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Purple Phoenix Games (2266 KP) rated Corsairs of Valeria in Tabletop Games
Apr 2, 2021
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.

Debbiereadsbook (1444 KP) rated Unlikely Hero (AUDIO) in Books
May 14, 2018
excellent narration of a great book!
Independent reviewer for Divine Magazine, I was gifted the audio version of this book.
Brock never got over Eric leaving him, but he understood why Eric needed to go. When Eric calls, 9 years later, Brock drops everything and calls upon his considerable resources to find Eric's 3 year old daughter , who has been kidnapped. But having Eric and Josie under his roof, to keep them safe, has Brock thinking about all the things he missed out on.
I loved this!!
Brock loved Eric, never stopped so of course he's gonna help him find his daughter! I loved that, right from Eric turning up at his office, Brock is calling him baby. I don;'t usually, so it surprised me here that I did love it! I think it surprised Brock too, the first time he did it!
Brock makes no apologies for his wealth and power and he pulls no punches in using both to keep Eric and Josie safe, and in finding out who is doing this.
But we don't get Eric, at all. This is told entirely from Brock's POV in the third person. And I really REALLY needed to hear from Eric at key points along the way: when Josie is first discovered gone; when he walks into Brock's office and when he finds out just who is behind it all. This is the only reason I gave the book 4 stars, because Eric is not given a voice, and he needed one.
I loved the supporting cast, especially Max and Gordon. They have a tale to tell, not least because of what goes down here!
Jeff Gelder narrates. This is the first, as far as I can see, that I have listened to of his work and I was very impressed. His reading voice is deep and even, and his voices consistent and easily identifiable in multi person conversations. Loved his voice for Josie, who sounded just like a 3 year old should, with all the funny things they say. Gelder gets over all of Brock's emotions in all the right places.
I cannot fault the narration. Gelder is firmly on my to listen list!
4 stars for the book
5 stars for the narration.
4.5 (rounded down to 4) overall.
**same worded review will appear elsewhere**
Brock never got over Eric leaving him, but he understood why Eric needed to go. When Eric calls, 9 years later, Brock drops everything and calls upon his considerable resources to find Eric's 3 year old daughter , who has been kidnapped. But having Eric and Josie under his roof, to keep them safe, has Brock thinking about all the things he missed out on.
I loved this!!
Brock loved Eric, never stopped so of course he's gonna help him find his daughter! I loved that, right from Eric turning up at his office, Brock is calling him baby. I don;'t usually, so it surprised me here that I did love it! I think it surprised Brock too, the first time he did it!
Brock makes no apologies for his wealth and power and he pulls no punches in using both to keep Eric and Josie safe, and in finding out who is doing this.
But we don't get Eric, at all. This is told entirely from Brock's POV in the third person. And I really REALLY needed to hear from Eric at key points along the way: when Josie is first discovered gone; when he walks into Brock's office and when he finds out just who is behind it all. This is the only reason I gave the book 4 stars, because Eric is not given a voice, and he needed one.
I loved the supporting cast, especially Max and Gordon. They have a tale to tell, not least because of what goes down here!
Jeff Gelder narrates. This is the first, as far as I can see, that I have listened to of his work and I was very impressed. His reading voice is deep and even, and his voices consistent and easily identifiable in multi person conversations. Loved his voice for Josie, who sounded just like a 3 year old should, with all the funny things they say. Gelder gets over all of Brock's emotions in all the right places.
I cannot fault the narration. Gelder is firmly on my to listen list!
4 stars for the book
5 stars for the narration.
4.5 (rounded down to 4) overall.
**same worded review will appear elsewhere**

Rachel King (13 KP) rated Spirit Bound in Books
Feb 11, 2019
My first big surprise in this book was Rose actually taking Adrian's interest in her seriously, especially since I know that she is still head-over-heels in love with Dimitri, no matter his present state. This boggled my mind from cover to cover, even though I do like Adrian, but I am guessing she did it at first to honor her deal with him. Later on it became obvious that she does have real feelings for him - so the question is, what about Dimitri? I guess this becomes another Team Dimitri vs. Team Adrian. I don't think I am going to choose a side on this one, I'm just going to grab the final book in the series, Last Sacrifice (Vampire Academy, Book 6), as soon as it hits the shelves!
