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Eleanor Luhar (47 KP) rated Nothing Tastes as Good in Books
Jun 24, 2019
I happened to see this book by chance, in my local library. I was drawn to it because it's cover, it's title - I'm anorexic, and I happen to be drawn to things relating to mental health. It doesn't expressly say on it that it's about anorexia, but the cover made it pretty obvious to me. A warning to anyone that wants to read it: it's hard. If you suffer from something like this, like me, then you will probably have difficulty reading something so close to home. Especially if you're recovering. But it gets better. (I mean the book; I'm not using that "life gets better" crap.)
So Annabel is dead. I'm studying The Lovely Bones at school so the whole beyond-death narration isn't that special to me now. But Hennessy does it pretty differently to Sebold.
We don't know much about Annabel, not at first. But we begin to learn about her while she helps her assigned "soul-in-need" - The Boss (definitely not God) has promised her a final communication with her family if she helps Julia. And this looks easy, at first - Julia is from Annabel's old school, with a loving family and good grades. Everything is fine, except she's fat. Annabel thinks this should be easy - after all, she's an expert in weight loss. She lost weight until she died.
But Annabel soon finds out that Julia's issues are a whole lot more complex than her weight. At first, losing weight helps. But then her old scars come back to haunt her, and Annabel realises that maybe losing weight isn't going to fix all her problems.
Aside from the obvious issue, this book does talk about a lot of important topics. It covers friendships and relationships, like most YA novels do, but it also combats ideas on feminism, affairs with older men, and people all having their own hidden demons.
At first, I wasn't keen on Annabel. I wanted to like her - I felt I should, because I could relate to her story so much. But she was a bitch. She wanted other people to be like her, and rather than encouraging recovery and health and happiness, she shared tipped on weight loss. It really did hurt to read. Her ideas on "perfection" and being weak for eating just really hit a nerve for me. Not because it was wrong (though I'd never encourage an eating disorder in someone else), but because it's exactly how I'd think about myself. Her behaviours, her worries, her anger - they were so real.
But Annabel, despite being dead, grows alongside Julia. Yes, she tells Julia to starve herself and run on an empty stomach and hate herself, but eventually she starts to feel for her. She wants Julia to combat her issues, to actually be happy. And she realises, despite having been so upset with her old friends for recovering, that maybe she wasted her life. Maybe she could have been something more, rather than striving to be less.
I found this really emotional. Annabel's love for her sister, the sister she neglected for years while she was focused on her goals, and the future she cut short. The way Julia's life changed when her passion for writing and journalism was overtaken by her obsession with food, calories, exercise. It's so real and so sad. And the ending isn't "happily ever after" - Annabel's still dead, Julia's in counselling - but it's real. It gives hope that things can change, that Julia can really achieve happiness.
At first, I didn't like this that much. I know Annabel is just a character, but I just didn't like her. She was one of those girls that makes anorexia sound like a choice, a lifestyle, and I hated that. But later she realises she is sick, and I actually felt sorry for her. I was sorry that she had been brainwashed by her illness into believing she was doing what was right.
The only reason I'm giving just 4.5 stars to this book is because Annabel was a bitch. Yes, she is a character, and yes, she grows considerably throughout the novel, but her encouragement of EDs just drove me insane. Personal pet peeve, I guess.
So Annabel is dead. I'm studying The Lovely Bones at school so the whole beyond-death narration isn't that special to me now. But Hennessy does it pretty differently to Sebold.
We don't know much about Annabel, not at first. But we begin to learn about her while she helps her assigned "soul-in-need" - The Boss (definitely not God) has promised her a final communication with her family if she helps Julia. And this looks easy, at first - Julia is from Annabel's old school, with a loving family and good grades. Everything is fine, except she's fat. Annabel thinks this should be easy - after all, she's an expert in weight loss. She lost weight until she died.
But Annabel soon finds out that Julia's issues are a whole lot more complex than her weight. At first, losing weight helps. But then her old scars come back to haunt her, and Annabel realises that maybe losing weight isn't going to fix all her problems.
