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Debbiereadsbook (1818 KP) rated Around and Around We Go (Vermont Trailblazers #2) in Books
Apr 30, 2026
it was EPIC, when Sandro let Bennett in!
Independent reviewer for Archaeolibrarain, I was gifted my copy of this book.
This is book 2 in the Vermont Trailblazers series. While it can be read as a stand alone to book 1, The Best Parts of Him, I reckon you SHOULD read that book first. Why? Cos it was freaking awesome and so is this one!
Sandro is the oldest player in the team, and until his knees and/or back give out, he'll keep playing cos The Trailblazers are heading for a third consecutive championship this year. He just needs to hold out and put up with this documentary that is being made around them. Bennett is the director. He too, is facing the end of his career if this series tanked as much as the last one. That he is here, facing the love of his life after 15 years? Minor detail, and Bennett just needs to talk to Sandro, if Sandro will let him.
What I noticed while reading this book, (nay, I inhaled this book!) was although it's a hockey based book, there was very little actual on ice descriptions of play. And as a non-sporty person, I absolutely loved that! There are some, but only enough to give you a picture of what's going on, and it's not in great detail. It all made perfect sense to me, as sometimes, I get overwhelmed by the detail and I didn't here and I was able to fully concentrate on Sandro and Bennett.
And they were beautiful, they really were.
I fully understood why Sandro didn't really want to talk to Bennett, off camera, the man was still hurting, even after all this time, but when Sandro allowed Bennett in, finally?? Oh it was truly epic. Sandro made Bennett work for it, he really did.
I loved that Bennett found the theme for the series based on his own experience. Loved how the older Trailblazers were helping the new team members who really were struggling. And that Sandro found his future, along the same thread.
It takes time for the steam to build, and I loved being made to wait for it. This book is more about the emotions of these two men, and giving the other a second chance. Oh Bennett wanted Sandro, he really did, but Sandro wasn't sure about letting him in and I loved that they didn't jump straight back in. 15 years is a long time!
Absolutely cracking follow-up to book 1, and I can't wait to see what comes next. Well, I know who comes next, but I gotta wait so freaking long!
A stunning 5 star read!
*same worded review will appear elsewhere
This is book 2 in the Vermont Trailblazers series. While it can be read as a stand alone to book 1, The Best Parts of Him, I reckon you SHOULD read that book first. Why? Cos it was freaking awesome and so is this one!
Sandro is the oldest player in the team, and until his knees and/or back give out, he'll keep playing cos The Trailblazers are heading for a third consecutive championship this year. He just needs to hold out and put up with this documentary that is being made around them. Bennett is the director. He too, is facing the end of his career if this series tanked as much as the last one. That he is here, facing the love of his life after 15 years? Minor detail, and Bennett just needs to talk to Sandro, if Sandro will let him.
What I noticed while reading this book, (nay, I inhaled this book!) was although it's a hockey based book, there was very little actual on ice descriptions of play. And as a non-sporty person, I absolutely loved that! There are some, but only enough to give you a picture of what's going on, and it's not in great detail. It all made perfect sense to me, as sometimes, I get overwhelmed by the detail and I didn't here and I was able to fully concentrate on Sandro and Bennett.
And they were beautiful, they really were.
I fully understood why Sandro didn't really want to talk to Bennett, off camera, the man was still hurting, even after all this time, but when Sandro allowed Bennett in, finally?? Oh it was truly epic. Sandro made Bennett work for it, he really did.
I loved that Bennett found the theme for the series based on his own experience. Loved how the older Trailblazers were helping the new team members who really were struggling. And that Sandro found his future, along the same thread.
It takes time for the steam to build, and I loved being made to wait for it. This book is more about the emotions of these two men, and giving the other a second chance. Oh Bennett wanted Sandro, he really did, but Sandro wasn't sure about letting him in and I loved that they didn't jump straight back in. 15 years is a long time!
Absolutely cracking follow-up to book 1, and I can't wait to see what comes next. Well, I know who comes next, but I gotta wait so freaking long!
A stunning 5 star read!
*same worded review will appear elsewhere
BankofMarquis (1832 KP) rated Causeway (2022) in Movies
Feb 10, 2023
Strong Performances
Welcome back, Jennifer Lawrence, the movies missed you.
Shot to stardom early - a 3x Oscar Nominee by the age of 23 (winning once for SILVER LININGS PLAYBOOK) and the top paid actress in 2015, 2016 - Jennifer Lawrence took a hiatus from filmmaking right before the pandemic.
