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Bookshop At Water's End
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Bonny Blankenship’s most treasured memories are of idyllic summers spent in Watersend, South...
Paul Kellett (118 KP) rated Snowdonia in Tabletop Games
May 4, 2019
Great replayability (2 more)
Good solo mode
Plenty of expansions
Fiddly set up (1 more)
Worker placement suffers a bit at 5 players
It's a train game, isn't it.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Lindsay (1779 KP) rated Dead on Ice (A Lovers in Crime Mystery #1) in Books
Sep 8, 2017
Dead on Ice is the first book that brings Joshua Thornton and his new girlfriend Cameron Gates together. This being that Cameron Gates is on the scene and investing Thorntons cousin home and finds a bomb in the home. Who planted it? Also who planted Cherry Pickens in the freezer in Joshua Thornton cousin Albert home.
Joshua goes along with Cameron while she investigates Cherry Pickens and then runs to have to solve Angie's murder. They do quite a few things. Donny gets involved a bit as well. What would all of Cherry Pickens friends want her dead? Cameron Gates has to figure out who and why all would want Angie and Cherry dead?
There are twists and turns to the end. Suspects are all over town in Hancock county. Will they find the killer of both Angie and Cherry? You will want to read to find out.
Lauren Carr is one talented writer. She brings you along to find out who the killer is. One thing I love about her mysteries is that you never know who the murderer is? I have read a few of her books already and reviewed a few of them. You are welcome to read my reviews that are part of this audiobook palooza. My reviews are Cancelled Vows, A Fine Year for Murder, Killer in the Band, The Murders at Astaire Castle, Candidate for Murder, 3 Days to Forever, Kill and Run, Old Love Die Hard, 12 To Murder, Open Season for Murder.
Joshua goes along with Cameron while she investigates Cherry Pickens and then runs to have to solve Angie's murder. They do quite a few things. Donny gets involved a bit as well. What would all of Cherry Pickens friends want her dead? Cameron Gates has to figure out who and why all would want Angie and Cherry dead?
There are twists and turns to the end. Suspects are all over town in Hancock county. Will they find the killer of both Angie and Cherry? You will want to read to find out.
Lauren Carr is one talented writer. She brings you along to find out who the killer is. One thing I love about her mysteries is that you never know who the murderer is? I have read a few of her books already and reviewed a few of them. You are welcome to read my reviews that are part of this audiobook palooza. My reviews are Cancelled Vows, A Fine Year for Murder, Killer in the Band, The Murders at Astaire Castle, Candidate for Murder, 3 Days to Forever, Kill and Run, Old Love Die Hard, 12 To Murder, Open Season for Murder.
Suggs recommended Back to Black by Amy Winehouse in Music (curated)
28-Day Plant-Powered Health Reboot: Reset Your Body, Lose Weight, Gain Energy & Feel Great
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Reset Your Body with Plant-Powered Eating With this one-of-a-kind guide to plant-based eating, it...
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Recipes - cookbook - the recipe collection with step-by-step instructions: - Quick-to-make dishes;...
Sophia (Bookwyrming Thoughts) (530 KP) rated A Faerie's Revenge in Books
Jan 23, 2020
ARC provided by the author.
Original Rating: 4.5 out of 5
This review and more can be found at <a href="http://www.bookwyrmingthoughts.com/2015/11/arc-review-a-faeries-revenge-by-rachel-morgan.html">Bookwyrming Thoughts</a>
All formatting is lost.
The fifth book in Rachel Morgan's Creepy Hollow series just further proves books four and beyond (however long this one will last) are so much better than the first three books. After the daytime drama-like ending Morgan leaves us back in A Faerie's Secret, we're brought straight back to Creepy Hollow to find Calla Larkenwood in a pretty miserable and "I don't give a care but I'm going to act like I do" state.
My mother watches too much Days of Our Lives (and Dateline). Lupe and I say it just makes her more overprotective because she thinks it's based off of real events. (Dateline is. Days of Our Lives probably is, but it's most likely exaggerated.)