In other matters, I found it a bit unreal how fast and easily that Dimitri was able to track Rose - I would have liked to know some of the details behind that, such as how extensive Dimitri's connections are in the Strigoi world. Lissa's connection with Dimitri is intriguing, even though it is non-magical, especially since it so strongly resembles a parental role. What I immediately started wondering after that event is why isn't anyone notifying Dimitri's family, expecially Rose? Queen Tatiana makes me think of a grown-up version of Mia, before she became Rose's friend. I wish I understood more of her motives for what she does throughout this book, since it seems like she goes back and forth between tolerating Rose and hating her. I could be completely off-base on this, but I keep getting the feeling that Lissa is/was being groomed to inherit Tatiana's title. With the way that many of the Moroi and Dhampirs view Lissa as a goddess, it would certainly fit. Also, by the end of the book, it seems that Rose has all but forgotten about the escaped convict, Victor Dashkov. Maybe she just thinks that the "authorities" would handle him?
Wow, so I had a lot of questions while reading this book, but that's only because I really enjoyed it, and I am anxious to read the last one to get them answered! I read the first five books back-to-back and ugh, I really hate waiting!
In other matters, I found it a bit unreal how fast and easily that Dimitri was able to track Rose - I would have liked to know some of the details behind that, such as how extensive Dimitri's connections are in the Strigoi world. Lissa's connection with Dimitri is intriguing, even though it is non-magical, especially since it so strongly resembles a parental role. What I immediately started wondering after that event is why isn't anyone notifying Dimitri's family, expecially Rose? Queen Tatiana makes me think of a grown-up version of Mia, before she became Rose's friend. I wish I understood more of her motives for what she does throughout this book, since it seems like she goes back and forth between tolerating Rose and hating her. I could be completely off-base on this, but I keep getting the feeling that Lissa is/was being groomed to inherit Tatiana's title. With the way that many of the Moroi and Dhampirs view Lissa as a goddess, it would certainly fit. Also, by the end of the book, it seems that Rose has all but forgotten about the escaped convict, Victor Dashkov. Maybe she just thinks that the "authorities" would handle him?
Wow, so I had a lot of questions while reading this book, but that's only because I really enjoyed it, and I am anxious to read the last one to get them answered! I read the first five books back-to-back and ugh, I really hate waiting!

Whatchareadin (174 KP) rated The Sound Of Glass in Books
Apr 9, 2019
Merritt Heyward has just inherited the home of her deceased husband's grandmother. A grandmother she never knew existed. Now she is packing her whole life and moving from her home in Maine to Beaufort, South Carolina. What secrets will she uncover about her husband and about herself?
Edith Heyward's whole world is turned upside down in July 1955 when on the same night, a plane explodes over small town Beaufort and her husband is killed in a car crash from watching the explosion. How will these events change her life.
These women have a very strong connection to one another. One that involves more than just Cal Heyward(Merritt's Husband). They both share a secret that they don't want the world to know.
I so enjoyed this book. This is the second book by Karen White I have read. The first being The Beach Trees. In this book, you were on the edge of your seat to see the way secrets were going to unfold. When I first started reading this book, I thought what a bitch Merritt was. But as the story unfolds you get to see what a sheltered person she is who has had to hide her emotions for so long, she's not sure how to act.
At the same time Merritt is moving to South Carolina, her step-mother and half brother are moving there as well from Georgia. Merritt has never met her brother,Owen and does not have a relationship with her step-mother, Loralee. But when they show up at her front door in a town where she is new to as well, walls start to come down and friendship and love is born.
Trying to find her way in a new town, find out who her husband was and why he kept so many secrets, and get to know family members she had no desire to know in the first place; Merritt is destined to learn more about the South, conquer her fears and become the woman she has always wanted to be.
This is an amazing novel with strong characters. You will find yourself, looking for a journal to write down all of the inspirational quotes and sayings. I highly recommend this book to all of my female friends.