Aside from the obvious issue, this book does talk about a lot of important topics. It covers friendships and relationships, like most YA novels do, but it also combats ideas on feminism, affairs with older men, and people all having their own hidden demons.
At first, I wasn't keen on Annabel. I wanted to like her - I felt I should, because I could relate to her story so much. But she was a bitch. She wanted other people to be like her, and rather than encouraging recovery and health and happiness, she shared tipped on weight loss. It really did hurt to read. Her ideas on "perfection" and being weak for eating just really hit a nerve for me. Not because it was wrong (though I'd never encourage an eating disorder in someone else), but because it's exactly how I'd think about myself. Her behaviours, her worries, her anger - they were so real.
But Annabel, despite being dead, grows alongside Julia. Yes, she tells Julia to starve herself and run on an empty stomach and hate herself, but eventually she starts to feel for her. She wants Julia to combat her issues, to actually be happy. And she realises, despite having been so upset with her old friends for recovering, that maybe she wasted her life. Maybe she could have been something more, rather than striving to be less.
I found this really emotional. Annabel's love for her sister, the sister she neglected for years while she was focused on her goals, and the future she cut short. The way Julia's life changed when her passion for writing and journalism was overtaken by her obsession with food, calories, exercise. It's so real and so sad. And the ending isn't "happily ever after" - Annabel's still dead, Julia's in counselling - but it's real. It gives hope that things can change, that Julia can really achieve happiness.
At first, I didn't like this that much. I know Annabel is just a character, but I just didn't like her. She was one of those girls that makes anorexia sound like a choice, a lifestyle, and I hated that. But later she realises she is sick, and I actually felt sorry for her. I was sorry that she had been brainwashed by her illness into believing she was doing what was right.
The only reason I'm giving just 4.5 stars to this book is because Annabel was a bitch. Yes, she is a character, and yes, she grows considerably throughout the novel, but her encouragement of EDs just drove me insane. Personal pet peeve, I guess.

Puzzle Game for Kids! Create&Play! FREE
Games and Education
App
Assemble these cute forest animals out of colorful parts and watch them come to life right under...

Darren (1599 KP) rated A Lonely Place to Die (2011) in Movies
Jun 20, 2019
Story: A Lonely Place to Die starts as we three climbers Rob (Newman), Ed (Speleers) and Alison (George) showing just how extreme their love for climber is when we see them avoid disaster following an accident. Returning to their holiday trip the friends meet up with fellow climbers Jenny (Magowan) and Alex (Sweeney) to prepare for the biggest climb of their trip.
Heading out on the next day of climbing the friends find a mysterious breathing pipe where they discover a young girl Anna (Boyd) locked in a hole in the ground. Deciding to do the right thing they split up to get help with Alison and Rob heading to Devil’s Drop to get to the village quicker while the rest take Anna for a safe place to wait for rescue.
When one of their own is killed the remaining friends find themselves being hunted down by Mr Kidd (Harris) & Mr Mcrae (McCole) who are after Anna, the friends have to use all their climbing and survival skills to escape this deadly situation.
A Lonely Place to Die is a thriller that goes on to keep the storyline twists coming, the idea of finding a girl trapped in the woods and being hunted down is an easy story and would easily have been enough but adding in the idea of kidnapping hand over works really well. This does mean the introduction too all of the original characters comes off almost pointless because most of them are just disposable but it does get saved with the final act tension. This is one I do feel people will enjoy and with this many twists it never actually gets confusing.
Actor Review
Melissa George: Allison is the experienced climber on a climbing holiday with friends, we see how she can handle herself in the extreme conditions early on but when we see her and her friends find a young girl in the middle of the forest she must find a way out of the mountain range to save the girl. Melissa is always a strong lead in film but I was never sure of her accent in this one.
Ed Speleers: Ed is the least experienced member of the friends that Allison has bought along on the trip, he is reckless but we see how he will do the right thing when needed. Ed is a solid supporting choice but lacks that final moment.
