American Rose: A Nation Laid Bare: The Life and Times of Gypsy Rose Lee
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Jordans Out - Release Dates & Trivia 2016 Edition
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Stay On Top Of Your Favorite Jordans With The Very First & Original Jordan Out App. Are you a true...
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Win (The Atlantis Grail #3)
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The Games are Forever! It’s one thing to Qualify and Compete… Now she must Win. Gwen...
Sci-fi Space Adventure Fiction Romance The Atlantis Grail
Win (The Atlantis Grail Book 3)
Book
The Games are Forever! It’s one thing to Qualify and Compete… Now she must Win. Gwen...
Fiction Sci-fi Science Fiction Romance YA Young Adult
It’s spellbinding, in fact.
Three generations of witches tell the stories of how they came into their power despite the interference of society and men (mainly men though 🤷🏼♀️).
In 1619, Altha Weyward is on trial for witchcraft, and whilst she’s in the towns prison she reminisces over her mother, her life before, everything she has learnt and the circumstances that led up to her incarceration. Altha had the knowledge needed to help people, but that same knowledge put her in danger from the church and general ignorance (and we can’t have women knowing more than men, can we!)
In 1942, Violet Ayres lives a very restricted life, tucked away from the rest of the world in her family home. She has only two clues about her heritage: her dead mothers locket with a “W” inscribed and the word “Weyward” scratched into the skirting board under her bed.
2019, Kate Ayres escapes a violent relationship in London and flees to Weyward cottage - the house her Aunt Violet had left her in her will. It’s a wild, unkempt, rundown house and garden, but it’s what Kate needs. She finds Altha’s diaries, some writings from Violet, and begins to learn about her true inheritance.
I just loved this book so much. Women taking control of their lives away from the men who would control them. Nature and magic is woven throughout, and nothing feels far-fetched or unbelievable.
I loved the alternating chapters between the three women, and this was probably the main reason why I couldn’t put it down. I needed to know what was going to happen to each of them next.
What more can I say? This WILL be high up in my favourite books this year. And to have read it in February!! How lucky am I!
I can’t wait to see what Emilia Hart writes next.
Many thanks to NetGalley and Harper Collins UK for my ebook copy of this book to read and review. Of course these are my own opinions!
Merissa (13568 KP) rated Sweet Heat (The Oriania Chronicles) in Books
Mar 20, 2025
Told from both perspectives, you get a rounded view of what the other thinks, feels, and is going through. I really felt for Posie and her wanting to move out. Although her parents were loving, she needed her own independence. Due to a tragic car accident, Posie has anosmia and so can't smell or taste most foods. In a world where scent-matches are a big deal, poor Miller has to figure out a way of telling Posie he's her mate when things haven't been right between them for a long time. I won't tell you how happy I was when they finally had the opportunity to speak to each other without anyone else butting in!
Their story is set in a world where omegas have different rights and expectations, depending on where they live. Posie is lucky in one regard as she is able to go to college and have her own friends. Of course, she still has to deal with Alpha-holes who think they own the world and everyone in it.
I loved this story so much and want more from the characters I was introduced to. Owen, for all I loathed him at one point, deserves an omega who will shake his world. Niko, as well. Who doesn't love a big softie? And Damien, who supported Miller and never said a word. I'm not sure about Crimson as he seems a little big-headed, but I will read his story to see if he has hidden depths.
Mostly low angst, sweet, and oh-so-hot, this was a brilliant read by a new-to-me author. I only have one question - Where can I find a stalker like Miller? Asking for a friend! Absolutely brilliant and HIGHLY RECOMMENDED by me.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Mar 17, 2025
Purple Phoenix Games (2266 KP) rated Destinies in Tabletop Games
Jan 29, 2022
Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.
DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.
Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.
The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.
Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.
I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.
Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.
What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.
If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!




