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Tiny Epic Quest
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A world of peace has been torn asunder by the opening of a vile portal from the goblin kingdom....
Samurai Spirit
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You and your fellow samurai companions are the only standing obstacle between one frightened village...
Purple Phoenix Games (2266 KP) rated Deception: Murder in Hong Kong in Tabletop Games
Jun 12, 2019
One of the funnest (yeah I know, it’s not a word) parts of board gaming is getting to introduce new people to the hobby! Whether it’s a family gathering or a party with friends, I love breaking out a fun game for any occasion! Some board gamers have an aversion to the ‘party’ games category, but I think you just need to find the right game for the group to have the best experience! One of those games, for me, is Deception: Murder in Hong Kong!
MURDER! As an Investigator, that’s just another day on the job for you. This time feels different, though. Something about this case is off… After the initial evidence is gathered, the team’s Forensic Scientist has disclosed to the team that the killer is one of the Investigators! Everyone is on edge, accusing every other Investigator of being the murderer. Everyone had potential means and motive, and it is up to you to figure it out! As the Forensic Scientist uncovers more evidence, the details of the crime will come to light, and the killer will be revealed. Put your investigative and deductive skills to the test as you try to unmask the killer, or throw the team off your scent if you are the culprit!
DISCLAIMER!! This review is for vanilla Deception: Murder in Hong Kong. We have plans to add in the expansion once one of us purchases it and learns it and teaches it to the rest of us. Should that happen and our review change, we will add that information to this review or to a new review and link to it from here. -T
Deception: Murder in Hong Kong is a game of bluffing, deduction, and hidden identity. All players (except for the Forensic Scientist) have a secret role in the game – Investigator, Witness, Murderer, or Accomplice. The Forensic Scientist knows who the killer is, and how they did it. It is their job to guide the Investigators to the killer by providing clues about the uncovered evidence. The Investigators are trying to interpret the clues and uncover the killer’s identity. The Witness knows who the killer is, but has not yet figured out how they did it. The Murderer and Accomplice are looking to pin the murder on one of the other innocent members of the team! As clues are revealed, each player gets a chance to make a case against the player whom they think is the murderer. You must convince everyone of your logic, or else the killer could get away! In a game where everyone is a suspect, who can you trust? Gather clues, present your case, and put your poker face to the test in this ultimate game of deception! (See what I did there?)
I thoroughly enjoy games of deduction. Anything where you have to think and solve puzzles/riddles/etc. is fun for me. In Deception, it’s a race to see who can find the solution first. Not only do you have to deduce the correct answer from the provided clues, but you also have to put your persuasive skills to the test! Unless you can convince everyone that a specific player is the killer, they might turn their accusations towards someone else, or even worse, towards YOU! You really have to think outside of the box to interpret the Forensic Scientist’s clues, and I like to challenge myself to find the solution in as few turns as possible. The faster I can solve the murder, the smarter I feel. Don’t lie, it makes you feel smart too when you figure it out before anyone else!
The only part of Deception that I don’t really enjoy is the bluffing aspect, which is one of the most integral parts of the game, I know. I am just a horrible liar with a questionable poker face. If we play and I am the Murderer, I am almost always found out. Whenever anyone accuses me, my mind blanks and I cannot think of a single convincing way to get everyone off my scent! That is a personal problem, though, because when I get to be just a regular ol’ Investigator, I have a blast! I can still be accused, but I always feel like I have an easier time getting people off my case if I am actually innocent. I know some people really enjoy being the Murderer because they like the challenge of deceiving the entire team. I am not one of those people though. If I was guaranteed to be just a plain Investigator (or the Forensic Scientist) every time, I would probably pull this game out more!
