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Purple Phoenix Games (2266 KP) rated Tutankhamun in Tabletop Games
Jul 9, 2021
Tutankhamun (per dictionary.com, the pronunciation is as such: [ toot-ahng-kah-muhn ]) is regularly shortened and often referred to as “King Tut.” My real question is that if the first syllable is “toot,” why do we not call him King Toot? I have a 5 year old boy and a 2 year old girl at the time of this writing, so I can tell you EXACTLY why we don’t call him King Toot, but that’s for another discussion. Never having played the original version, will I enjoy this new version of the game by world-renowned designer Dr. Reiner Knizia?
In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.
Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.
God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.
Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.
Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!
What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.
Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!
At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
In Tutankhamun, players take on the roles of Egyptian priests attempting to cleanse their souls by gifting the sarcophagus with relics found along the Nile River. The priest who can cleanse their soul quickest will be proclaimed the next High Priest and winner of the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, place the King Tut sarcophagus on the table somewhere inside the box bottom. From this starting place (or you could place these components last I suppose), begin the laborious job of creating the Nile from the trapezoidal Relic TIles. This part took me a good several minutes each game. Place out the Underworld Mat near the start of the Nile, and place upon it the two Guardian Statue standees. From there give every player a reference card, have them choose a player color, place their boats at the start of the Nile, and Canopic Jar scoring markers on the appropriate space along the box bottom score track. The game may now begin!
Tutankhamun is played in turns starting with the starting player and proceeding clockwise. The starting player will choose ANY Relic Tile to collect and move their boat to that location. Once collected, the player will check to make sure there are still matching Relics along the Nile. If so, then play continues to the next player. If the active player had collected the last Relic of that type still active in the game, then the Relic type is scored.
Each Relic Tile features art of a Relic, a God, or a Scarab Ring. Relics come in sets, and when the final Relic of its type is collected, scoring immediately follows. Whichever player possesses the most Relic Tiles of the one being scored will earn points (or rather, negative points, as the priests are trying to cleanse their souls down to the winning score of zero) equal to the number printed on the tile. That number stands for the score earned as well as the number of Relics of that type in the game. The player with the second most Relics of the scored type will score half the number printed on the tile. All others do not score.
God Tiles feature art of one of five ancient Egyptian Gods: Osiris, Isis, Ra, Thoth, and Horus. Each of these Gods provide the collecting player with special powers to be used during the turn, and are always positive for the player.
Finally, Scarab Ring tiles are special in that they feature no number upon them. There are 10 tiles in the game, and as soon as a player collects one they immediately score one point (or one negative point). These tiles are not thrown into the box bottom, as the other scoring tiles are once scored, but are kept with the players to be scored at the end of the game. The player holding the most Scarab Tiles scores five negative points.
Any tile along the Nile that has been passed by all players is deposited onto the Underworld Mat and not added to the box bottom with the King Tut sarcophagus. Tiles may still be collected from the Underworld by permission of the Gods being collected in-game. Whichever priest is able to dwindle down their points and cleanse their soul first will win the game and become the next High Priest of Egypt!
Components. I am more and more becoming a fan of everything 25th Century Games is putting out. This is certainly no exception. I have seen photos of the original versions of this game, entitled Tutankhamen (with an E at the end instead of a U) and this game was certainly begging for a renovation. All the components have updated art, more vibrant colors, and the game even includes luxurious (and completely unnecessary) components. These are the very cool, but very unnecessary King Tut sarcophagus, and the Guardian Statue standees that add nothing to the gameplay but definitely help set the mood and theme. That all said, this version looks amazing on the table and has nearly infinite setup configurations!
What I like most about the game is the fact that on a player’s turn they can literally move forward to ANYWHERE along the Nile to gather whatever Relic they wish. They can pass up a tile or twelve along the way to snatch exactly what they want. However, the quicker a player reaches the sarcophagus does not automatically make them the winner. No, they still need to reduce their soul spirit score to zero in order to win (or be closest by the time all players reach the final spot). Conversely, dilly-dallying along the River just picking up every available tile also will not guarantee a victory. Specializing in a select few items may be the ticket to a victory, or setting oneself to win a couple types and win runner-up on the remainder may be a great path to victory.
Unlike many other games with this lazy race mechanic, the player furthest back does NOT get to keep taking turns to catch up (I’m looking at you, Tokaido), but rather just means that player has many more options ahead of themselves than the other players have. This is very interesting to me, and definitely something worth exploring more. It makes for tough turns when players have to really crunch which options are best for them: take the tile right ahead of them, diversify vs bolster the collection, or hate block another player by taking what you know they need. Ahh, so beautiful are the choices given!
At the end of the day (and this review), Purple Phoenix Games gives this one an Obama-meme-where-he-is-drinking-a-beer-and-giving-a-thumbs-up 5 / 6. I would certainly not have purchased this game in its original form had I seen it in a game store. However, with the changes made to make it more pretty, I would have given it a chance. I am so very glad I have the opportunity to play this a lot, as I can see this getting to the table allllllll the time. It is right up my alley, and I place it high among other Knizia games. Long live King Toot!!