However, by the end of the book, I find I like Calla as a character far more than I ever liked Violet. Calla is like Violet in a lot of ways (have I mentioned this when I reviewed the fourth book?) she's ambitious and kicks faerie butt, but I feel she's more well-rounded than Violet (not that Violet wasn't well-rounded). Calla's afraid of a little thing like claustrophobia, while Violet is completely fearless. To be honest, I don't think I even remember Violet ever being afraid of anything (aside from losing her loved ones), and here's Calla, squeaking over narrow spaces. More things, bad things, happen to Calla, and I absolutely love it.
I know. You must be worried about me now. You'll have to line up behind my mom and Lupe and a few other people who know me very well, which turns out to be very few.
I also find that I miss Oryn so much from the first three books because he just goes straight to the point (and he made things entertaining).
<blockquote>The awkward moment in which I discover that both my wife and my sister have made out with the same guy.</blockquote>
Of course, by books four and five, most of the characters from the first three are pretty much just starting their future with sparkling baby faeries (I imagine them to be much more adorable). Meanwhile, Calla is still getting treated poorly by her trainer (who is really just playing favoritism possibly due to jealousy) and getting flashbacks/nightmares in the midst of dreams from Gaius trying to tell her something.
And murder. Lovely, lovely murder where Calla gets framed and accused for it. It's also by this point where Calla is confronted with the question, as Oryn so fabulously points out, "Why did you really want to join the guild? The guild, or the representation?" (See? He gets straight to the point.)
But in a nutshell, A Faerie's Revenge is really just revenge of the past something that happened ten years ago and that person wants everyone to pay. How that person will do it (and how Calla is connected) is currently unknown, but it's official: you'll definitely want to read the first three books or you'll be spoiled and possibly lost.
<blockquote>Maybe theres no such thing as good guys and bad guys after all. Not when the good guys fail to see whats wrong, and the bad guys are the ones who end up helping you.</blockquote>
Original Rating: 4.5 out of 5
This review and more can be found at <a href="http://www.bookwyrmingthoughts.com/2015/11/arc-review-a-faeries-revenge-by-rachel-morgan.html">Bookwyrming Thoughts</a>
All formatting is lost.
The fifth book in Rachel Morgan's Creepy Hollow series just further proves books four and beyond (however long this one will last) are so much better than the first three books. After the daytime drama-like ending Morgan leaves us back in A Faerie's Secret, we're brought straight back to Creepy Hollow to find Calla Larkenwood in a pretty miserable and "I don't give a care but I'm going to act like I do" state.
My mother watches too much Days of Our Lives (and Dateline). Lupe and I say it just makes her more overprotective because she thinks it's based off of real events. (Dateline is. Days of Our Lives probably is, but it's most likely exaggerated.)
However, by the end of the book, I find I like Calla as a character far more than I ever liked Violet. Calla is like Violet in a lot of ways (have I mentioned this when I reviewed the fourth book?) she's ambitious and kicks faerie butt, but I feel she's more well-rounded than Violet (not that Violet wasn't well-rounded). Calla's afraid of a little thing like claustrophobia, while Violet is completely fearless. To be honest, I don't think I even remember Violet ever being afraid of anything (aside from losing her loved ones), and here's Calla, squeaking over narrow spaces. More things, bad things, happen to Calla, and I absolutely love it.
I know. You must be worried about me now. You'll have to line up behind my mom and Lupe and a few other people who know me very well, which turns out to be very few.
I also find that I miss Oryn so much from the first three books because he just goes straight to the point (and he made things entertaining).
<blockquote>The awkward moment in which I discover that both my wife and my sister have made out with the same guy.</blockquote>
Of course, by books four and five, most of the characters from the first three are pretty much just starting their future with sparkling baby faeries (I imagine them to be much more adorable). Meanwhile, Calla is still getting treated poorly by her trainer (who is really just playing favoritism possibly due to jealousy) and getting flashbacks/nightmares in the midst of dreams from Gaius trying to tell her something.