With the lowkey, PTSD character study CAUSEWAY, let’s hope that Lawrence is back for good.
Directed by Lila Neugebauer (ROOM 104), Causeway tells the tale of Lynsey (played by Lawrence) who returns home after suffering a Traumatic Brain Injury while serving overseas. Once home, she forms an unlikely friendship with James (an Oscar Nominated Brian Tyree Henry) who also has some trauma to work through.
It is a low-key, pensive film about friendship, recovery and dealing with loss/pain. Most of the film is the 2 lead characters talking and in order for it to succeed, the 2 main characters better be performed by 2 charismatic, interesting actors.
And fortunately for CAUSEWAY, it is.
Starting with Lawrence. She is a unique acting talent in that one can see what she is thinking and feeling with a minimum of facial gestures. She draws the audience into her portrayal of Lynsey - making her a person to empathize with (but not pity). Lynsey is strong, fearful, focused and damaged and the audience sees every part of this in Lawrence’s performance. It is a wonderfully understated performance and it’s a shame that she, too, was not nominated for an Oscar.
But, of course, with a talk-y, two character piece, BOTH performances better be Oscar caliber to keep the audience engaged and with the surprising strong and vulnerable performance of here-to-fore known as comedy performer Henry (BULLET TRAIN) Causeway has the 2nd anchor to this film.
When James (Henry’s character) is first introduced, the audience gets the impression that he is the funny, affable, friendly rock that Lynsey needs to get back on her feet, but as the film progresses and we peel back the layers of James’ onion, we find out that he is just as damaged - and as real - as she is. Henry embodies James with the same strength and vulnerability that Lawrence shows as Lynsey - and Henry is a well-deserved Oscar nominee for his work.
Creidt, of course, for this paring - and the performances therein - lies with Director Neugebauer who lets her camera linger on the performances and the emotions that are laid raw in front of the viewer.
Not the fastest paced film, Causeway is a marvelous unlikely pairing of 2 damaged souls portrayed, strongly, by 2 fine actors.
Letter Grade: B+
7 1/2 stars (out of 10)
Shot to stardom early - a 3x Oscar Nominee by the age of 23 (winning once for SILVER LININGS PLAYBOOK) and the top paid actress in 2015, 2016 - Jennifer Lawrence took a hiatus from filmmaking right before the pandemic.
With the lowkey, PTSD character study CAUSEWAY, let’s hope that Lawrence is back for good.
Directed by Lila Neugebauer (ROOM 104), Causeway tells the tale of Lynsey (played by Lawrence) who returns home after suffering a Traumatic Brain Injury while serving overseas. Once home, she forms an unlikely friendship with James (an Oscar Nominated Brian Tyree Henry) who also has some trauma to work through.
It is a low-key, pensive film about friendship, recovery and dealing with loss/pain. Most of the film is the 2 lead characters talking and in order for it to succeed, the 2 main characters better be performed by 2 charismatic, interesting actors.
And fortunately for CAUSEWAY, it is.
Starting with Lawrence. She is a unique acting talent in that one can see what she is thinking and feeling with a minimum of facial gestures. She draws the audience into her portrayal of Lynsey - making her a person to empathize with (but not pity). Lynsey is strong, fearful, focused and damaged and the audience sees every part of this in Lawrence’s performance. It is a wonderfully understated performance and it’s a shame that she, too, was not nominated for an Oscar.
But, of course, with a talk-y, two character piece, BOTH performances better be Oscar caliber to keep the audience engaged and with the surprising strong and vulnerable performance of here-to-fore known as comedy performer Henry (BULLET TRAIN) Causeway has the 2nd anchor to this film.
When James (Henry’s character) is first introduced, the audience gets the impression that he is the funny, affable, friendly rock that Lynsey needs to get back on her feet, but as the film progresses and we peel back the layers of James’ onion, we find out that he is just as damaged - and as real - as she is. Henry embodies James with the same strength and vulnerability that Lawrence shows as Lynsey - and Henry is a well-deserved Oscar nominee for his work.
Creidt, of course, for this paring - and the performances therein - lies with Director Neugebauer who lets her camera linger on the performances and the emotions that are laid raw in front of the viewer.
Not the fastest paced film, Causeway is a marvelous unlikely pairing of 2 damaged souls portrayed, strongly, by 2 fine actors.
Letter Grade: B+
7 1/2 stars (out of 10)
Debbiereadsbook (1818 KP) rated To Save a Scroundrels' Soul (Regency Rossingley #4) in Books
Sep 3, 2026
only Mickey gets a say!