Daniel Boyd (1066 KP) rated Metal Gear Solid V: The Phantom Pain in Video Games
Nov 2, 2017 (Updated Nov 2, 2017)
Gameplay (1 more)
Graphics
Characters (1 more)
Twist ending
A Review By A Disappointed Long Time Fan
Before this game was released, I was certain that it was going to be my Game Of The Year for 2015, and in a lot of ways it is a worthy contender. As an open world stealth game, it is groundbreaking. The gameplay is some of the best I’ve ever seen, the controls feel tight, the underlying systems and features, (such as reflex mode and the buddy system,) are solid and the AI is responsive and fair. This is KojiPro’s first attempt at an open world game, and as far as first attempts go, this is ‘pretty good.’ The world is breathtaking as well, the graphics that the Fox engine can produce are stunning in every way, the world feels alive, with both enemies and wildlife, the textures, the particle systems, the gun models, every visual in this game has been created with an insane amount of attention to detail and all of it really pays off. I experienced little to no glitches while making my way through the single player campaign and the presentation overall is great. Motherbase is also awesome, you genuinely feel as if you are assembling an army and even though the Fulton is daft, it is a nice touch. And the amount of variety this game provides is vast, you can take 4 different buddies with you, each with unique skills, you can infiltrate in the morning or at night, you can choose your guns and customise them to suit, you can also customise your buddy’s gear, your helicopter and to a small extent Motherbase too, although that could have went deeper. Now, if that is all that you are looking for, then seriously, stop reading this review right now and go buy the game, you will love it and there is so much to do, I sank a good 75+ hours into this game and my overall completion rate is still only at 75%. If however, like me, you are looking for something more than just great gameplay, you will be left feeling as empty as I do. Like I keep reiterating, the gameplay is phenomenal, but that’s the problem, I have never played MGS for the gameplay. It wasn’t the gameplay that made me fall in love with the series growing up and if anything you would always suffer through the stiff gameplay in order to experience the deep and complex story and that was okay, because it would always be so worth it. This game throws all of that out of the window.
The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?
The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.
The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.
David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.
The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?
The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.
The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.
David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.
Sophia (Bookwyrming Thoughts) (530 KP) rated Princess of Thorns in Books
Jan 23, 2020
<i>Princess of Thorns</i> isn't even a retelling – it's <b>just a fairy tale (pun may be intended) where the original characters are quite dead (poisoned, murdered, suicidal, etc.) and the spawn of Aurora 1.0 and Stephen is cursed in exchange for her fairy blessings.</b>
That particular spawn, who I'm calling Aurora 2.0 (simply because <i>THE</i> Sleeping Beauty was born as Aurora but Stacey Jay calls her Rose), apparently has a brother who gets captured by the ogre queen and she decides to pose as said brother to raise an army to overthrow the ogre queen. Early on in her journey – the beginning of the book, in actuality – Aurora meets Prince Niklaas, son of the immortal king of Kanvasola and wait for it...
Also cursed.
I won't complain too much about <i>Princess of Thorns</i> – it's a neat idea and there's really not much you can do with a retelling of a princess who sleeps a hundred years and gets woken up by a kiss from a prince who goes through thorns and fights a green-fire breathing dragon witch known as Maleficent. I pretty much applaud authors who toy around with Sleeping Beauty – it's interesting to see what comes out of it.
But <b>the book is <i>sooo</i> confusing</b>. From the beginning, Jay quite literally throws us in a world where Aurora is aware of what's going on around her, but <b>I have no clue what's going on.</b> Aurora thinks she's seeing a hottie who she thinks is a "Golden God" – great! But what in the world is going on? All I know is she's been with the fey for ten years and she may or may not be with them right at that time, and whatever was going on for fifteen pages certainly doesn't sound very fey-like. I also know that her mother, the original Sleeping Beauty, is dead.
There were also <b>a few things that just seemed really ridiculous.</b>
The <b>names are just not as creative</b> as Stacey Jay might be aiming them to be. Niklaas, Haanah, Ekeeta, and the name that almost made me bawl in laughter? Nippa. It's almost as though <b>in an effort to "foreignize" the names, Jay either "drawls" out a letter or it justs sounds like another word in the English language (sometimes, it's not even pleasant).</b> In that case, I'll be Sofeeyah.
<b>The entire concept of Aurora dressing up as her brother without anyone being aware was also a bit suspicious.</b> Aurora slips up A LOT in front of Niklaas throughout the journey, and <b>I'm a bit peeved he doesn't even question it THE ENTIRE TIME.</b> If her brother were younger than fourteen and disguised Aurora slipped up a few times, then maybe it would have worked better. But Aurora's captured brother is <i>fourteen</i> – I doubt fourteen-year-old boys sound like high-pitched girls. As much as I applaud Aurora for having the guts to venture out in the world on her own to take down an ogre queen, <b>I just don't buy her manliness.</b>
In all honesty, though, <b>Aurora as a Jor was a lot better than Aurora as a girl</b> – she's desperate as Niklaas gets closer to his eighteenth birthday. It's quite literally, "Dude, come on! Marry me already!" And Niklaas is all mopey. "All is lost. No princess loves me, so dear God and all that is Holy, END THIS AND TURN ME INTO A SWAN ALREADY SO I CAN SWAN THE REST OF MY LIFE AWAY WITH MY SWANNING BROS."
Aurora's approaching meeting with the ogre queen seemed <b>really weird, abrupt, and cheesy</b> – I felt like I just wrote a story in sixth grade where the bad guy goes all, "Oh, I'm so sorry! Let me just accept my punishment and go to flaming Hell." while being completely solemn. And obviously, the story becomes all happily ever after.