And murder. Lovely, lovely murder where Calla gets framed and accused for it. It's also by this point where Calla is confronted with the question, as Oryn so fabulously points out, "Why did you really want to join the guild? The guild, or the representation?" (See? He gets straight to the point.)
But in a nutshell, A Faerie's Revenge is really just revenge of the past something that happened ten years ago and that person wants everyone to pay. How that person will do it (and how Calla is connected) is currently unknown, but it's official: you'll definitely want to read the first three books or you'll be spoiled and possibly lost.
<blockquote>Maybe theres no such thing as good guys and bad guys after all. Not when the good guys fail to see whats wrong, and the bad guys are the ones who end up helping you.</blockquote>
Elli H Burton (1288 KP) rated Mermaids Singing in Books
Nov 22, 2019
See below...
Contains spoilers, click to show
Okay so I finished this book a few nights back but it's taken me until now to be able to write my review down.
I really enjoyed it, couldn't put it down and it has good plot lines that make you NEED to know whats next. You really start to root for most characters and loathe the others. Theres plenty of twists that are completely unexpected, which in some cases you can see a twist coming a mile off so thats a plus.
The reason I put that this contains spoilers is because of how I felt at the end, resulting in my rating only being a 7.
The ending is frustrating!!! I know some writers write their books in sequences (Rosie Goodwin: Days of the week, Annie Murray: Birmingham, Narrowboat Girl etc) so when i reached the ending (AT 1AM BECAUSE I COULDN'T PUT IT DOWN) I assumed it had a sequel. IT DOESNT. So many questions, so many plot lines left unfulfilled. For example, Bella was in love with her step son Edward but he is now married and his father dead. The new Lady Mableton wants to adopt Bellas daughter after discovering she cannot have children and wants an heir to the mableton estate, she will stop at nothing to get this child. Kitty tries her hardest to get hold of Bella after she ran off to be with a man she was sold to when she was younger whom she thought was awful (dont even get me started) you never find out if Bella gets contacted!! Her daughter is left with her mother who says she will not let Lady Mableton have her granddaughter under no circumstances. THATS THE END OF THE BLUMMIN BOOK?!! How do they stop this woman from getting the child? Does bella and her beau come back and save the day? Does Edward put a stop to it? Also will Bellas mother (who was known to not be a very nice woman) give the child over at a price, since it would be of character?
DILLY COURT - PLEASE WRITE A SEQUEL AAARGHHH.
I really enjoyed it, couldn't put it down and it has good plot lines that make you NEED to know whats next. You really start to root for most characters and loathe the others. Theres plenty of twists that are completely unexpected, which in some cases you can see a twist coming a mile off so thats a plus.
The reason I put that this contains spoilers is because of how I felt at the end, resulting in my rating only being a 7.
The ending is frustrating!!! I know some writers write their books in sequences (Rosie Goodwin: Days of the week, Annie Murray: Birmingham, Narrowboat Girl etc) so when i reached the ending (AT 1AM BECAUSE I COULDN'T PUT IT DOWN) I assumed it had a sequel. IT DOESNT. So many questions, so many plot lines left unfulfilled. For example, Bella was in love with her step son Edward but he is now married and his father dead. The new Lady Mableton wants to adopt Bellas daughter after discovering she cannot have children and wants an heir to the mableton estate, she will stop at nothing to get this child. Kitty tries her hardest to get hold of Bella after she ran off to be with a man she was sold to when she was younger whom she thought was awful (dont even get me started) you never find out if Bella gets contacted!! Her daughter is left with her mother who says she will not let Lady Mableton have her granddaughter under no circumstances. THATS THE END OF THE BLUMMIN BOOK?!! How do they stop this woman from getting the child? Does bella and her beau come back and save the day? Does Edward put a stop to it? Also will Bellas mother (who was known to not be a very nice woman) give the child over at a price, since it would be of character?
DILLY COURT - PLEASE WRITE A SEQUEL AAARGHHH.
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