Sean Harris: Mr Kidd is one of the two men hunting the friends down, he is very psychotic as we see him happily watch people die. This is a very good villain because we see his greed and complete lack of care showing through. Sean is good in this role where we see just how twisted his character gets.
Karel Roden: Darko is dealing with Mr Kidd, he is a victim as it is Anna that has been kidnapped for a ransom. He has come prepared to get revenge on the people involved. Karel is good in this role as we see his change as we learn his real position in the situation.
Support Cast: A Lonely Place to Die has a good supporting cast that all do their jobs to make this an edge of your seat ride.
Director Review: Julian Gilbey –
Action: A Lonely Place to Die has a lot of survival action with chasing, climbing and gun fights happening.
Crime: A Lonely Place to Die puts us in the middle of the kidnapping so we actually feel like the one of the climbers stuck in the middle.
Thriller: A Lonely Place to Die keeps us on edge through the whole film as we wonder who will make it out alive.
Settings: A Lonely Place to Die has the first half in the middle of the Scottish Highlands with no means on communication while being chased really does work and the festival finale is a good close for the chaos.
Special Effects: A Lonely Place to Die has good effects when needed but isn’t a film that turns to them.
Suggestion: A Lonely Place to Die is one I think people should watch, I think it is intense thriller with nicely handled twists. (Watch)
Best Part: The twists.
Worst Part: A few loose ends at the end.
Believability: No
Chances of Tears: No
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Budget: $4 Million
Runtime: 1 Hour 39 Minutes
Tagline: Out there, there’s nowhere to hide
Overall: Enjoyable thriller that keeps us on edge throughout.
https://moviesreview101.com/2016/08/06/melissa-george-weekend-a-lonely-place-to-die-2011/
Heading out on the next day of climbing the friends find a mysterious breathing pipe where they discover a young girl Anna (Boyd) locked in a hole in the ground. Deciding to do the right thing they split up to get help with Alison and Rob heading to Devil’s Drop to get to the village quicker while the rest take Anna for a safe place to wait for rescue.
When one of their own is killed the remaining friends find themselves being hunted down by Mr Kidd (Harris) & Mr Mcrae (McCole) who are after Anna, the friends have to use all their climbing and survival skills to escape this deadly situation.
A Lonely Place to Die is a thriller that goes on to keep the storyline twists coming, the idea of finding a girl trapped in the woods and being hunted down is an easy story and would easily have been enough but adding in the idea of kidnapping hand over works really well. This does mean the introduction too all of the original characters comes off almost pointless because most of them are just disposable but it does get saved with the final act tension. This is one I do feel people will enjoy and with this many twists it never actually gets confusing.
Actor Review
Melissa George: Allison is the experienced climber on a climbing holiday with friends, we see how she can handle herself in the extreme conditions early on but when we see her and her friends find a young girl in the middle of the forest she must find a way out of the mountain range to save the girl. Melissa is always a strong lead in film but I was never sure of her accent in this one.
Ed Speleers: Ed is the least experienced member of the friends that Allison has bought along on the trip, he is reckless but we see how he will do the right thing when needed. Ed is a solid supporting choice but lacks that final moment.
Sean Harris: Mr Kidd is one of the two men hunting the friends down, he is very psychotic as we see him happily watch people die. This is a very good villain because we see his greed and complete lack of care showing through. Sean is good in this role where we see just how twisted his character gets.
Karel Roden: Darko is dealing with Mr Kidd, he is a victim as it is Anna that has been kidnapped for a ransom. He has come prepared to get revenge on the people involved. Karel is good in this role as we see his change as we learn his real position in the situation.
Support Cast: A Lonely Place to Die has a good supporting cast that all do their jobs to make this an edge of your seat ride.
Director Review: Julian Gilbey –
Action: A Lonely Place to Die has a lot of survival action with chasing, climbing and gun fights happening.