Edith Heyward's whole world is turned upside down in July 1955 when on the same night, a plane explodes over small town Beaufort and her husband is killed in a car crash from watching the explosion. How will these events change her life.
These women have a very strong connection to one another. One that involves more than just Cal Heyward(Merritt's Husband). They both share a secret that they don't want the world to know.
I so enjoyed this book. This is the second book by Karen White I have read. The first being The Beach Trees. In this book, you were on the edge of your seat to see the way secrets were going to unfold. When I first started reading this book, I thought what a bitch Merritt was. But as the story unfolds you get to see what a sheltered person she is who has had to hide her emotions for so long, she's not sure how to act.
At the same time Merritt is moving to South Carolina, her step-mother and half brother are moving there as well from Georgia. Merritt has never met her brother,Owen and does not have a relationship with her step-mother, Loralee. But when they show up at her front door in a town where she is new to as well, walls start to come down and friendship and love is born.
Trying to find her way in a new town, find out who her husband was and why he kept so many secrets, and get to know family members she had no desire to know in the first place; Merritt is destined to learn more about the South, conquer her fears and become the woman she has always wanted to be.
This is an amazing novel with strong characters. You will find yourself, looking for a journal to write down all of the inspirational quotes and sayings. I highly recommend this book to all of my female friends.

Neon's Nerd Nexus (360 KP) created a post
May 28, 2019

Phillip McSween (751 KP) rated The Kid Brother (1927) in Movies
Jul 25, 2019
Great Conflict, Great Story
When a huge town fund goes missing, Harold (Harold Lloyd) sees a grand opportunity to prove himself to his family while winning the heart of a girl he likes. When the movie first started, I had no idea what to expect as it was my very first silent film. Once I got settled in and used to the concept, I was thoroughly impressed.
Acting: 10
Beginning: 6
If the movie continued on like it started, I would have hated it. For such a short run time, The Kid Brother didn’t exactly come out of the gates swinging. It’s like an old car: Gotta warm up first. Once it gets going…
Characters: 10
So what if all the other characters were one-dimensional? The movie revolves completely around Harold and Harold delivers. You’ve gotta respect the kid as he’s just trying to live up to his family name. His father has never thought much of him and his brothers are always roughing him up and, for once, Harold is hoping to come out on top. Not only does he deal with a number of moral dilemmas, but you can’t help but fall in love with the dude’s craft and cunning. Harold will make you laugh and cheer by the end of it.
Cinematography/Visuals: 10
Conflict: 10
This movie has one of the coolest action scenes that I’ve seen in an earlier film. It involves a big fight on an abandoned ship. Between that, a cool chariot-style race, and Harold constantly trying to avoid awkward scrapes there is plenty of conflict to go around.
Entertainment Value: 10
Memorability: 10
Pace: 10
Slow start but quickly picks up steam. It’s a short ride, but the directors made sure they used up every ounce of time available. I appreciated that all the scenes really were necessary and they never overstayed their welcome.
Plot: 10
The story is succinct and very well-written. There weren’t any cheats as each plot point moved seamlessly to the next. Great character-development is weaved in as well. All the ingredients for a great story.
Resolution: 10
Overall: 96
If it weren’t for a weaker beginning, The Kid Brother would rank right up there with the all-time best. It had me looking forward to a deeper dive into the silent film world.
Acting: 10
Beginning: 6
If the movie continued on like it started, I would have hated it. For such a short run time, The Kid Brother didn’t exactly come out of the gates swinging. It’s like an old car: Gotta warm up first. Once it gets going…
Characters: 10
So what if all the other characters were one-dimensional? The movie revolves completely around Harold and Harold delivers. You’ve gotta respect the kid as he’s just trying to live up to his family name. His father has never thought much of him and his brothers are always roughing him up and, for once, Harold is hoping to come out on top. Not only does he deal with a number of moral dilemmas, but you can’t help but fall in love with the dude’s craft and cunning. Harold will make you laugh and cheer by the end of it.
Cinematography/Visuals: 10
Conflict: 10
This movie has one of the coolest action scenes that I’ve seen in an earlier film. It involves a big fight on an abandoned ship. Between that, a cool chariot-style race, and Harold constantly trying to avoid awkward scrapes there is plenty of conflict to go around.