The entire explanation makes sense, but <b>the execution just seemed weird and quick</b> and somewhere in the process, the author realized, "Oh, wait. This is going on 400 hundred pages. I better wrap this up and wrap it up quickly, or I'll end up boring the crap out of my readers if I throw in deception and go on 600 or more pages!"
Disclaimer: I'm not making fun of the author. I'm quite literally saying I felt as though I was in sixth grade, writing a story with an actual limited number of pages and I <i>had</i> to wrap it up, so I did it abruptly. That was actually a true story. I did get a decent grade, so I must have done something right, right?
Also, at the time of writing this review, I was feeling more sarcastic than usual (though Lupe and Rundus would probably say I'm sarcastic 24/7). <b><i>Princess of Thorns</i> had a decent idea, but there were quite a bit of bumps and mucho ridiculousness throughout that made the story fall rather than burst out feathers and fly (see what I did there?).</b>
<a href="https://bookwyrmingthoughts.com/review-princess-of-thorns-by-stacey-jay/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
That particular spawn, who I'm calling Aurora 2.0 (simply because <i>THE</i> Sleeping Beauty was born as Aurora but Stacey Jay calls her Rose), apparently has a brother who gets captured by the ogre queen and she decides to pose as said brother to raise an army to overthrow the ogre queen. Early on in her journey – the beginning of the book, in actuality – Aurora meets Prince Niklaas, son of the immortal king of Kanvasola and wait for it...
Also cursed.
I won't complain too much about <i>Princess of Thorns</i> – it's a neat idea and there's really not much you can do with a retelling of a princess who sleeps a hundred years and gets woken up by a kiss from a prince who goes through thorns and fights a green-fire breathing dragon witch known as Maleficent. I pretty much applaud authors who toy around with Sleeping Beauty – it's interesting to see what comes out of it.
But <b>the book is <i>sooo</i> confusing</b>. From the beginning, Jay quite literally throws us in a world where Aurora is aware of what's going on around her, but <b>I have no clue what's going on.</b> Aurora thinks she's seeing a hottie who she thinks is a "Golden God" – great! But what in the world is going on? All I know is she's been with the fey for ten years and she may or may not be with them right at that time, and whatever was going on for fifteen pages certainly doesn't sound very fey-like. I also know that her mother, the original Sleeping Beauty, is dead.
There were also <b>a few things that just seemed really ridiculous.</b>
The <b>names are just not as creative</b> as Stacey Jay might be aiming them to be. Niklaas, Haanah, Ekeeta, and the name that almost made me bawl in laughter? Nippa. It's almost as though <b>in an effort to "foreignize" the names, Jay either "drawls" out a letter or it justs sounds like another word in the English language (sometimes, it's not even pleasant).</b> In that case, I'll be Sofeeyah.
<b>The entire concept of Aurora dressing up as her brother without anyone being aware was also a bit suspicious.</b> Aurora slips up A LOT in front of Niklaas throughout the journey, and <b>I'm a bit peeved he doesn't even question it THE ENTIRE TIME.</b> If her brother were younger than fourteen and disguised Aurora slipped up a few times, then maybe it would have worked better. But Aurora's captured brother is <i>fourteen</i> – I doubt fourteen-year-old boys sound like high-pitched girls. As much as I applaud Aurora for having the guts to venture out in the world on her own to take down an ogre queen, <b>I just don't buy her manliness.</b>
In all honesty, though, <b>Aurora as a Jor was a lot better than Aurora as a girl</b> – she's desperate as Niklaas gets closer to his eighteenth birthday. It's quite literally, "Dude, come on! Marry me already!" And Niklaas is all mopey. "All is lost. No princess loves me, so dear God and all that is Holy, END THIS AND TURN ME INTO A SWAN ALREADY SO I CAN SWAN THE REST OF MY LIFE AWAY WITH MY SWANNING BROS."
Aurora's approaching meeting with the ogre queen seemed <b>really weird, abrupt, and cheesy</b> – I felt like I just wrote a story in sixth grade where the bad guy goes all, "Oh, I'm so sorry! Let me just accept my punishment and go to flaming Hell." while being completely solemn. And obviously, the story becomes all happily ever after.
The entire explanation makes sense, but <b>the execution just seemed weird and quick</b> and somewhere in the process, the author realized, "Oh, wait. This is going on 400 hundred pages. I better wrap this up and wrap it up quickly, or I'll end up boring the crap out of my readers if I throw in deception and go on 600 or more pages!"
Disclaimer: I'm not making fun of the author. I'm quite literally saying I felt as though I was in sixth grade, writing a story with an actual limited number of pages and I <i>had</i> to wrap it up, so I did it abruptly. That was actually a true story. I did get a decent grade, so I must have done something right, right?
Also, at the time of writing this review, I was feeling more sarcastic than usual (though Lupe and Rundus would probably say I'm sarcastic 24/7). <b><i>Princess of Thorns</i> had a decent idea, but there were quite a bit of bumps and mucho ridiculousness throughout that made the story fall rather than burst out feathers and fly (see what I did there?).</b>
<a href="https://bookwyrmingthoughts.com/review-princess-of-thorns-by-stacey-jay/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Purple Phoenix Games (2266 KP) rated Harry Potter: Death Eaters Rising in Tabletop Games
Dec 3, 2020
Have you read our review of Thanos Rising: Avengers Infinity War? If you have not, please do. I’ll wait. The reason I ask is because this Harry Potter version is a reimplementation of Thanos Rising with a few new twists. Great twists. In fact, I’ll spoil it for you and let you know that I now prefer the Harry Potter version even though I enjoy Marvel-related things in my life much more. But why is it good or better than its predecessor?