Crime: A Lonely Place to Die puts us in the middle of the kidnapping so we actually feel like the one of the climbers stuck in the middle.
Thriller: A Lonely Place to Die keeps us on edge through the whole film as we wonder who will make it out alive.
Settings: A Lonely Place to Die has the first half in the middle of the Scottish Highlands with no means on communication while being chased really does work and the festival finale is a good close for the chaos.
Special Effects: A Lonely Place to Die has good effects when needed but isn’t a film that turns to them.
Suggestion: A Lonely Place to Die is one I think people should watch, I think it is intense thriller with nicely handled twists. (Watch)
Best Part: The twists.
Worst Part: A few loose ends at the end.
Believability: No
Chances of Tears: No
Chances of Sequel: No
Post Credits Scene: No
Oscar Chances: No
Budget: $4 Million
Runtime: 1 Hour 39 Minutes
Tagline: Out there, there’s nowhere to hide
Overall: Enjoyable thriller that keeps us on edge throughout.
https://moviesreview101.com/2016/08/06/melissa-george-weekend-a-lonely-place-to-die-2011/

The Strategy Builder: How to Create and Communicate More Effective Strategies
Duncan Angwin and Stephen Cummings
Book
A visual and interactive guide to building and communicating strategies that actually work YOUR...

Kyera (8 KP) rated The Circle in Books
Feb 1, 2018
Even a day after finishing The Circle by Dave Eggers, Im still not quite sure how I feel about the book. The story follows Mae, a young twenty-something year old as she gets a job at the Circle the biggest tech company around. Theyve essentially outperformed, purchased and influenced their competition like Google, Facebook and Apple and have become dominant in the field. The plot progresses as the company invents more and more ways to progress technology and access to knowledge.
I didnt find any of the characters in this book particularly likable. In fact, I really didnt connect with or like the main character at all. She seemed to have no backbone, became very defensive and accusatory with no motivation, meddled in other peoples private affairs, and made some terrible decisions in her life. Her choices throughout the book were very frustrating, as she succumbed to bad decision making, alienated her family, and pushed away her true friends.
For me, this book was very stress-inducing. Just Maes job in customer service became overwhelming very quickly. When she was introduced to her job, her desk and her coworkers, it was explained to her that she would have multiple points of contact that she must keep her focus on. Her first screen was for her work and interaction with customers, where she would respond to their queries and assist them with problems. The second screen was for inter-office communication (which was constant) between her and her colleagues. That in and of itself was overwhelming, but she was also told that she had to pay attention to her phone on her desk and the health monitor/smart watch type device on her wrist. As if that wasnt enough, over time the number of screens that were installed at her desk multiplied and became completely overwhelming to me as the reader. Just attempting to imagine having to deal with that was stressing me out a little.
As the book progressed, it reminded me more and more of 1984 and Big Brother. One of the first things that horrified me was the installation of cameras across the globe, although it was touted as a way to disseminate information and curb crime I could only think of the implications. What happened to personal privacy? As an introvert, the ideas put forth in the Circle were incredibly hard to accept. Circle membership grew, voting became mandatory and privacy all but disappeared. What makes the book even more hard-hitting and thought provoking is that the ideas in the book are the way that the world is currently progressing.
The book and its ideas definitely force you to think about the state of the world today, our reliance on technology and willingness to put so much information about ourselves out there in the world. Just as a slight spoiler, in the next paragraph I will discuss my feelings about the conclusion of the book. If you dont want to know whether they followed the path of Big Brother or rebelled, please just skip that paragraph and continue reading after that.