Independent reviewer for GRR, I was gifted my copy of this book.
This is book 4 in the Regency Rossingley series, and it can be read as a stand alone. I do, on a personal point, recommend you read the other books first. It will give you a better picture of this group of men and how they fit into the world of their time. Rather good, the lot of them!
Mickey is Tommy's cousin (from book 2, madly in love with the current Duke of Ashington) He has a similar past to Tommy. When the Duke discovers some jewelry thought lost in the hands of a adversary, it's all hand son deck to get them back. But someone else is after something from that safe, a Frenchman, Valentin Beauregard. Mickey is tasked with getting him on side, keeping an eye on him and generally getting him to not steal the jewels. Falling in love was never on the cards.
I love this series, overall, I really do. One teeny tiny niggle with this one, and I'll come back to that!
I loved how everything crept up on Mickey. Valentin was not what he expected. The chemistry between them was powerful from the start and neither could resist, even though they both knew the other was keeping secrets.
I got who Valentin was, as soon as he told Mickey about his (un-named) father and what happened to him. The clues were there, and for once I put them together correctly, and in time!
It's not explicit. The passion and growing love is there, but the smexy times are well written to portray the words and feelings of men in this time.
My niggle? Only Mickey has a say. Now, I checked my reviews for the other books, and I don't say either way but they are tagged as multi person POV, so I will assume that both main characters get a say in those books. Why not this one? I don't know. Maybe because of the secrets Valentin is keeping, I'm not sure. But had he a say, this would be that 5 star read, just like books 2 and 3.
It was lovely that ALL the main characters from previous books take part: Lando (Rossingley) and Kit from book 1, Tommy and Benedict from book 2 and Rollo and Fitzsimmons from book 3. I hope that Mickey and Valentin pop up in future books. Will there be any more? I dunno, but I hope to be able to read them!
Only because Mickey gets a say and Valentin doesn't. . .
4 very good stars.
*same worded review will appear elsewhere
This is book 4 in the Regency Rossingley series, and it can be read as a stand alone. I do, on a personal point, recommend you read the other books first. It will give you a better picture of this group of men and how they fit into the world of their time. Rather good, the lot of them!
Mickey is Tommy's cousin (from book 2, madly in love with the current Duke of Ashington) He has a similar past to Tommy. When the Duke discovers some jewelry thought lost in the hands of a adversary, it's all hand son deck to get them back. But someone else is after something from that safe, a Frenchman, Valentin Beauregard. Mickey is tasked with getting him on side, keeping an eye on him and generally getting him to not steal the jewels. Falling in love was never on the cards.
I love this series, overall, I really do. One teeny tiny niggle with this one, and I'll come back to that!
I loved how everything crept up on Mickey. Valentin was not what he expected. The chemistry between them was powerful from the start and neither could resist, even though they both knew the other was keeping secrets.
I got who Valentin was, as soon as he told Mickey about his (un-named) father and what happened to him. The clues were there, and for once I put them together correctly, and in time!
It's not explicit. The passion and growing love is there, but the smexy times are well written to portray the words and feelings of men in this time.
My niggle? Only Mickey has a say. Now, I checked my reviews for the other books, and I don't say either way but they are tagged as multi person POV, so I will assume that both main characters get a say in those books. Why not this one? I don't know. Maybe because of the secrets Valentin is keeping, I'm not sure. But had he a say, this would be that 5 star read, just like books 2 and 3.
It was lovely that ALL the main characters from previous books take part: Lando (Rossingley) and Kit from book 1, Tommy and Benedict from book 2 and Rollo and Fitzsimmons from book 3. I hope that Mickey and Valentin pop up in future books. Will there be any more? I dunno, but I hope to be able to read them!
Only because Mickey gets a say and Valentin doesn't. . .
4 very good stars.
*same worded review will appear elsewhere
Matthew Krueger (10051 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Jul 31, 2020 (Updated Aug 1, 2020)
The Universal Monsters (3 more)
The Strategy
Replay Value
Think Ten Steps Ahead
The Excellent Universal Monsters Board Game
When I heard about Horrorified, i wanted to buy it right away. A board game that has the universal monsters and it revolves around them, i really wanted to buy it. Cause i love the universal monsters. My favorite being The Invisible Man and Dracula. So lets talk more about it.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
The Gameplay:
Horrified is a cooperative game in which all the players win or lose together. The players win if they defeat all of the Monsters they are playing against. In order to defeat a Monster, you must first complete a task.