Harry Potter: Death Eaters Rising is a game utilizing the Rising system of games (which also includes Batman, Star Wars, and SpongeBob Squarepants as of now) for two to four players. It is a cooperative game where players will take charge of one of the three factions: Dumbledore’s Army, Hogwarts, or Order of the Phoenix in order to defeat Voldemort and his Death Eater cronies. Though Voldemort will be menacing players throughout the game, the players will not be able to attack him directly until about half way through the game. Can you survive long enough to battle the big bad?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook, but generally the central board will have the large painted Voldemort “mini(?)” and three areas that hold Place cards: Hogwarts, Ministry of Magic, and Diagon Alley. Players will be given one Leader card in their chosen faction (obviously Order of the Phoenix is best) to begin the game. Set aside the damage counters, corruption gem tokens, and Spell tokens in their own piles. Shuffle the main deck of character cards, reveal and place three per Place and then insert the Voldemort card somewhere near half-way into the shuffled deck. The game may now begin.
On a player’s turn they must complete the following steps: 1. Travel to a Location, 2. Roll Voldemort Die and resolve actions, 3. Roll, assign, and resolve Wizard dice, and 4. End Turn. After taking these actions it will be the next player’s turn.
To Travel to a Location, the active player will place their faction-matching Mission token upon one of the Places on the board. This is the Place that the active player may now be able to recruit Wizards from and also attack enemies.
Once at a Location, the active player will Roll Voldemort Die and resolve actions thenceforth. The game affords players a large green Voldemort Die to be rolled. Upon the faces are sides that instruct players to turn the Voldemort mini Left or Right one Place and attack all Wizards there (including all Wizards on a player’s team if Voldemort is now in their Location). Two faces will also show the Dark Mark. When this face is rolled Voldemort does not move, but will attack all Wizards at his current Place (by placing damage counters on the card) as well as activating ALL Death Eater Dark Mark abilities. Not all Death Eaters will have Dark Mark abilities, but when they activate, they can be deadly.
Now that Voldemort has had his fun, the active player will Roll, assign, and resolve Wizard dice. Players will have in front of them faction cards that indicate how many and of which color dice to be rolled on a turn. These dice may be added to or otherwise altered as a result of recruited Wizards’ special abilities as well. Once a player takes the appropriate dice to be rolled, they must roll them and begin assigning faces to Wizards for recruitment, Death Eaters for damage, or other abilities on team cards. Recruiting more Wizards to a player’s team or damaging Death Eaters is how the game progresses because each time a card is recruited or defeated it is removed from the main board and a new card replaces it. As long as at least one die is removed from the player’s pool each time the dice are rolled the player may continue rolling to match symbols needed.
To End Turn, the active player will add any recruited Wizards to their team, discard any defeated Death Eaters, Wizards, or Places, and retrieve their Mission token to be used on the next turn.
Play continues in this fashion of taking turns through the four steps until the Voldemort card is drawn. He then comes into play as an enemy that may be attacked like normal. Players win when they defeat enough Death Eaters and Voldemort, but can lose if the players allow a Place to be completely corrupted (usually by Death Eater card abilities), allowing four Places to be corrupted, if too many Wizards have been defeated per number of players, or any player has all their Wizards defeated from their team.
Components. This game includes a lot of components of varying style and materials. The cards are all very glossy (meh) and feature headshots of the characters mostly. The board is three pieces fit together like a pizza and is great. The damage counters are little translucent red cubes, and the corruption gem tokens are also translucent gems but gray in color. The best components in the game are by far the Voldemort, well, statue and all the dice. The Voldemort piece is incredible, and pre-painted. The stance he is taking is formidable and somewhat intimidating when he’s pointing his wand right at you. The dice have been upgraded to a matte finish (as opposed to yucky polished finish) and feature some great inking. The one negative I have to say is also about the dice: I believe that the faces sometimes can be confusing because the icons are more detailed than is necessary. While some would argue that detailed dice are better than merely serviceable dice, I would much rather see a sword on a face and know it’s a sword than to look at a die face and wonder what I am looking at exactly. In any case, that’s my opinion and yours may be different. Let’s still be friends.
So overall this is a big upgrade over the Thanos version of a Rising game for several key reasons. In Thanos I always felt like every turn could lose the game for us, and Thanos seemed to gain the Infinity Stones too quickly for my taste. In this version, you know you have half a deck before you are able to even fight Voldemort, so being able to tackle his minions until then seems more surmountable. The dice have been upgraded, and the Voldemort die is wonderful and easy to read. That was an issue I had with Thanos: his die was hard to read and the colors were not distinct enough. Not a factor in this version at all. I also feel that this version has much more faction-dependency and interplay. What I mean is that an Order of the Phoenix card may require a player to also have a Dumbledore’s Army card on the team in order to unlock access to their special ability. I like that. I like a well-balanced team, though my first game saw me recruit eight Order of the Phoenix cards and one Dumbledore’s Army card. We won, but I felt bad.