Deception: Murder in Hong Kong is a ‘party’ game, but with the right group, it can still be a challenging game. A higher player count, in this case, does not necessarily equate to a chaotic game either. So give Deception a try. It’ll be worth it! Purple Phoenix Games gives it a 17 / 24.
https://purplephoenixgames.wordpress.com/2018/12/26/deception-murder-in-hong-kong-review/
MURDER! As an Investigator, that’s just another day on the job for you. This time feels different, though. Something about this case is off… After the initial evidence is gathered, the team’s Forensic Scientist has disclosed to the team that the killer is one of the Investigators! Everyone is on edge, accusing every other Investigator of being the murderer. Everyone had potential means and motive, and it is up to you to figure it out! As the Forensic Scientist uncovers more evidence, the details of the crime will come to light, and the killer will be revealed. Put your investigative and deductive skills to the test as you try to unmask the killer, or throw the team off your scent if you are the culprit!
DISCLAIMER!! This review is for vanilla Deception: Murder in Hong Kong. We have plans to add in the expansion once one of us purchases it and learns it and teaches it to the rest of us. Should that happen and our review change, we will add that information to this review or to a new review and link to it from here. -T
Deception: Murder in Hong Kong is a game of bluffing, deduction, and hidden identity. All players (except for the Forensic Scientist) have a secret role in the game – Investigator, Witness, Murderer, or Accomplice. The Forensic Scientist knows who the killer is, and how they did it. It is their job to guide the Investigators to the killer by providing clues about the uncovered evidence. The Investigators are trying to interpret the clues and uncover the killer’s identity. The Witness knows who the killer is, but has not yet figured out how they did it. The Murderer and Accomplice are looking to pin the murder on one of the other innocent members of the team! As clues are revealed, each player gets a chance to make a case against the player whom they think is the murderer. You must convince everyone of your logic, or else the killer could get away! In a game where everyone is a suspect, who can you trust? Gather clues, present your case, and put your poker face to the test in this ultimate game of deception! (See what I did there?)
I thoroughly enjoy games of deduction. Anything where you have to think and solve puzzles/riddles/etc. is fun for me. In Deception, it’s a race to see who can find the solution first. Not only do you have to deduce the correct answer from the provided clues, but you also have to put your persuasive skills to the test! Unless you can convince everyone that a specific player is the killer, they might turn their accusations towards someone else, or even worse, towards YOU! You really have to think outside of the box to interpret the Forensic Scientist’s clues, and I like to challenge myself to find the solution in as few turns as possible. The faster I can solve the murder, the smarter I feel. Don’t lie, it makes you feel smart too when you figure it out before anyone else!
The only part of Deception that I don’t really enjoy is the bluffing aspect, which is one of the most integral parts of the game, I know. I am just a horrible liar with a questionable poker face. If we play and I am the Murderer, I am almost always found out. Whenever anyone accuses me, my mind blanks and I cannot think of a single convincing way to get everyone off my scent! That is a personal problem, though, because when I get to be just a regular ol’ Investigator, I have a blast! I can still be accused, but I always feel like I have an easier time getting people off my case if I am actually innocent. I know some people really enjoy being the Murderer because they like the challenge of deceiving the entire team. I am not one of those people though. If I was guaranteed to be just a plain Investigator (or the Forensic Scientist) every time, I would probably pull this game out more!
Deception: Murder in Hong Kong is a ‘party’ game, but with the right group, it can still be a challenging game. A higher player count, in this case, does not necessarily equate to a chaotic game either. So give Deception a try. It’ll be worth it! Purple Phoenix Games gives it a 17 / 24.
https://purplephoenixgames.wordpress.com/2018/12/26/deception-murder-in-hong-kong-review/
Purple Phoenix Games (2266 KP) rated Agropolis in Tabletop Games
Sep 24, 2020
Being based on the Iowa/Illinois border, Purple Phoenix Games is definitely headquartered in the good ol’ Midwest. We are not without cities and modern amenities, as some might suspect, but we are certainly accustomed to seeing farm life, rural communities, and rolling fields of crops. Figuring out how exactly to organize your fields and crops is no easy task, and Agropolis is here to put you to the test!