Each Monster's task and subsequent defeat is unique:
Creature from the Black Lagoon: Find the Creature's hidden lair, then drive the Creature away.
Dracula: Smash Dracula's four coffins, then overcome Dracula.
Frankenstein and the Bride: Teach Frankenstein and the Bride what it means to be human so they can live peacefully.
The Invisible Man: Supply evidence to the police of the Invisible Man's existence, then trap him.
The Mummy: Break the Mummy's curse, then return him to his tomb.
The Wolf Man: Discover the cure for lycanthropy, then administer it to the Wolf Man.
The players lose immediately if one of the following occurs:
Terror: Each time a Hero or Villager is defeated, the Terror Level will increase. If the Terror Level reaches its maximum, indicated by the skull, the Monsters have overrun the village and the players lose.
Out Of Time: Each turn, you will draw a card from the Monster deck. If you need to draw a Monster card but the deck is empty, you have taken too long to defeat the Monsters and the players lose.
Each turn has two phases, performed in this order:
Hero Phase: Take as many actions as indicated on your Badge. In addition, any player may play any number of Perk cards.
Monster Phase: Draw one Monster card from the top of the Monster deck and resolve all three parts of the card. After completing both phases, play proceeds clockwise, starting with the next player's Hero Phase.
Hero Phase: Actions: Take up to the number of actions indicated on your Badge. You may choose to take fewer. Actions may be taken multiple times and in any order. The possible actions are:
Move: Move your Hero along a lit path to an adjacent space. You cannot move to water spaces and can only cross the river using one of the two bridge spaces. In addition, you may take any number of Villagers in your Hero's space with you when you move.
Guide: Move one Villager from your Hero's space to an adjacent space, or move one Villager from an adjacent space to your Hero's space. Villagers also cannot move to water spaces, and Monsters do not affect their movement.
Special Action: Some Heroes have a special action, as indicated on their Badge. Just like other actions, special actions count as one of the total number of actions for your turn and can be taken multiple times.
Pick Up: Take any number of Items from your Hero's space. Keep all your Items in front of you, next to your Badge.
Share: All Heroes in the same space as your Hero may freely give or take any number of Items from each other.
Advance: At a specific location, use one of your Items to advance a Monster's task.
Defeat: In a Monster's space, use your Items to defeat that Monster.
Monster Phase:
Draw a card from the top of the Monster deck and resolve the three parts of the card, from top to bottom. After resolving the entire Monster card, put it in a discard pile face up.
1. Items: Draw the number of Items listed at the top of the card, if any, from the Item bag. Place each Item at the location indicated on the Item.
If you need to draw an Item when the Item bag is empty, place all the Items from the discard pile into the bag, mix them up, and continue drawing.
2. Event: Each Event either involves one of the Monsters or the Villagers.
The card's color, as well as the symbol above the Event's name, indicates who the Event is about. Gray cards are about the Villagers. Colored cards are about a specific Monster.
If the Event Monster is not in your game, completely ignore the Event and continue with the Monster Strike. Otherwise, read the Event out loud and do what it says.
3. Monster Strike: Certain Monsters move and attack, as indicated by the symbols at the bottom of the card. In order from left to right, move and attack with the first Monster before proceeding to the next Monster.
If an indicated Monster is not in your game, ignore that symbol. If the Frenzy symbol is shown, the Monster with the Frenzy Marker moves and attacks. This could result in the same Monster moving and attacking twice in one turn.
Move the Monster the number of spaces indicated on the card towards the closest person (Hero or Villager). As soon as the Monster is in a space with a person, they stop moving. If the Monster started in a space with a person, they don't move at all.
Attack one person in the Monster's space by rolling the number of attack dice indicated. If there are no people in the Monster's space, the Monster does not attack-do not roll dice. If there are multiple people in that space, the Monster will attack a Hero rather than a Villager.
If there are still multiple people the Monster could attack, the current player chooses one to attack before rolling.
Perk Cards: Each player starts the game with a Perk card, and more Perk cards can be earned by getting Villagers to their safe locations. Keep all your Perk cards face up in front of you. It's a good idea to discuss your Perk cards, and when to play them, with the other players.
Perks may be played on any player's turn, but only during the Hero Phase. When you play a Perk card, do what the card says, and then put it in a discard pile face up. Playing a Perk card does not take an action.
Items: Items are important for advancing tasks and defeating Monsters, as well as defending yourself from the Monsters' attacks. Each Item has a color, indicating its type, and a strength, which is the number at the top. Each Item also has a location, which indicates where the Item is placed when it is drawn from the Item bag.