So it’s no surprise that I love this game. I find it better and easier to learn/play than the Thanos version. I like the components a whole lot more. I like the interplay between the factions more. I am sad that I prefer Marvel to Harry Potter, but I do not dislike Harry Potter, let it be known. And I do enjoy this version much more. Purple Phoenix Games gives this one a triumphant 10 / 12. My wife and I truly love it and can’t wait to play it again very soon. If you are looking for a good Rising game, I certainly recommend you look at Harry Potter: Death Eaters Rising. It’s a guaranteed hit if you or a loved one is a Harry Potter fan. For sure. It’s brilliant.
Harry Potter: Death Eaters Rising is a game utilizing the Rising system of games (which also includes Batman, Star Wars, and SpongeBob Squarepants as of now) for two to four players. It is a cooperative game where players will take charge of one of the three factions: Dumbledore’s Army, Hogwarts, or Order of the Phoenix in order to defeat Voldemort and his Death Eater cronies. Though Voldemort will be menacing players throughout the game, the players will not be able to attack him directly until about half way through the game. Can you survive long enough to battle the big bad?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook, but generally the central board will have the large painted Voldemort “mini(?)” and three areas that hold Place cards: Hogwarts, Ministry of Magic, and Diagon Alley. Players will be given one Leader card in their chosen faction (obviously Order of the Phoenix is best) to begin the game. Set aside the damage counters, corruption gem tokens, and Spell tokens in their own piles. Shuffle the main deck of character cards, reveal and place three per Place and then insert the Voldemort card somewhere near half-way into the shuffled deck. The game may now begin.
On a player’s turn they must complete the following steps: 1. Travel to a Location, 2. Roll Voldemort Die and resolve actions, 3. Roll, assign, and resolve Wizard dice, and 4. End Turn. After taking these actions it will be the next player’s turn.
To Travel to a Location, the active player will place their faction-matching Mission token upon one of the Places on the board. This is the Place that the active player may now be able to recruit Wizards from and also attack enemies.
Once at a Location, the active player will Roll Voldemort Die and resolve actions thenceforth. The game affords players a large green Voldemort Die to be rolled. Upon the faces are sides that instruct players to turn the Voldemort mini Left or Right one Place and attack all Wizards there (including all Wizards on a player’s team if Voldemort is now in their Location). Two faces will also show the Dark Mark. When this face is rolled Voldemort does not move, but will attack all Wizards at his current Place (by placing damage counters on the card) as well as activating ALL Death Eater Dark Mark abilities. Not all Death Eaters will have Dark Mark abilities, but when they activate, they can be deadly.
Now that Voldemort has had his fun, the active player will Roll, assign, and resolve Wizard dice. Players will have in front of them faction cards that indicate how many and of which color dice to be rolled on a turn. These dice may be added to or otherwise altered as a result of recruited Wizards’ special abilities as well. Once a player takes the appropriate dice to be rolled, they must roll them and begin assigning faces to Wizards for recruitment, Death Eaters for damage, or other abilities on team cards. Recruiting more Wizards to a player’s team or damaging Death Eaters is how the game progresses because each time a card is recruited or defeated it is removed from the main board and a new card replaces it. As long as at least one die is removed from the player’s pool each time the dice are rolled the player may continue rolling to match symbols needed.
To End Turn, the active player will add any recruited Wizards to their team, discard any defeated Death Eaters, Wizards, or Places, and retrieve their Mission token to be used on the next turn.
Play continues in this fashion of taking turns through the four steps until the Voldemort card is drawn. He then comes into play as an enemy that may be attacked like normal. Players win when they defeat enough Death Eaters and Voldemort, but can lose if the players allow a Place to be completely corrupted (usually by Death Eater card abilities), allowing four Places to be corrupted, if too many Wizards have been defeated per number of players, or any player has all their Wizards defeated from their team.
Components. This game includes a lot of components of varying style and materials. The cards are all very glossy (meh) and feature headshots of the characters mostly. The board is three pieces fit together like a pizza and is great. The damage counters are little translucent red cubes, and the corruption gem tokens are also translucent gems but gray in color. The best components in the game are by far the Voldemort, well, statue and all the dice. The Voldemort piece is incredible, and pre-painted. The stance he is taking is formidable and somewhat intimidating when he’s pointing his wand right at you. The dice have been upgraded to a matte finish (as opposed to yucky polished finish) and feature some great inking. The one negative I have to say is also about the dice: I believe that the faces sometimes can be confusing because the icons are more detailed than is necessary. While some would argue that detailed dice are better than merely serviceable dice, I would much rather see a sword on a face and know it’s a sword than to look at a die face and wonder what I am looking at exactly. In any case, that’s my opinion and yours may be different. Let’s still be friends.
So overall this is a big upgrade over the Thanos version of a Rising game for several key reasons. In Thanos I always felt like every turn could lose the game for us, and Thanos seemed to gain the Infinity Stones too quickly for my taste. In this version, you know you have half a deck before you are able to even fight Voldemort, so being able to tackle his minions until then seems more surmountable. The dice have been upgraded, and the Voldemort die is wonderful and easy to read. That was an issue I had with Thanos: his die was hard to read and the colors were not distinct enough. Not a factor in this version at all. I also feel that this version has much more faction-dependency and interplay. What I mean is that an Order of the Phoenix card may require a player to also have a Dumbledore’s Army card on the team in order to unlock access to their special ability. I like that. I like a well-balanced team, though my first game saw me recruit eight Order of the Phoenix cards and one Dumbledore’s Army card. We won, but I felt bad.