Disclaimer: We were provided a copy of Agropolis for the purposes of this preview. The components are not yet finalized, and will probably change from what you see here to the finished Kickstarter campaign. Agropolis is a stand-alone expansion to the popular ButtonShy title, Sprawlopolis. We have reviewed Sprawlopolis (as both a Solo Chronicles, as well as Multiplayer) in the past, so I do not intend to rehash the entire ruleset in this preview. -L
In Agropolis, players are working cooperatively to create a cohesive and thriving rural community. The overall gameplay is the same as Sprawlopolis, with a few thematic differences. To begin the game, randomly select 3 cards to dictate the scoring conditions for your specific game. Deal 1 card to each player (3 to the starting player), and place one card face-up in the center of the table. On your turn, you will draw a card, play a card into the communal countryside, pass your remaining cards to the next player, and then draw a new card. The goal is to create a countryside that scores enough points to surpass the combined total of the 3 scoring condition cards.
Each card is divided into four zones: cornfields, livestock pens, orchards, and vineyards. The selected scoring condition cards determine how you can earn and lose points for your card/zone placements in the countryside. That’s where strategy comes into play – you can’t just place your cards wherever you want! There has to be a method to the madness, and each placement must be carefully selected for maximum end-game points. When all cards have been played, tally up your points – earning points for each zone, gaining/losing points for scoring conditions, and deducting points for roads. If your final score is higher than the total of the 3 scoring conditions combined, then you have won!
As a big fan of Sprawlopolis, I am happy to report that ButtonShy has done it again with Agropolis. The overall gameplay and atmosphere is the same between both games, which adds a comfort and familiarity to the game, but the thematic differences and scoring conditions make the game feel subtly unique. Aside from a country theme, Agropolis has an optional challenge known as the Feed Fee. Certain cards have a feedbag and livestock symbol underneath the card’s score, and all cards have a combination of livestock symbols at the bottom of the scoring description. To play with the Feed Fee, simply count the number of that specific type of livestock across all 3 scoring condition cards and add that to your scoring total. You might even have multiple Feed Fees in play for a single game! That is a new added challenge unique to Agropolis, and can really up the ante of the gameplay.
Our preview copy of Agropolis also came with a 6-card combo pack expansion that allows you to combine both Agropolis and Sprawlopolis into one big game. To play with the combo pack, randomly select one scoring condition card from the three decks: Agropolis, Sprawlopolis, and the combo pack. Randomly select another combo pack card to be the starting card of your city/country blended community. On your turn, you will draw 1 Agropolis card and 1 Sprawlopolis card. Play only one of those cards to the tableau, and the other is discarded. When both draw decks run out, the game is over and points are tallied. This combo game is uniquely challenging because you have scoring conditions from both games. You can’t focus on the city-side and let the country peter out, because at least one of the scoring condition cards calls for a country-specific goal. This combo pack takes the simplicity of both games and really ups the amount of strategy required for success. Definitely a combo I will be playing a lot!
All in all, how is Agropolis? The gameplay itself is simple, strategic, and satisfying to play. Although nearly identical to Sprawlopolis, the thematic differences and country-specific scoring conditions make the game feel new and refreshing. I absolutely love the 6-card combo pack to combine both games together. It just heightens the gameplay and strategic considerations, and takes it from a smaller game to something with a little more heft. Some people are all about that city life, but I think Agropolis will show you the beauty of the rural community. Be sure to check out the Kickstarter campaign, going live on Tuesday, September 29th!
Disclaimer: We were provided a copy of Agropolis for the purposes of this preview. The components are not yet finalized, and will probably change from what you see here to the finished Kickstarter campaign. Agropolis is a stand-alone expansion to the popular ButtonShy title, Sprawlopolis. We have reviewed Sprawlopolis (as both a Solo Chronicles, as well as Multiplayer) in the past, so I do not intend to rehash the entire ruleset in this preview. -L
In Agropolis, players are working cooperatively to create a cohesive and thriving rural community. The overall gameplay is the same as Sprawlopolis, with a few thematic differences. To begin the game, randomly select 3 cards to dictate the scoring conditions for your specific game. Deal 1 card to each player (3 to the starting player), and place one card face-up in the center of the table. On your turn, you will draw a card, play a card into the communal countryside, pass your remaining cards to the next player, and then draw a new card. The goal is to create a countryside that scores enough points to surpass the combined total of the 3 scoring condition cards.