<spoiler>The entire book, I was expecting there to be a lesson about the overwhelming power of technology, our loss of privacy and the worlds discovery that this is not the way to live. There is a line that perhaps we should not cross and continuing on the path the Circle is taking is crossing that line. Unfortunately, that is not what happened in the book. In the end, the Circles way of being with no privacy, a world monopoly and forced participation in everything was accepted, wholeheartedly. I was baffled and so I have no idea how I feel about the book. It seemed like it was a technological horror, warning humanity but the acceptance at the end makes me question the purpose of the book. </spoiler>
One of my problems with the book may just stem from the issue of converting the book into eBook form and not formatting it well. As I have never paged through a physical copy, I dont know what the book is supposed to look like but beyond basic paragraph formatting there was no delineation between sections in my copy. Scene changes would occur where the day, location or character being interacted with would change and it caused a split-second of confusion. There were no chapters and no page breaks. The only formatting I had in my copy where the headings for book 1, 2, and 3. Again, this may just be my copy and if so I dont want to fault the book but if the physical book is like that, then I take issue with the formatting. It doesnt look professional and affects the readability of the book.
This book definitely forces you to think and may cause a few nightmares depending upon how you feel about technology, just be warned. Overall, I would recommend this book but to adult readers as it is not a young adult book.
I didnt find any of the characters in this book particularly likable. In fact, I really didnt connect with or like the main character at all. She seemed to have no backbone, became very defensive and accusatory with no motivation, meddled in other peoples private affairs, and made some terrible decisions in her life. Her choices throughout the book were very frustrating, as she succumbed to bad decision making, alienated her family, and pushed away her true friends.
For me, this book was very stress-inducing. Just Maes job in customer service became overwhelming very quickly. When she was introduced to her job, her desk and her coworkers, it was explained to her that she would have multiple points of contact that she must keep her focus on. Her first screen was for her work and interaction with customers, where she would respond to their queries and assist them with problems. The second screen was for inter-office communication (which was constant) between her and her colleagues. That in and of itself was overwhelming, but she was also told that she had to pay attention to her phone on her desk and the health monitor/smart watch type device on her wrist. As if that wasnt enough, over time the number of screens that were installed at her desk multiplied and became completely overwhelming to me as the reader. Just attempting to imagine having to deal with that was stressing me out a little.
As the book progressed, it reminded me more and more of 1984 and Big Brother. One of the first things that horrified me was the installation of cameras across the globe, although it was touted as a way to disseminate information and curb crime I could only think of the implications. What happened to personal privacy? As an introvert, the ideas put forth in the Circle were incredibly hard to accept. Circle membership grew, voting became mandatory and privacy all but disappeared. What makes the book even more hard-hitting and thought provoking is that the ideas in the book are the way that the world is currently progressing.
The book and its ideas definitely force you to think about the state of the world today, our reliance on technology and willingness to put so much information about ourselves out there in the world. Just as a slight spoiler, in the next paragraph I will discuss my feelings about the conclusion of the book. If you dont want to know whether they followed the path of Big Brother or rebelled, please just skip that paragraph and continue reading after that.
<spoiler>The entire book, I was expecting there to be a lesson about the overwhelming power of technology, our loss of privacy and the worlds discovery that this is not the way to live. There is a line that perhaps we should not cross and continuing on the path the Circle is taking is crossing that line. Unfortunately, that is not what happened in the book. In the end, the Circles way of being with no privacy, a world monopoly and forced participation in everything was accepted, wholeheartedly. I was baffled and so I have no idea how I feel about the book. It seemed like it was a technological horror, warning humanity but the acceptance at the end makes me question the purpose of the book. </spoiler>
One of my problems with the book may just stem from the issue of converting the book into eBook form and not formatting it well. As I have never paged through a physical copy, I dont know what the book is supposed to look like but beyond basic paragraph formatting there was no delineation between sections in my copy. Scene changes would occur where the day, location or character being interacted with would change and it caused a split-second of confusion. There were no chapters and no page breaks. The only formatting I had in my copy where the headings for book 1, 2, and 3. Again, this may just be my copy and if so I dont want to fault the book but if the physical book is like that, then I take issue with the formatting. It doesnt look professional and affects the readability of the book.
This book definitely forces you to think and may cause a few nightmares depending upon how you feel about technology, just be warned. Overall, I would recommend this book but to adult readers as it is not a young adult book.