Entertainment Value: 10
Memorability: 10
Pace: 10
Slow start but quickly picks up steam. It’s a short ride, but the directors made sure they used up every ounce of time available. I appreciated that all the scenes really were necessary and they never overstayed their welcome.
Plot: 10
The story is succinct and very well-written. There weren’t any cheats as each plot point moved seamlessly to the next. Great character-development is weaved in as well. All the ingredients for a great story.
Resolution: 10
Overall: 96
If it weren’t for a weaker beginning, The Kid Brother would rank right up there with the all-time best. It had me looking forward to a deeper dive into the silent film world.

Phil Leader (619 KP) rated The Taking (Afterlife #2) in Books
Nov 26, 2019
After her actions at the end of the first book in the series - Fledgling - the human-turned-angel Aurora has drawn the unwelcome attention of Separus, one of the most powerful of the demons. He covets her power and is determined to capture her and turn her to the side of darkness.
Aware of this Archangel Michael, leader of the angels, assigns her and her friends to be further trained by Zacharias, a rather bad tempered 'earthbound' angel who is an expert in fighting and weapons. As their - at times brutal - training takes place the demons are plotting to capture the three angel friends by using the ultimate bait for Aurora - Ethan. Aurora will need to make a choice, and not an easy one.
The Taking continues more-or-less where Fledgling left off although there is a distinct change of tone. Whereas in the first book Aurora, Cindy and Ben are out and about in the world saving innocents, here they are in training for very much of the time. In other hands this might be a disappointment, but Cope has an eye for telling the interesting bits of stories and not labouring the mundane. It also helps that the training is somewhat unusual, as is the teacher. As the major new character Zacharias is very well drawn, suitably grumpy and terse at being given 'humans' to train, as he sees it.
When conflict with the demons arises Cope again shows the flair for describing fight scenes from the first book and these, as would be expected, are far more intense battles with much more at stake. These are not serene angels gently guiding their human charges through life. These are kick-ass super heroes who are not afraid to put themselves in the way of extreme danger for what they believe is right.
Aurora must also confront her feelings for both Ethan, her human love, and Ben her angel friend. Both relationships are forbidden and this just complicates things further. I suspect that this aspect of the books would appeal more to female young adult readers but they are well written even if you will probably be shouting at the book telling Aurora not to be so silly at points.
Overall a second strong showing in this series and very recommended. If the angel/demon theme doesn't sound like your cup of tea then just give it a go. You will be pleasantly surprised
Aware of this Archangel Michael, leader of the angels, assigns her and her friends to be further trained by Zacharias, a rather bad tempered 'earthbound' angel who is an expert in fighting and weapons. As their - at times brutal - training takes place the demons are plotting to capture the three angel friends by using the ultimate bait for Aurora - Ethan. Aurora will need to make a choice, and not an easy one.
The Taking continues more-or-less where Fledgling left off although there is a distinct change of tone. Whereas in the first book Aurora, Cindy and Ben are out and about in the world saving innocents, here they are in training for very much of the time. In other hands this might be a disappointment, but Cope has an eye for telling the interesting bits of stories and not labouring the mundane. It also helps that the training is somewhat unusual, as is the teacher. As the major new character Zacharias is very well drawn, suitably grumpy and terse at being given 'humans' to train, as he sees it.
When conflict with the demons arises Cope again shows the flair for describing fight scenes from the first book and these, as would be expected, are far more intense battles with much more at stake. These are not serene angels gently guiding their human charges through life. These are kick-ass super heroes who are not afraid to put themselves in the way of extreme danger for what they believe is right.
Aurora must also confront her feelings for both Ethan, her human love, and Ben her angel friend. Both relationships are forbidden and this just complicates things further. I suspect that this aspect of the books would appeal more to female young adult readers but they are well written even if you will probably be shouting at the book telling Aurora not to be so silly at points.