Each card is divided into four zones: cornfields, livestock pens, orchards, and vineyards. The selected scoring condition cards determine how you can earn and lose points for your card/zone placements in the countryside. That’s where strategy comes into play – you can’t just place your cards wherever you want! There has to be a method to the madness, and each placement must be carefully selected for maximum end-game points. When all cards have been played, tally up your points – earning points for each zone, gaining/losing points for scoring conditions, and deducting points for roads. If your final score is higher than the total of the 3 scoring conditions combined, then you have won!
As a big fan of Sprawlopolis, I am happy to report that ButtonShy has done it again with Agropolis. The overall gameplay and atmosphere is the same between both games, which adds a comfort and familiarity to the game, but the thematic differences and scoring conditions make the game feel subtly unique. Aside from a country theme, Agropolis has an optional challenge known as the Feed Fee. Certain cards have a feedbag and livestock symbol underneath the card’s score, and all cards have a combination of livestock symbols at the bottom of the scoring description. To play with the Feed Fee, simply count the number of that specific type of livestock across all 3 scoring condition cards and add that to your scoring total. You might even have multiple Feed Fees in play for a single game! That is a new added challenge unique to Agropolis, and can really up the ante of the gameplay.
Our preview copy of Agropolis also came with a 6-card combo pack expansion that allows you to combine both Agropolis and Sprawlopolis into one big game. To play with the combo pack, randomly select one scoring condition card from the three decks: Agropolis, Sprawlopolis, and the combo pack. Randomly select another combo pack card to be the starting card of your city/country blended community. On your turn, you will draw 1 Agropolis card and 1 Sprawlopolis card. Play only one of those cards to the tableau, and the other is discarded. When both draw decks run out, the game is over and points are tallied. This combo game is uniquely challenging because you have scoring conditions from both games. You can’t focus on the city-side and let the country peter out, because at least one of the scoring condition cards calls for a country-specific goal. This combo pack takes the simplicity of both games and really ups the amount of strategy required for success. Definitely a combo I will be playing a lot!
All in all, how is Agropolis? The gameplay itself is simple, strategic, and satisfying to play. Although nearly identical to Sprawlopolis, the thematic differences and country-specific scoring conditions make the game feel new and refreshing. I absolutely love the 6-card combo pack to combine both games together. It just heightens the gameplay and strategic considerations, and takes it from a smaller game to something with a little more heft. Some people are all about that city life, but I think Agropolis will show you the beauty of the rural community. Be sure to check out the Kickstarter campaign, going live on Tuesday, September 29th!
The second book in the Faithful and the Fallen series continues straight on from Malice, and follows several different groups as they re-group from the events at the end of Malice (the siege of Ardan and the assault on the giant stronghold to capture one of the 7 treasures).
From there on each group goes on its own journey, but at times I found it hard to remember where they were going or why. Most of the original PoV characters return with some extras.
Maquin was a good addition as he tries to cope with losing his lord in the depths of the giant stronghold and battles on without a purpose, and ends up going on a really exciting journey.
Having Veradis no longer following Nathair, acting both as his first-sword and also as his conscience, was a bit of a challenge for me. I love the character of Veradis, and the shield wall method of battle he has developed, but struggle to see the point in him away from Nathair. At times it felt like there were events happening elsewhere in the world and one of the PoV characters had to witness them so he drew the short straw.
The focus of this book shifts away from Corban quite a bit: where Malice devoted almost every other chapter to his development and growth, here he becomes part of the richer story.
At times the events felt a little unbelievable - groups arriving at the same place at the right time, people just chancing upon others in a random clearing in the forest etc - and I found it a little jarring.
I found the characters a bit more well-defined than in the first book, but that could just be because some of the ones which were similar to others have now died. A number of the less pleasant characters though are still hard to distinguish - Jael, Rafe, Quinn, Morcant - all seem pretty interchangeable.
The story has moved along a bit but I feel the overall storyline is a little undefined as yet - it isn't clear what the end game is - there will be a battle between good and evil but there doesn't seem to be anything to do until then, other than try to stop it happening (but as the book itself says "it is prophesied so it will happen"), so the purpose seems to be damage limitation.