Purple Phoenix Games (2266 KP) rated Mysterium in Tabletop Games
Jul 6, 2019
Murder! A poor soul has been murdered in this house, and the homeowner has hired a group of mediums to solve the crime and give the spirit peace. One problem – the ghost can’t remember for sure who did it! Through a seance, the ghost sends visions to the mediums to lead them to potential suspects, crime scenes, and murder weapons. It is up to the mediums to work together and decipher the visions, narrow down the field, and find the criminal! Time is limited however – unless the culprit is caught in 7 hours, the magic of the seance will run out and the crime will remain a mystery!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.

Kyera (8 KP) rated Eliza and Her Monsters in Books
Jan 31, 2018
I always read before I go to bed, so last night I decided to pick up Eliza and Her Monsters by Francesca Zappia. I fell in love and before I knew it, I was 50% done but I thought I could read for another 15 or so minutes – that turned into me finishing the book at midnight. I don’t regret a thing. This is a mental health book that deals with trauma, anxiety, and depression, so I would just like to give all readers a trigger warning. I personally felt that it was beautifully written, but not everyone will feel the same way so I suggest a level of caution if you think you may be triggered by these things. I wouldn’t want anyone to feel harmed by this book or any book.
Just a warning, I do talk about the relationships in this book as well as some plot points. I don’t discuss anything that wasn’t mentioned in the synopsis on the book or Goodreads, but if you haven’t read those then this is your spoiler warning.
Our main character is Eliza, the anonymous creator of the famous webcomic Monsterous Seas. She has always been more comfortable online than dealing with the real world, or real people. All of her friends are online. She has always kept her identity a secret and as the popularity of her work has grown, the fervor to learn her identity has as well.
Eliza has always been content to spend her days in school drawing and talking to no one – that is until there is a new guy in school, Wallace. Against all odds, he is a fan of Monsterous Seas and actually writes fan fiction about it. It doesn’t take long before they become friends and Wallace gets Eliza to come a little more out of her shell. Their friendship was so precious and I loved watching them bond over a story that was so important to each of their lives.
The romance aspect of the book also made me super happy – I legitimately was smiling every time they were super cute together. Even though they each had their issues to deal with, they didn’t push each other past their respective lines of security. They were supportive of one another and I think that Wallace was the perfect foil for Eliza. Yes, they had their troubles but at the end of the day, they were there for one another.
The family dynamic was completely relatable if frustrating at times. Eliza’s parents don’t truly understand what her webcomic is or how famous it is, which causes a lot of friction within the family. Her parents want to understand her more, but Eliza is very closed and protective of herself. While they may not understand the importance of it even if she took the time to explain it and what it means to the world, she doesn’t even give them the chance. Eliza is defensive and her lack of communication is what ultimately leads to the worst crisis she experiences, despite her parent's well-meaning intentions.
The most heart-warming part of the novel was the scene in which one of her brothers stood up for her and supported Eliza. It was such a precious moment and it was nice to see a positive familial connection being formed. Eliza learns throughout the novel that she never gave her family a chance and that maybe she doesn’t really know them. The growth that she experiences over the course of the novel was wonderful to see and gives you hope that (although she’s fictional) perhaps things will change for the better with her family and her life.
As a person who feels infinitely more comfortable talking to someone over the internet than in person, there were many times that I related to Eliza. I completely understand the anxiety of talking to another person, even one-on-one. I cannot imagine the stress and havoc the reveal of your identity to millions of people would have on your psyche and body. My heart broke when we found out her identity was exposed because Francesca wrote a character so real that we could feel her horror and destruction.
There was also some diversity in this book, although it wasn’t as explored as it could have been. Wallace’s family is a unique situation and I would have loved to learn more about them, but understand that it would have slowed down the pacing of the novel. I can’t say more because I don’t want this to have actual spoilers, so just go read the book. While it is not explicitly mentioned in the book, the author wrote in a tweet that she wished her portrayal of ace/demi sexuality was truly addressed. I think that would have brought a wonderful level of diversity that we don’t normally see in books and could use more of.
