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Purple Phoenix Games (2266 KP) rated Shadow Hunters in Tabletop Games
Jul 24, 2021
Shadow Hunters is a hidden identity survival card game for groups of 4-8 players. Each player’s drawn persona will belong to the Shadows, the Hunters, or Neutrals (common bystanders). The goals of the players may all be completely different and the game may end at any time due to fulfilling personal agendas. Players may even win when their characters are dead!
To setup place the board on the table and randomly populate the card spaces on the board with the Area Cards. Shuffle the White Cards, Black Cards, and Hermit Cards (why didn’t they just name these the Green Cards?) into their own stacks and place them on the side of the board in their slots. Players choose their preferred colors, take the boards and pieces with that color, and place one of their wooden markers on the No Damage space on the board. The other wooden marker will be used for movement on the board Area cards. Shuffle and deal each player one Character Card to be kept secret from the other players. Determine start player and the game is ready to begin!
On a player’s turn they will be completing at least one task and then possible other tasks. First, the active player will roll both the 1d6 and 1d4 together to arrive at a number between two and 10. The player will place their marker on the matching Area card on the board. Should a player roll a seven they may choose any location other than the space they are on and move. Each location will have an action printed on its card that a player may choose to complete. These could be drawing cards from the White, Black, or Hermit decks, damaging other players, or stealing equipment cards from them. Lastly, the active player may straight up attack another player within the same Area range (the three different areas are two cards linked together, so either the card the marker shares or the one that is linked).
As soon as a character has suffered damage equal to or greater than the HP shown on their Character Card, that character dies. Once a character dies, the owning player flips the Character Card over to reveal the character and, more importantly, their faction to which they belong. If this causes one player to fulfill their character’s goals, they must announce that the game is over. If not, play continues in this fashion until a player’s goal has been achieved to end the game. This could mean the Shadow team or Hunter team wins as a group, or that one player wins alone.
Components. Oddly, this edition of Shadow Hunters is now almost 10 years old, so it fall within the “older games” group. That said, the components are still excellent quality, even by today’s standards. The cards have a faint linen finish, the cardboard components are all thick and matte finished, the wooden player markers are chunky and fun to move around. The only issues I have with components are that I wish the colors matched more on the wooden markers and the player boards. Not a huge deal, but something that makes me cringe just a little inside. The other issue I have is most definitely a personal preference: the numbers on the d4 are on the bottom and I prefer them on the top. I know, purely personal preference and I’m dumb for even mentioning it.
This is a game I love but irks my wife. And not even because she doesn’t like the game. It irks her because of how I play it. Until I use the Hermit Cards to try to help figure out which player is on my team I will certainly be attacking everyone I can every chance I get. That’s not the best way to make friends, and I get it, but I’m not taking that chance of allowing a potential opponent to get a leg up on me. That bothers my wife because many times I’m attacking my teammates. Oh well.
I have played this game so many times with different groups and have had great success with it almost every single time. It’s an easy teach, the theme makes sense, and having different end goals is something that many people can rally behind. I know there are about 3,000 hidden identity games out there, but I consider this one of the best. Even 10 years later it sill holds that sheen and gives us a little different experience than just spamming The Resistance: Avalon every time. Purple Phoenix Games gives this one a hot 17 / 24. Pick this one up if you find it in the wild and want a different feel for your hidden identity collection. I love it and you might too.

Suswatibasu (1703 KP) rated Inferior: How Science Got Women Wrong in Books
Nov 12, 2017
Saini systemically pulls this assertion apart, showing how many of the apparent brain differences - and even physical modification of the brain - can be the result of cultural influences. She highlights that although there maybe some differences, they are significantly smaller between male to female, and that each individual should be looked at on a case by case basis.
After a shocking opening demonstrating just how recently women's brains were genuinely considered inferior - Saini quotes Darwin in a letter making it clear that even as a leading evolutionist, he also believed this to be the situation - which is why it's hardly surprising research continues to be skewed.
We also see remarkable bias in the development of anthropological ideas pushing through to the evolutionary field, discussing how men had been seen as hunter gatherers - though this clearly isn't the case in many closed societies. She speaks.to leading scientists who have studied women's roles in tribes across China, South America and Africa, who completely turn this theory on its head.
What she shows is that any interpretation can be possible if you have an agenda, whether consciously or unconsciously, hence research needs to be scrutinised analytically from every perspective. A fascinating and essential read.

Haley Mathiot (9 KP) rated Immortalis Carpe Noctem (Immortalis, #1) in Books
Apr 27, 2018
I really enjoyed Imortalis Carpe Noctem. I tore through it in a few hours, and regretted having to put it down. It was very addicting and fast paced, especially the action scenes at the end, quite entertaining, and not to over-dramatic.
Imortalis was, in some ways, a typical vampire novel: having to escape would-be-vamp-rulers, running from vampire hunters, falling in love with a handsome vampire. The thing that made it worth reading was the characters and their emotions. They had so much character to them, and Alyssa's feelings were so real and—pardon me, human—that they were incredibly relatable. I felt like I was Alyssa, I could feel her pain and her joy, her love and her loss.
The writing was pretty good, except there was some careless editing and misuse of comas. They were everywhere they shouldn't be for some reason, as if the computer put them in willy-nilly. It wasn't so much of a distraction that I couldn't enjoy the book, however.
I am anxiously awaiting the sequel Imortalis: Hunter & Prey as well as Salidas' other upcoming novels.
Content: little language, some sex.
Recommendation: Ages 18+