A good read and an improvement over Malice, but I still struggle to remember what each group is doing for the first page or so of their chapters.
From there on each group goes on its own journey, but at times I found it hard to remember where they were going or why. Most of the original PoV characters return with some extras.
Maquin was a good addition as he tries to cope with losing his lord in the depths of the giant stronghold and battles on without a purpose, and ends up going on a really exciting journey.
Having Veradis no longer following Nathair, acting both as his first-sword and also as his conscience, was a bit of a challenge for me. I love the character of Veradis, and the shield wall method of battle he has developed, but struggle to see the point in him away from Nathair. At times it felt like there were events happening elsewhere in the world and one of the PoV characters had to witness them so he drew the short straw.
The focus of this book shifts away from Corban quite a bit: where Malice devoted almost every other chapter to his development and growth, here he becomes part of the richer story.
At times the events felt a little unbelievable - groups arriving at the same place at the right time, people just chancing upon others in a random clearing in the forest etc - and I found it a little jarring.
I found the characters a bit more well-defined than in the first book, but that could just be because some of the ones which were similar to others have now died. A number of the less pleasant characters though are still hard to distinguish - Jael, Rafe, Quinn, Morcant - all seem pretty interchangeable.
The story has moved along a bit but I feel the overall storyline is a little undefined as yet - it isn't clear what the end game is - there will be a battle between good and evil but there doesn't seem to be anything to do until then, other than try to stop it happening (but as the book itself says "it is prophesied so it will happen"), so the purpose seems to be damage limitation.
A good read and an improvement over Malice, but I still struggle to remember what each group is doing for the first page or so of their chapters.
Janeeny (200 KP) rated Persuasion in Books
Jun 10, 2019
I’m always a little dubious about certain ‘Classics’. Give me a Charles Dickens or an HG Wells any day of the week and I’m happy. I become a little more dubious around what I call ‘society’ classics, like George Elliot and Jane Austen. It all stems from the time I read Middlemarch and found it to be a 900 page soap opera where NOTHING ACTUALLY HAPPENS!! Although so far I have never been disappointed by a Jane Austen novel, when I have to read a book that essentially revolves around social customs and classes I break out in a cold sweat! .
So I was a little apprehensive when my recommended book for the month from my Penguin Reading challenge was 'Persuasion', but at 249 pages I thought I’d just crack on and get it over with.
I was pleasantly surprised.
Persuasion is about a young woman named Anne Elliot who, previous to the beginning of the story, was betrothed to Naval Officer Frederick Wentworth, but broke it off after being 'persuaded' (see what they did there!) by her family and a close friend that the match was beneath her. It is seven years later and Anne discovers that Wentworth has returned and is, lamentably, involved in her social circle. What follows is a deep exploration of Anne's feelings, thoughts and regrets on the decision she made 7 years ago, and the circumstances that may allow her to make amends.
As I said before I haven’t been disappointed by a Jane Austen novel yet, and this one was no exception. It is essentially a ‘will they wont they’ story that does keep you guessing until the end. Whilst it is a basic storyline it is laced with little dramas that keep you engaged but do not overshadow the main story.
In the introduction in my book it says that Jane Austen once described Anne Elliot as “almost too good for me” I can understand what she means as Anne is a very self-effacing heroin. She puts others thoughts and needs before her own and has an equitable view of the world. Unfortunately in my eyes this does make her far too pliant, and whilst this aspect of her does lend to the back story of why she never married Wentworth seven years ago, when she is insulted and exploited by her family I did find myself wishing she had a little more gumption.
Aside from that I found it a very pleasant societal love story.
So I was a little apprehensive when my recommended book for the month from my Penguin Reading challenge was 'Persuasion', but at 249 pages I thought I’d just crack on and get it over with.
I was pleasantly surprised.
Persuasion is about a young woman named Anne Elliot who, previous to the beginning of the story, was betrothed to Naval Officer Frederick Wentworth, but broke it off after being 'persuaded' (see what they did there!) by her family and a close friend that the match was beneath her. It is seven years later and Anne discovers that Wentworth has returned and is, lamentably, involved in her social circle. What follows is a deep exploration of Anne's feelings, thoughts and regrets on the decision she made 7 years ago, and the circumstances that may allow her to make amends.