If it wasn’t clear from my ‘I read it in one sitting into the wee hours of the night’ tale, I absolutely loved this book. It was very relatable and as an introverted fangirl myself, I personally felt represented by this book. Even though I didn’t know about it before it was published, I definitely expect it to make my best of 2017 list. It is a contemporary that, in my opinion, honestly and respectfully tackles mental illness, family relationships and is so wonderfully written that I hope you fall in love with it as well.
Just a warning, I do talk about the relationships in this book as well as some plot points. I don’t discuss anything that wasn’t mentioned in the synopsis on the book or Goodreads, but if you haven’t read those then this is your spoiler warning.
Our main character is Eliza, the anonymous creator of the famous webcomic Monsterous Seas. She has always been more comfortable online than dealing with the real world, or real people. All of her friends are online. She has always kept her identity a secret and as the popularity of her work has grown, the fervor to learn her identity has as well.
Eliza has always been content to spend her days in school drawing and talking to no one – that is until there is a new guy in school, Wallace. Against all odds, he is a fan of Monsterous Seas and actually writes fan fiction about it. It doesn’t take long before they become friends and Wallace gets Eliza to come a little more out of her shell. Their friendship was so precious and I loved watching them bond over a story that was so important to each of their lives.
The romance aspect of the book also made me super happy – I legitimately was smiling every time they were super cute together. Even though they each had their issues to deal with, they didn’t push each other past their respective lines of security. They were supportive of one another and I think that Wallace was the perfect foil for Eliza. Yes, they had their troubles but at the end of the day, they were there for one another.
The family dynamic was completely relatable if frustrating at times. Eliza’s parents don’t truly understand what her webcomic is or how famous it is, which causes a lot of friction within the family. Her parents want to understand her more, but Eliza is very closed and protective of herself. While they may not understand the importance of it even if she took the time to explain it and what it means to the world, she doesn’t even give them the chance. Eliza is defensive and her lack of communication is what ultimately leads to the worst crisis she experiences, despite her parent's well-meaning intentions.
The most heart-warming part of the novel was the scene in which one of her brothers stood up for her and supported Eliza. It was such a precious moment and it was nice to see a positive familial connection being formed. Eliza learns throughout the novel that she never gave her family a chance and that maybe she doesn’t really know them. The growth that she experiences over the course of the novel was wonderful to see and gives you hope that (although she’s fictional) perhaps things will change for the better with her family and her life.
As a person who feels infinitely more comfortable talking to someone over the internet than in person, there were many times that I related to Eliza. I completely understand the anxiety of talking to another person, even one-on-one. I cannot imagine the stress and havoc the reveal of your identity to millions of people would have on your psyche and body. My heart broke when we found out her identity was exposed because Francesca wrote a character so real that we could feel her horror and destruction.
There was also some diversity in this book, although it wasn’t as explored as it could have been. Wallace’s family is a unique situation and I would have loved to learn more about them, but understand that it would have slowed down the pacing of the novel. I can’t say more because I don’t want this to have actual spoilers, so just go read the book. While it is not explicitly mentioned in the book, the author wrote in a tweet that she wished her portrayal of ace/demi sexuality was truly addressed. I think that would have brought a wonderful level of diversity that we don’t normally see in books and could use more of.
If it wasn’t clear from my ‘I read it in one sitting into the wee hours of the night’ tale, I absolutely loved this book. It was very relatable and as an introverted fangirl myself, I personally felt represented by this book. Even though I didn’t know about it before it was published, I definitely expect it to make my best of 2017 list. It is a contemporary that, in my opinion, honestly and respectfully tackles mental illness, family relationships and is so wonderfully written that I hope you fall in love with it as well.

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Purple Phoenix Games (2266 KP) rated Mass Transit in Tabletop Games
May 13, 2021
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?
Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.
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, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).
The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.
If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.
All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.
Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.
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, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).
The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.
If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.
All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.
Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.