So it’s no surprise that I love this game. I find it better and easier to learn/play than the Thanos version. I like the components a whole lot more. I like the interplay between the factions more. I am sad that I prefer Marvel to Harry Potter, but I do not dislike Harry Potter, let it be known. And I do enjoy this version much more. Purple Phoenix Games gives this one a triumphant 10 / 12. My wife and I truly love it and can’t wait to play it again very soon. If you are looking for a good Rising game, I certainly recommend you look at Harry Potter: Death Eaters Rising. It’s a guaranteed hit if you or a loved one is a Harry Potter fan. For sure. It’s brilliant.
Dana (24 KP) rated Crooked Kingdom in Books
Mar 23, 2018
This post will 100% be full of spoilers for both the first book and this book, so if you have not read either, please leave the post now, because you need to read this series. The review will be here when you get back, I promise.
Can I just say that Leigh Bardugo is a phenomenal writer? I just want to put that out there first, so we can move on to some more interesting stuff, but damn. That woman is a genius when it comes to the written word! Her plot lines are almost always amazing and her characters are just, wow!
Okay, so let's start off with the overall plot arc. As much as I hated the beginning because Inej wasn't with the crew, it was so cool to get the other characters working together to try to help save her. I do enjoy the fact that saving her wasn't the biggest aspect of the plot. If it was, I don't think it would have been as convincing of a story. Then we move on to revenge as the rest of the plot. I just want to say that I freaking love revenge plots. They give purpose to everything that each character does, and just moves the story along well!
The fact that we weren't just tied to this book was great too! I loved how we got characters from the Grisha Trilogy in here. I was hoping that we would get more than just the mention that was given to us in the last book, but we got Genya, Zora and freaking Nikolai! They were amazing and brought more depth to the story that we may not have gotten without them.
I loved how Kaz was able to plan out every step in detail, assuming what people would do next. He is a master at his craft, I will tell you that.
Okay, so now onto some character studies:
I am going to start out with Nina. That girl has been through so much already, and it never fully gets better for her. From having to deal with the side effects of the withdrawls from Jurda Parem, having her best friend kidnapped, to having to find out her powers have been altered, to having the love of her life ripped from her, she does not have a good time in this book! I just wanted to wrap her up in a coat and feed her waffles, but she doesn't even really get those either! I just hope that she is able to find peace in Ravka with her fellow Grisha.
Now onto Matthias. He was honestly one of my favorite characters. The way he would try not to like or agree with the Dregs' way of doing things was just so hilarious and when he would try to fend off Nina's advances, I would actually cackle. He was the signal of change in the book. The proof that things could get better, but even that failed him. In his attempt to share the light of truth onto another Druskelle, he was inevitably killed for his beliefs. At least he finally got to kiss Nina, even if it was one of his final acts.
Now we are moving on to Jeseper. We got to meet his dad! Woo!! That was a really interesting relationship and backstory. I really like how sassy he is at all times, even if his sarcasm gets him in to trouble more times than not. Also, I love how he is a great shot because of his innate Grisha abilities. That was freaking amazing and I am so damn happy about it. I also love how smitten he is with Wylan. Like, for Christ's sake he calls him Wy when he starts crying. They are each others' rocks in the seas of shit that they cling to for dear life.
It's Wylan's turn! I hated how he wasn't fully himself for most of the book, but mostly I hated how inadequate he made himself feel. He is a genius and he shouldn't think anything less of himself. His relationship with his mother (who ISN'T dead?!?!?!?) is so sweet. But his brutality and unforgiving nature that shows up throughout the book was kind of a shock. He had been so mousy and quiet in the first book, but boy did that boy spit fire once he found out his father's assholishness. His back story is so tragic, like his father tried to straight up have him murdered when he thought he was just going off to a school that could actually make him happy. Jan Van Ick (lol) deserved every bit of punishment he got. I am glad he got what he wanted out of life. I also am in love with how he and Jesper first met.
Kuwei's got to get a little paragraph too. He is kind of annoying. I decided I didn't overly like him when he tricked Jesper into kissing him. Like, I totally understand, Jes is amazing, but he is TAKEN by my favorite ginger. Step back! I do, however, hope he is successful in finding a cure for Parem and making sure it does not get into the wrong hands.
Off to my boy Kaz. He makes himself out to be this stone cold guy with no feelings, but we all know how much of a lie that is. Holy hell, that boy is smitten with Inej. He takes every precaution he possibly can with her, much to her chagrin, but he just wants her safe. I was constantly yelling at my book, and therefore at him, to just take a chance! Tell Inej how you feel and why you are the way you are, but he wouldn't!!! It was so frustrating! But then, that moment when he is changing her bandages was so freaking tense. Like, they didn't even do anything, but damn, the tension in that room could have hurt someone. And then, at the end when he got her the boat AND found her parents, I almost died. I was so freaking happy he finally did something with his feelings, even if he didn't fully tell her, I think she got the hint. He even got the Menagerie to be shut down and burned, if that doesn't scream romance (from him), I don't know what does! And him getting the Dregs back was such a cool power move! He got every bit of revenge he wanted, including scaring the shit out of Pekka Rollins. So freaking good! Brick by brick bitches!