Hit by a Monster:
Heroes: To ignore being hit by a Monster's attack, a Hero may discard one Item for each Hit symbol rolled. If the Hero does not have enough Items, or does not wish to discard any Items, they are defeated. One hit defeats a Hero.
When a Hero is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Hero from the board.
At the start of that player's next turn, they place their Hero at the Hospital and take their turn as normal, including their full number of actions. A defeated Hero does not lose any Items or Perk cards.
Villagers: A Villager does not have any Items and is therefore defeated immediately when hit. When a Villager is defeated, increase the Terror Level by moving the Terror Marker one space and remove that Villager from the board.
End of the Game: The game can end in one of three ways:
Heroes Triumph: If you defeat all the Monsters, the game immediately ends and the players have won! You've saved the village from a horrific fate, and perhaps even the Monsters themselves.
Terror!: If the Terror Level reaches its maximum, indicated by the skull, the game immediately ends and the players have lost. Everyone, including the Heroes, are too horrified to continue. You abandon the village to the Monsters.
Out Of Time: If you need to draw a card when the Monster deck is empty, the game immediately ends and the players have lost. You've taken too long to save the village. The Villagers have fled and you aren't able to continue.
Solo Play: The Villagers are more fearful if there is only one Hero trying to save the village. Begin the game with the Terror Marker on the "3" of the Terror Level Track.
All the rules remain the same. However, do not play as the Courier-that Hero's Special Action cannot be taken in a solo game. Also the Perk cards "Special Delivery" and "Conduct An Investigation" cannot be used.
Either remove these cards before playing, or when drawn, immediately discard and draw a new Perk card to replace it.
Its a fantasic excellent strategy game based around the universal monsters. I love it so much its such a fun game. If you want to learn more go to BoardGameGeek, Dice Tower Review or One Stop Co-Op Shop.
honingwords (32 KP) rated Alias in Books
Jul 5, 2018
I’ve never read a book by Cari Hunter that I haven't loved and Alias lived up to my high expectations.
I’ve never read a book by Cari Hunter that I haven't loved and Alias lived up to my high expectations. It became available to me soon after I finished the third of her Dark Peaks trilogy so I was able to fangirl-mode right into it.
It is an absolute joy to read Cari Hunter’s books. I’m so thankful I have stumbled across her at the point where there have been a few books to binge on. It is no secret that I think she is one of the finest authors currently, and she has re-awakened my interest in crime thrillers after many years of reading solely romances. It’s a bonus that she is writing novels about regional parts of the UK.
Alias is written in the first person through-out, which is different to her other books and I found this quite refreshing.
The plot starts off with a car crash on a Welsh country road. The woman driver finds herself alive, confused as to who the dead woman beside her is, and then frustrated she doesn’t remember anything about herself, including her name, or why she was driving through Wales.
The opening scene brought tears to my eyes when I realised a great writer was going to be looking after the next few hours of my reading pleasure.
The local Police spend their time trying to work out if she should be prosecuted and she decides to keep tight-lipped about the small pieces of information that start to come back to her through her fugue while she is hospitalised, and then for the short while after she is released.
The rest of the book is about her finding out whether she is a goody or a baddy; whether she should trust Detective Bronwen Pryce, or, in fact, any of the other characters who tell her they are friends and colleagues. Cari makes us wonder about everyone until the very end of the novel.
The details! The details! Cari just loads her pages with perfect details about what is happening to the characters. There is never anything to stutter over. I never have to read a sentence twice because I didn’t understand it, or lose track of the easy-going flow.
I had to note the parts which made me beam during this book so I could re-read them at leisure. That’s it! Cari Hunter makes me beam while reading her books.
Her character’s legs are ‘wobblier than watered-down jelly’, they find ‘novelty of two cooperating lungs’, their ‘fingers poke out’ (from her splint) ‘as fat as unpopped sausages.’
Cari doesn’t simply give her characters goose pimples - they ‘tickle as they rise along her arm.’ They use ‘the painted numbers on the wheelie bins to gauge’ their progress down the street. When they eat they try ‘at first to isolate flavours and then giving up and simply enjoy the mix.’ Their stomach doesn’t just rumble; eating silences their ‘gastric percussion and leaves them with a stitch to walk off.’ The weather isn't cold, it is ‘brittle cold.’
The amnesia aspect had me in tears at points. There are people who possibly may no longer be alive and when she meets her friend for the ‘first time’ I became quite emotional.