As I said before I haven’t been disappointed by a Jane Austen novel yet, and this one was no exception. It is essentially a ‘will they wont they’ story that does keep you guessing until the end. Whilst it is a basic storyline it is laced with little dramas that keep you engaged but do not overshadow the main story.
In the introduction in my book it says that Jane Austen once described Anne Elliot as “almost too good for me” I can understand what she means as Anne is a very self-effacing heroin. She puts others thoughts and needs before her own and has an equitable view of the world. Unfortunately in my eyes this does make her far too pliant, and whilst this aspect of her does lend to the back story of why she never married Wentworth seven years ago, when she is insulted and exploited by her family I did find myself wishing she had a little more gumption.
Aside from that I found it a very pleasant societal love story.
Nicole Hadley (380 KP) rated The Biggest Poutine in the World in Books
Jun 18, 2018
The Biggest Poutine in the World by Andrée Poulin is a cute, enjoyable, surprisingly emotional book about poutine and a world record attempt. I wish that the book had not ended so abruptly but it has a fantastic message and sympathetic and well-developed characters.
Our hero is twelve year old Thomas. His Mom disappeared on his fifth birthday. Dad has become withdrawn. Thomas feels abandoned. He develops a plan to put together the biggest poutine in the world in the hope that the attention that will draw will somehow lure his Mom back into his life. Three things gave me pause.
The book is loaded with sympathetic, supportive, decent real people who help and guide Thomas in the right direction. Thomas has a best friend, Sam, who is a real kid but is in fact a best friend. Thomas is extorted into taking on lonely Elie as a poutine project partner, and she turns out to be a lively, no-nonsense breath of fresh air. Sam's Mom, the city's mayor, Elie's Mom, and even the French Fry Guy are all adults who can see what's going on and provide gentle guidance and support. Finally, even Dad shows some spine. The effect of all of this is never sappy; it's upbeat and kind.
Thomas is insightful and the tale is told with great humor. As to Thomas, who narrates, we get a kid who may not be "real", but he feels real. I would suspect almost any middle grade reader would like and identify with this kid, which is most of the battle right there. Thomas has been dealt a bad hand, (his sense of abandonment, misplaced guilt, and anger is palpable, but he soldiers on pretty gamely and you root for him to get it together when his resolve wavers.
And, there is some very funny stuff that keeps us out of grim and depressing territory. The whole poutine project is a goof. Thomas and Sam have some great exchanges. Elie has a dry and deadpan style that keeps Thomas honest. A subplot involving the mayor's parrot, (don't ask), adds some slapstick. And behind it all you sense an author with a great command of the light and the dark and a good sense of how to ration them both out.
The upshot is that this is an honest, entertaining and very engaging story that I think would challenge, amuse and possibly touch a young reader. That's a nice combination.
I received this book from Annick Press via NetGalley in exchange for an honest review
Our hero is twelve year old Thomas. His Mom disappeared on his fifth birthday. Dad has become withdrawn. Thomas feels abandoned. He develops a plan to put together the biggest poutine in the world in the hope that the attention that will draw will somehow lure his Mom back into his life. Three things gave me pause.
The book is loaded with sympathetic, supportive, decent real people who help and guide Thomas in the right direction. Thomas has a best friend, Sam, who is a real kid but is in fact a best friend. Thomas is extorted into taking on lonely Elie as a poutine project partner, and she turns out to be a lively, no-nonsense breath of fresh air. Sam's Mom, the city's mayor, Elie's Mom, and even the French Fry Guy are all adults who can see what's going on and provide gentle guidance and support. Finally, even Dad shows some spine. The effect of all of this is never sappy; it's upbeat and kind.
Thomas is insightful and the tale is told with great humor. As to Thomas, who narrates, we get a kid who may not be "real", but he feels real. I would suspect almost any middle grade reader would like and identify with this kid, which is most of the battle right there. Thomas has been dealt a bad hand, (his sense of abandonment, misplaced guilt, and anger is palpable, but he soldiers on pretty gamely and you root for him to get it together when his resolve wavers.