And finally, it's time for my favorite: Inej. Just like Nina, she has been through too much shit for her being such a youngin'. I am so glad she is okay and that she got her family (all of her family, including the Dregs) back in her life! She has a boat and she gets to go stop human trafficking (something that is really important and actually needs to be done in real life! Go to GAATW.org to find more information on how to stop this human rights violation). I think Inej is so strong in everything she does, but she still has those moments of doubt. When she goes against her "shadow" as she calls her, there are hesitations. She is only able to succeed when she gives in to all of her, both the Wraith and the Acrobat. That is something I think is really striking about her as a character. She isn't just one thing, she compartmentalizes herself, but once she comes together as a whole person, she is better for it. I think Leigh did a great job making Inej into someone to emulate toward (you know, minus the killing thing).
I'm going to write some of my favorite quotes out here, so bear with me for a bit:
"You are forsaken. As you have turned your back on me, so will they turn their backs on you." Inej, 64
"People point guns at each other all the time in Ketterdam. It's basically a handshake." Jesper, 79.
"Vile, ruthless, amoral. Isn't that why you hired Kaz in the first place? Becouse he does the things that no one else dares? Go on, Van Eck. Break my legs and see what happens. Dare him." Inej, 104
"When you were outgunned and out manned, you sought the less defended targets." Matthais, 107
"I would come for you. And if I couldn't walk, I'd crawl to you, and no matter how broken we were, we'd fight our way out together--knives drawn, pistols blazing. Because that's what we do. We never stop fighting." Kaz, 185
"Because through it all, he'd believed that he deserved his father's contempt, and now he could admit that somewhere, in some buried place, he'd hoped there might still be a way back to his father's good favor. Well, his father could keep that good favor and see what it brought him when Kaz Brekker was finished." Wylan, 223
"You aren't a flower, you're every blossom in the world blooming at once. You are a tidal wave. You're a stampede. You are overwhelming." Matthias, 233
"When Inej was on the high wire, it became her world. She could feel its tilt and pull. It was a planet and she was its moon. There was a simplicity to it that she never felt on the swings, where she was carried away by momentum. She loved the stillness she could find on the wire, and it was something no one else understood." Inej, 272
"After all she'd endured, he was the weak one. But she would never know what it was like for him to see Nina pull her close, watch Jesper loop his arm though hers, what it was to stand in doorways and against walls and know he could never draw nearer." Kaz, 364
"Wylan summoned every bit of bravado he'd learned from Nina, the will he's learned from Matthias, the focus he'd studied in Kax, the courage he'd learned from Inej, and the wild, reckless hope he learned from Jesper, the belief that no matter the odds, somehow they would win." Wylan, 427
"But just as surely as life connected everything, so did death. It was that endless, fast-running river. She'd dipped her fingers into its current, held the eddy of its power n her hand. She was the Queen of Mourning, and in its depths, she would never drown." Nina, 455
"But what about the rest of us? What about the nobodies and the nothings, the invisible girls? We learn to hold our heads as if we wear crowns. We learn to wring magic from the ordinary. That was how you survived when you weren't chosen, when there was no royal blood in your veins. When the world owed you nothing, you demanded something of it anyway." Inej, 460
Overall, I freaking loved this series. I am so sad to see it go, but I was glad to be a part of it. Leigh, if you read this (which I doubt you will, but whatever) I want to thank you for your phenomenal writing in this world and I cannot wait to see what you do next!
Can I just say that Leigh Bardugo is a phenomenal writer? I just want to put that out there first, so we can move on to some more interesting stuff, but damn. That woman is a genius when it comes to the written word! Her plot lines are almost always amazing and her characters are just, wow!
Okay, so let's start off with the overall plot arc. As much as I hated the beginning because Inej wasn't with the crew, it was so cool to get the other characters working together to try to help save her. I do enjoy the fact that saving her wasn't the biggest aspect of the plot. If it was, I don't think it would have been as convincing of a story. Then we move on to revenge as the rest of the plot. I just want to say that I freaking love revenge plots. They give purpose to everything that each character does, and just moves the story along well!
The fact that we weren't just tied to this book was great too! I loved how we got characters from the Grisha Trilogy in here. I was hoping that we would get more than just the mention that was given to us in the last book, but we got Genya, Zora and freaking Nikolai! They were amazing and brought more depth to the story that we may not have gotten without them.
I loved how Kaz was able to plan out every step in detail, assuming what people would do next. He is a master at his craft, I will tell you that.
Okay, so now onto some character studies:
I am going to start out with Nina. That girl has been through so much already, and it never fully gets better for her. From having to deal with the side effects of the withdrawls from Jurda Parem, having her best friend kidnapped, to having to find out her powers have been altered, to having the love of her life ripped from her, she does not have a good time in this book! I just wanted to wrap her up in a coat and feed her waffles, but she doesn't even really get those either! I just hope that she is able to find peace in Ravka with her fellow Grisha.
Now onto Matthias. He was honestly one of my favorite characters. The way he would try not to like or agree with the Dregs' way of doing things was just so hilarious and when he would try to fend off Nina's advances, I would actually cackle. He was the signal of change in the book. The proof that things could get better, but even that failed him. In his attempt to share the light of truth onto another Druskelle, he was inevitably killed for his beliefs. At least he finally got to kiss Nina, even if it was one of his final acts.
Now we are moving on to Jeseper. We got to meet his dad! Woo!! That was a really interesting relationship and backstory. I really like how sassy he is at all times, even if his sarcasm gets him in to trouble more times than not. Also, I love how he is a great shot because of his innate Grisha abilities. That was freaking amazing and I am so damn happy about it. I also love how smitten he is with Wylan. Like, for Christ's sake he calls him Wy when he starts crying. They are each others' rocks in the seas of shit that they cling to for dear life.