As per her other books Cari has humorous moments throughout Alias.
The character is ‘sure that my choice of forget-me-nots wasn’t intended to be ironic.’ And there is a car-buying scene which make me laugh out loud.
There is no CSI Effect in this book. Some blood testing will be ‘four to five weeks at best’ rather than the four to five hours it can sometimes be in fiction.
I’m really sorry to learn there are no plans to take these characters further. Cari writes well-rounded characters with believable back stories and I would have loved to have seen a couple of the ones in this book teased out a little more in at least one sequel.
Don’t be picking this book up if you are looking for bodice-ripping sex. It just isn't there. Part of me cries out for more than Cari usually offers us, the part of me which craves romances. Holy Crap! She can sure write sex when she wants to but, people, this. is. a. crime. novel.
She could have put more sex in, but then it wouldn’t be true to itself, she wouldn’t be true to herself, and the novel would suffer for reader-driven gratuitous sex scenes which aren’t necessary to the plot.
If you would like recommendations for that kind of book let me know and I’ll introduce you to different genres and different authors.
For now, sit back and enjoy good down-to-earth well-written crime fiction.
It is an absolute joy to read Cari Hunter’s books. I’m so thankful I have stumbled across her at the point where there have been a few books to binge on. It is no secret that I think she is one of the finest authors currently, and she has re-awakened my interest in crime thrillers after many years of reading solely romances. It’s a bonus that she is writing novels about regional parts of the UK.
Alias is written in the first person through-out, which is different to her other books and I found this quite refreshing.
The plot starts off with a car crash on a Welsh country road. The woman driver finds herself alive, confused as to who the dead woman beside her is, and then frustrated she doesn’t remember anything about herself, including her name, or why she was driving through Wales.
The opening scene brought tears to my eyes when I realised a great writer was going to be looking after the next few hours of my reading pleasure.
The local Police spend their time trying to work out if she should be prosecuted and she decides to keep tight-lipped about the small pieces of information that start to come back to her through her fugue while she is hospitalised, and then for the short while after she is released.
The rest of the book is about her finding out whether she is a goody or a baddy; whether she should trust Detective Bronwen Pryce, or, in fact, any of the other characters who tell her they are friends and colleagues. Cari makes us wonder about everyone until the very end of the novel.
The details! The details! Cari just loads her pages with perfect details about what is happening to the characters. There is never anything to stutter over. I never have to read a sentence twice because I didn’t understand it, or lose track of the easy-going flow.
I had to note the parts which made me beam during this book so I could re-read them at leisure. That’s it! Cari Hunter makes me beam while reading her books.
Her character’s legs are ‘wobblier than watered-down jelly’, they find ‘novelty of two cooperating lungs’, their ‘fingers poke out’ (from her splint) ‘as fat as unpopped sausages.’
Cari doesn’t simply give her characters goose pimples - they ‘tickle as they rise along her arm.’ They use ‘the painted numbers on the wheelie bins to gauge’ their progress down the street. When they eat they try ‘at first to isolate flavours and then giving up and simply enjoy the mix.’ Their stomach doesn’t just rumble; eating silences their ‘gastric percussion and leaves them with a stitch to walk off.’ The weather isn't cold, it is ‘brittle cold.’
The amnesia aspect had me in tears at points. There are people who possibly may no longer be alive and when she meets her friend for the ‘first time’ I became quite emotional.
As per her other books Cari has humorous moments throughout Alias.
The character is ‘sure that my choice of forget-me-nots wasn’t intended to be ironic.’ And there is a car-buying scene which make me laugh out loud.
There is no CSI Effect in this book. Some blood testing will be ‘four to five weeks at best’ rather than the four to five hours it can sometimes be in fiction.
I’m really sorry to learn there are no plans to take these characters further. Cari writes well-rounded characters with believable back stories and I would have loved to have seen a couple of the ones in this book teased out a little more in at least one sequel.
Don’t be picking this book up if you are looking for bodice-ripping sex. It just isn't there. Part of me cries out for more than Cari usually offers us, the part of me which craves romances. Holy Crap! She can sure write sex when she wants to but, people, this. is. a. crime. novel.
She could have put more sex in, but then it wouldn’t be true to itself, she wouldn’t be true to herself, and the novel would suffer for reader-driven gratuitous sex scenes which aren’t necessary to the plot.
If you would like recommendations for that kind of book let me know and I’ll introduce you to different genres and different authors.
For now, sit back and enjoy good down-to-earth well-written crime fiction.