And, there is some very funny stuff that keeps us out of grim and depressing territory. The whole poutine project is a goof. Thomas and Sam have some great exchanges. Elie has a dry and deadpan style that keeps Thomas honest. A subplot involving the mayor's parrot, (don't ask), adds some slapstick. And behind it all you sense an author with a great command of the light and the dark and a good sense of how to ration them both out.
The upshot is that this is an honest, entertaining and very engaging story that I think would challenge, amuse and possibly touch a young reader. That's a nice combination.
I received this book from Annick Press via NetGalley in exchange for an honest review
Ivana A. | Diary of Difference (1171 KP) rated Inner Demons (Peachville High Demons, #2) in Books
Jul 24, 2018
Inner Demons (The Shadow Demons Saga #2) - Sarra Cannon [BOOK REVIEW]
The review of the first book and this one can also be found on my blog - www.diaryofdifference.com
I greatly enjoyed Inner Demons - the second book from the Shadow Demons series. My sister seems to have a good taste in books - I am very glad I started the Tea's Wishlist Challenge.
Inner Demons continues right where Beautiful Demons end. Harper has been chosen to join the cheerleading team, which means instant popularity and people noticing here. But that’s not all - when you are a member of the cheerleading squad, you not only learn routines, dances and cheers. You also learn how to do magic!
The cheerleading team is the training squad for the magic learners that belong to the group of witches who are called the Order of Shadows. All these witches are powerful, and Harper has a special place in this team.
We get to see Harper discover a whole new world - a world that she didn’t really ask for. We are following her adventure in discovering how powerful she can be, but also how much pressure this role brings. Harper is awesome, by the way! And sometimes stupid.
The battle between the What-Is-Expected-Of-Me and Who-I-Really-Am is constantly there, and even though Harper is initially a brave girl - sometimes she loses herself into this whole new world. She is such a real character, because she is brave and wants justice, she wants to find out all the secrets, but then she becomes a coward for little things and the next thing we know - she goes into a very dangerous adventure.
I loved all the characters, especially Harper and Jackson ( I am #TeamJackson). In this book, you will also get to know Jackson better and find out a little bit about his spooky past. The flow of the story is so well written and even though it didn’t have major plot twists like the first book - it managed to answer a lot of questions I had, while still managing to bring up even more unanswered questions.
In this book Harper will witness a ceremony of her friend that will change the track of the whole book. When she realises that there are so many secrets that everyone is hiding from her - she will decide it’s time for her to seek them herself.
A lovely paranormal fantasy - filled in with a lot of magic, a wonderful plot behind it, and a fearless female character, I would definitely recommend this book and series. And don’t thank me - thank my sister!
I greatly enjoyed Inner Demons - the second book from the Shadow Demons series. My sister seems to have a good taste in books - I am very glad I started the Tea's Wishlist Challenge.
Inner Demons continues right where Beautiful Demons end. Harper has been chosen to join the cheerleading team, which means instant popularity and people noticing here. But that’s not all - when you are a member of the cheerleading squad, you not only learn routines, dances and cheers. You also learn how to do magic!
The cheerleading team is the training squad for the magic learners that belong to the group of witches who are called the Order of Shadows. All these witches are powerful, and Harper has a special place in this team.
We get to see Harper discover a whole new world - a world that she didn’t really ask for. We are following her adventure in discovering how powerful she can be, but also how much pressure this role brings. Harper is awesome, by the way! And sometimes stupid.
The battle between the What-Is-Expected-Of-Me and Who-I-Really-Am is constantly there, and even though Harper is initially a brave girl - sometimes she loses herself into this whole new world. She is such a real character, because she is brave and wants justice, she wants to find out all the secrets, but then she becomes a coward for little things and the next thing we know - she goes into a very dangerous adventure.
I loved all the characters, especially Harper and Jackson ( I am #TeamJackson). In this book, you will also get to know Jackson better and find out a little bit about his spooky past. The flow of the story is so well written and even though it didn’t have major plot twists like the first book - it managed to answer a lot of questions I had, while still managing to bring up even more unanswered questions.