It's Wylan's turn! I hated how he wasn't fully himself for most of the book, but mostly I hated how inadequate he made himself feel. He is a genius and he shouldn't think anything less of himself. His relationship with his mother (who ISN'T dead?!?!?!?) is so sweet. But his brutality and unforgiving nature that shows up throughout the book was kind of a shock. He had been so mousy and quiet in the first book, but boy did that boy spit fire once he found out his father's assholishness. His back story is so tragic, like his father tried to straight up have him murdered when he thought he was just going off to a school that could actually make him happy. Jan Van Ick (lol) deserved every bit of punishment he got. I am glad he got what he wanted out of life. I also am in love with how he and Jesper first met.
Kuwei's got to get a little paragraph too. He is kind of annoying. I decided I didn't overly like him when he tricked Jesper into kissing him. Like, I totally understand, Jes is amazing, but he is TAKEN by my favorite ginger. Step back! I do, however, hope he is successful in finding a cure for Parem and making sure it does not get into the wrong hands.
Off to my boy Kaz. He makes himself out to be this stone cold guy with no feelings, but we all know how much of a lie that is. Holy hell, that boy is smitten with Inej. He takes every precaution he possibly can with her, much to her chagrin, but he just wants her safe. I was constantly yelling at my book, and therefore at him, to just take a chance! Tell Inej how you feel and why you are the way you are, but he wouldn't!!! It was so frustrating! But then, that moment when he is changing her bandages was so freaking tense. Like, they didn't even do anything, but damn, the tension in that room could have hurt someone. And then, at the end when he got her the boat AND found her parents, I almost died. I was so freaking happy he finally did something with his feelings, even if he didn't fully tell her, I think she got the hint. He even got the Menagerie to be shut down and burned, if that doesn't scream romance (from him), I don't know what does! And him getting the Dregs back was such a cool power move! He got every bit of revenge he wanted, including scaring the shit out of Pekka Rollins. So freaking good! Brick by brick bitches!
And finally, it's time for my favorite: Inej. Just like Nina, she has been through too much shit for her being such a youngin'. I am so glad she is okay and that she got her family (all of her family, including the Dregs) back in her life! She has a boat and she gets to go stop human trafficking (something that is really important and actually needs to be done in real life! Go to GAATW.org to find more information on how to stop this human rights violation). I think Inej is so strong in everything she does, but she still has those moments of doubt. When she goes against her "shadow" as she calls her, there are hesitations. She is only able to succeed when she gives in to all of her, both the Wraith and the Acrobat. That is something I think is really striking about her as a character. She isn't just one thing, she compartmentalizes herself, but once she comes together as a whole person, she is better for it. I think Leigh did a great job making Inej into someone to emulate toward (you know, minus the killing thing).
I'm going to write some of my favorite quotes out here, so bear with me for a bit:
"You are forsaken. As you have turned your back on me, so will they turn their backs on you." Inej, 64
"People point guns at each other all the time in Ketterdam. It's basically a handshake." Jesper, 79.
"Vile, ruthless, amoral. Isn't that why you hired Kaz in the first place? Becouse he does the things that no one else dares? Go on, Van Eck. Break my legs and see what happens. Dare him." Inej, 104
"When you were outgunned and out manned, you sought the less defended targets." Matthais, 107
"I would come for you. And if I couldn't walk, I'd crawl to you, and no matter how broken we were, we'd fight our way out together--knives drawn, pistols blazing. Because that's what we do. We never stop fighting." Kaz, 185
"Because through it all, he'd believed that he deserved his father's contempt, and now he could admit that somewhere, in some buried place, he'd hoped there might still be a way back to his father's good favor. Well, his father could keep that good favor and see what it brought him when Kaz Brekker was finished." Wylan, 223
"You aren't a flower, you're every blossom in the world blooming at once. You are a tidal wave. You're a stampede. You are overwhelming." Matthias, 233
"When Inej was on the high wire, it became her world. She could feel its tilt and pull. It was a planet and she was its moon. There was a simplicity to it that she never felt on the swings, where she was carried away by momentum. She loved the stillness she could find on the wire, and it was something no one else understood." Inej, 272
"After all she'd endured, he was the weak one. But she would never know what it was like for him to see Nina pull her close, watch Jesper loop his arm though hers, what it was to stand in doorways and against walls and know he could never draw nearer." Kaz, 364
"Wylan summoned every bit of bravado he'd learned from Nina, the will he's learned from Matthias, the focus he'd studied in Kax, the courage he'd learned from Inej, and the wild, reckless hope he learned from Jesper, the belief that no matter the odds, somehow they would win." Wylan, 427
"But just as surely as life connected everything, so did death. It was that endless, fast-running river. She'd dipped her fingers into its current, held the eddy of its power n her hand. She was the Queen of Mourning, and in its depths, she would never drown." Nina, 455
"But what about the rest of us? What about the nobodies and the nothings, the invisible girls? We learn to hold our heads as if we wear crowns. We learn to wring magic from the ordinary. That was how you survived when you weren't chosen, when there was no royal blood in your veins. When the world owed you nothing, you demanded something of it anyway." Inej, 460
Overall, I freaking loved this series. I am so sad to see it go, but I was glad to be a part of it. Leigh, if you read this (which I doubt you will, but whatever) I want to thank you for your phenomenal writing in this world and I cannot wait to see what you do next!