Overall a second strong showing in this series and very recommended. If the angel/demon theme doesn't sound like your cup of tea then just give it a go. You will be pleasantly surprised

Gareth von Kallenbach (980 KP) rated Mr. Peabody & Sherman (2014) in Movies
Aug 6, 2019
Mr. Peabody and Sherman were first introduced to the world via the
1950s-1960s legendary kids cartoon "The Rocky and Bullwinkle Show." Mr.
Peabody (Ty Burell), a Nobel prize winning brainiac canine, whose
intelligence is beyond that of any human being; there is nothing this
Beagle cannot do. He was able to put his brilliant mind to use and adopt
a young boy named Sherman (Max Charles) and he also invents a time
travelling machine he calls the WABAC (pronounced way-back). He uses the
WABAC as a teaching tool by travelling back in time with Sherman to
experience some of the most famous moments in history.
On Sherman's first day school, he finds that some of the history lessons
being taught in school were not accurate to how the events actually took
place. Remember, he traveled in time and witnessed it all first hand.
Sherman finds himself clashing with his classmate Penny (Ariel Winter),
who spends most of her time teasing and bullying Sherman for 'knowing too
much' and for being raised by a dog. In an attempt to bring peace among
Sherman's classmates and to also avoid the impending threat from child
services who would like nothing more than to prove that a dog does not have
the right to raise human child, Mr. Peabody invites Penny and her parents
over to their home for dinner. Sherman tries to impress Penny by breaking
Mr. Peabody's rules and introduces Penny to the WABAC. Nothing good comes
of two kids travelling in time and disrupting the space time continuum.
Enter Mr. Peabody, who uses the WABAC to try and rectify the disruptions
that were caused by Penny and Sherman's adventure through time.
This movie is not the story of "man's best friend!" It is geared more
towards the father-son relationship. A very likeable film that brings us
back to some significant moments in history, such as Leonardo DaVinci's
painting of the Mona Lisa, the Trojan War, the time when King Tut ruled
Ancient Egypt, and the French Revolution. In true Dreamwork fashion, there
was just the perfect of amount of humor for kids and adults alike to
enjoy. What sets this movie apart from others is its ability to embrace
education as an adventure and how it challenges the 'traditional' family
stereotype and that love can be found in all creatures and at any time.
4 out of 5 stars.
1950s-1960s legendary kids cartoon "The Rocky and Bullwinkle Show." Mr.
Peabody (Ty Burell), a Nobel prize winning brainiac canine, whose
intelligence is beyond that of any human being; there is nothing this
Beagle cannot do. He was able to put his brilliant mind to use and adopt
a young boy named Sherman (Max Charles) and he also invents a time
travelling machine he calls the WABAC (pronounced way-back). He uses the
WABAC as a teaching tool by travelling back in time with Sherman to
experience some of the most famous moments in history.
On Sherman's first day school, he finds that some of the history lessons
being taught in school were not accurate to how the events actually took
place. Remember, he traveled in time and witnessed it all first hand.
Sherman finds himself clashing with his classmate Penny (Ariel Winter),
who spends most of her time teasing and bullying Sherman for 'knowing too
much' and for being raised by a dog. In an attempt to bring peace among
Sherman's classmates and to also avoid the impending threat from child
services who would like nothing more than to prove that a dog does not have
the right to raise human child, Mr. Peabody invites Penny and her parents
over to their home for dinner. Sherman tries to impress Penny by breaking
Mr. Peabody's rules and introduces Penny to the WABAC. Nothing good comes
of two kids travelling in time and disrupting the space time continuum.
Enter Mr. Peabody, who uses the WABAC to try and rectify the disruptions
that were caused by Penny and Sherman's adventure through time.
This movie is not the story of "man's best friend!" It is geared more
towards the father-son relationship. A very likeable film that brings us
back to some significant moments in history, such as Leonardo DaVinci's
painting of the Mona Lisa, the Trojan War, the time when King Tut ruled
Ancient Egypt, and the French Revolution. In true Dreamwork fashion, there
was just the perfect of amount of humor for kids and adults alike to
enjoy. What sets this movie apart from others is its ability to embrace
education as an adventure and how it challenges the 'traditional' family
stereotype and that love can be found in all creatures and at any time.
4 out of 5 stars.

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