In this book Harper will witness a ceremony of her friend that will change the track of the whole book. When she realises that there are so many secrets that everyone is hiding from her - she will decide it’s time for her to seek them herself.
A lovely paranormal fantasy - filled in with a lot of magic, a wonderful plot behind it, and a fearless female character, I would definitely recommend this book and series. And don’t thank me - thank my sister!
Sensitivemuse (246 KP) rated Empire of Ruins in Books
Aug 15, 2018
Keeps Getting Better
Contains spoilers, click to show
***Possible spoilers you’ve been warned***
This series is so consistent and does not disappoint. So we covered the city, we covered the sea in the second book. Now it’s time to go into the deep jungles and go on an exciting adventure that involves natives, flying ships, an Egyptian temple placed in Australia (I know right?), which results in an Indiana Jones type of adventure but involves secret agents, spies, and horrible clockwork falcons that can kill.
You can’t get more exciting than this. It starts off at a good pace and it’s steady. I enjoyed how during the ‘down times’ there is focus on Modo and Octavia’s character development. Modo still has some childish characteristics in him but as the novel progresses he slowly gets over that and the change stands out. You really do feel for him as his appearance starts to affect him, especially with his relationship with Octavia. His encounter with the natives help him to be comfortable in his own skin and I think because of this he starts acting more headstrong and does the talk back to Mr Socrates (which was a great scene to read. Wowwweee Modo, you do that clap back because Mr Socrates sure can’t take it haha)
I felt for Modo when he reveals his true likeness to Octavia. I get where she’s coming from though. She had this mental picture of Modo and it was nothing like the real thing so of course she wouldn’t know how to react. It hurt to read though. I couldn’t even imagine how crush Modo would have felt considering how much he feels for Octavia.
The plot in itself was super good and filled with action during the last half of the novel. The bad guys run with their tail between their legs in this one (enjoyable to read no doubt) but they come back with a vengeance towards the end. I rather expected the temple to be a little more of a challenge to go through (more traps please) but then perhaps that would prolong the adventure just a little too much.
I’m wanting to know what’s going to happen between Modo and Mr Socrates considering they had a falling out in the novel. This is going to get good and I hope the fourth and final novel will close this on a good note. Greatly recommend this series so far, pick it up and enjoy! It’s a great adventure!
This series is so consistent and does not disappoint. So we covered the city, we covered the sea in the second book. Now it’s time to go into the deep jungles and go on an exciting adventure that involves natives, flying ships, an Egyptian temple placed in Australia (I know right?), which results in an Indiana Jones type of adventure but involves secret agents, spies, and horrible clockwork falcons that can kill.
You can’t get more exciting than this. It starts off at a good pace and it’s steady. I enjoyed how during the ‘down times’ there is focus on Modo and Octavia’s character development. Modo still has some childish characteristics in him but as the novel progresses he slowly gets over that and the change stands out. You really do feel for him as his appearance starts to affect him, especially with his relationship with Octavia. His encounter with the natives help him to be comfortable in his own skin and I think because of this he starts acting more headstrong and does the talk back to Mr Socrates (which was a great scene to read. Wowwweee Modo, you do that clap back because Mr Socrates sure can’t take it haha)
I felt for Modo when he reveals his true likeness to Octavia. I get where she’s coming from though. She had this mental picture of Modo and it was nothing like the real thing so of course she wouldn’t know how to react. It hurt to read though. I couldn’t even imagine how crush Modo would have felt considering how much he feels for Octavia.
The plot in itself was super good and filled with action during the last half of the novel. The bad guys run with their tail between their legs in this one (enjoyable to read no doubt) but they come back with a vengeance towards the end. I rather expected the temple to be a little more of a challenge to go through (more traps please) but then perhaps that would prolong the adventure just a little too much.
I’m wanting to know what’s going to happen between Modo and Mr Socrates considering they had a falling out in the novel. This is going to get good and I hope the fourth and final novel will close this on a good note. Greatly recommend this series so far, pick it up and enjoy! It’s a great adventure!