly. A 3 player game takes us just over an hour to play.
A brief overview of the Game
Each player controls a Drow house in the Underdark, competing to take control by getting the most Victory Points at the end of the game. Victory points are gained from various sources, for example, controlling locations on the board, assassinating your rivals troops, card abilities, cards owned in your deck or promoted.
Each turn the player draws cards from their own deck that determine what they can do in their turn. There are several different strategies you can pursue to try and win – subterfuge, violence, using spies, gathering a powerful deck etc. You can use influence that you gain in the game to buy new cards from the communal market to expand your deck and buy new minions with a range of different abilities. Random card drawers in the market can be frustrating when your opponents get the card you want straight after your turn, but that’s the nature of the game. Some of the cards can seem super–powered but there are several of these, so we find it balances out overall.
The promotion mechanic is rather interesting - it gives you the dilemma of promoting a card to gain increased victory points but means that the card (and its abilities) aren’t available for you to use for rest of the game. Do you hang on to it a bit longer to use that awesome ability and risk the game ending before you can promote that card for loads more victory points?
There are 4 decks included in the base game; Drow, Dragons, Elementals and Demons and they all play very differently. You use a mix of 2 decks each game, so that adds a bit of variety and re-playability. (Add in the 2 from the expansion for a bit more – Aberrations and Undead.)
Also worth mentioning; the artwork on the cards is nice and the board is good too.
I think Tyrants of the Underdark is a very enjoyable game and it gets a solid 9/10. I just wish there were some more expansions for it.
  
Merchants Cove
Merchants Cove
2021 | Economic, Fantasy, Nautical
Great range of character options (4 more)
Single player option
Great looking board and pieces
Expansions are great
Every character is like playing a different subgame
A couple of the pieces are a little fiddly to put together (0 more)
Great and Varied game
I backed this on Kickstarter, with the Oracle, Dragon Rancher and Inn Keeper expansions. Over the course of our first evening playing, my wife and I had 1 game of learning the rules, then another three games fairly quickly.

The pieces (ships, meeples, and individual gaming boards) are fantastic (although a couple are a little fiddly/weak) and every single character has their own flavour and type of sub-game;

The Alchemist makes potions by drawing marbles, firstly from a bag, then from a "decanter" (echoes of Quacks of Quiddlingberg)
The Blacksmith makes weapons and armour from dice rolls and combos in furnaces (not quite Yahtzee)
The Captain sails her fleet of ships to go fishing and treasure hunting using a spinning compass mechanism (can't put my finger what this reminds me of)
The Chronomancer (a great Back to the Future nod) travels through time portals to get pieces of technology, using a slide-and-shift board (like a mini Labrynth)
The Dragon rancher (believe it or not) hatches, raises and sells dragons; a couple of mechanics which work well together (even if one is shovelling poop) but not really like a game I've played
The Innkeeper is a great sub-sub-game; he can only sell drinks at one point, but he can put people up in his Inn which gives a bonus. A little bit of prediction work, but not like a other game I can think of.
The Oracle uses a scatter/dish for her fetishes and dice, and this limits what she can do - but I'd say she has the most varied scope of games (dots, predictions, and a few others)

The aim of the game is to be the Merchant who makes the most money, without attracting too much Corruption. Each game is played over three days, and each day has a limited amount of time. Each task the characters do has a different amount of time-cost - it might take 1h to brew potions, but it takes 2h to get ingredients from the decanter and prepare the potions. At several points each day, random Adventurers are drawn from the bag, and put into the travelling ships, as chosen by the drawer. However, there are also rogues who take up space and don't buy anything!

My only real complaint with the game is the comparatively long set up (5-10 minutes seems to be our average) for a 30-45m play time for 2 players - but it is really worth it. If/when this goes to retail, I'd say every gaming group who enjoys a combination of resource management, meeple and worker placement, and beautiful set-piece games, should give this a try.
  
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