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The Move
The Move
6
6.0 (1 Ratings)
Book Rating
I am very excited to be part of the Blog Tour for The Move by Felicity Everett. Especially on New Year’s Day, finishing the year with a blog tour. Thank you to the team at HQ, for sending me an advance readers copy in exchange for an honest review.

Karen moves into a new home with her husband Nick. It is a new house and a fresh start. But it is still the same husband.

I do love myself a bit of family thriller and drama novels. The Move seemed like the perfect choice to get myself cosy, right before saying goodbye to the old year and entering the “new year – new me” attitude. And in the end, it does have this vibe, as our main female protagonist finds her true self and starts making the right choices in her life.

However, this book was not as exciting as I expected it to be.

There is a woman that is going through a hard time and a mental health recovery, judging by her memories and thoughts. Her husband had an affair and she didn’t handle that well at all. But now, it seems that she is well. Her husband got them a new home, with new neighbors, in the idyllic little village, where she can do the things she loves the most.

But her neighbors are not the best kind of type – they all seem weird. And her husband is not really listening to her when she speaks. Her child Ethan is here and there, the relationship shattered by the actions of his father.

And we spend the whole book standing by Karen’s side, watching all the dull things she is doing in the house, talking to her neighbors and being depressed and constantly worrying about everything.

I felt bad for Karen, because she is still going through a mental breakdown, even though really trying to figure out her life. She is really trying, but her husband, friends and neighbors are slowly pushing her down again. The Move has a very big voice on mental health. How important it is that we have our support network next to us, and I am glad that Karen finds Cath in all that mess of a life. Also, how important it is to trust your own guts. When all your friends keep telling you your marriage is perfect and you are so lucky, only because it looks so from the outside, you shouldn’t always believe them. Don’t ever ignore the little things. And don’t ever stay with a man that doesn’t believe in you.

As far as the book goes though, it was quite monotonous and uninteresting. No major plot twists, no big cliff-hanger. I was reading the whole time, waiting for the big moment to come, and it never did.


And in the end, even though we clearly know what choice Karen makes for her life, we don’t have a conclusive ending. We have one of those endings that sort of finishes and lets the reader figure out what happens next. I am not a fan of those, and it might be why I am slightly disappointed in how it all wrapped up.

I would still recommend it if you love family dramas and thrillers. However, if you are expecting for a book that will keep you on the edge, I am afraid you need to still keep looking.
  
Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

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, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
Alanna: The First Adventure
Alanna: The First Adventure
Tamora Pierce | 1983 | Science Fiction/Fantasy
8
8.8 (9 Ratings)
Book Rating
The beginning of an epic world (0 more)
Writing style (it gets better!) (0 more)
The Song of the Lioness quartet is Tamora Pierce's first set of books. I read her latest trilogy (the Beka Cooper trilogy) first, which didn't exactly prepare me for The Song of the Lioness. It's obvious, going from the latest trilogy to her first writing, how much her writing has matured since the 80s. My first thought upon completing Alanna: the First Adventure was "I'm very glad she's gotten better at writing!" The story itself is still interesting and worth reading, but the style is a little difficult to read when I KNOW how well she writes now. The characters are mostly one-dimensional; few of the side characters seem to have plots going or events happening to them when they're not with Alanna. Characters pop up, have a significant interaction with Alanna, and are gone again, with no indication they exist outside of their usefulness to the main character. This is in stark contrast to her latest work, where every character that has a significant role to play has a history of their own, and thoughts and feelings of their own. They're much more fleshed out in her recent books.

That complaint aside, the Alanna books are really the foundation that the rest of Tortall was built upon. It's interesting to see how Pierce has fleshed out some of the concepts she touched on in the Alanna saga, and it's fun to see where some of the things from the Beka Cooper trilogy originated. It also pays to keep in mind that though the Alanna books were written first, the Beka Cooper trilogy is based two hundred years earlier. We learn a lot more about the office of The Rogue in the Beka Cooper trilogy, something that isn't explained very well in the Alanna quartet, even though one of Alanna's main romantic interests is George Cooper (yes, a descendant of Beka!), the Rogue. Pierce also never explains the origins of Alanna's cat, Faithful, in the actual Alanna books. That explanation lies in the Beka Cooper books as well.

The Song of the Lioness quartet is the story of a girl who decides to rebel against tradition and follow her heart to become a knight. In her time, ladies simply do NOT become knights. They learn to organize households and marry well. Alanna, however, is lucky enough to have a twin brother who does not want to become a knight; instead Thom wants to be a mage. So when they're sent off to face their futures, they switch places, with Alanna becoming "Alan", the younger twin. (Thom stays Thom; the school that ladies are sent to is the same school mages start at.)

Alan/Alanna begins as a page, then moves to squire, and eventually a knight. Her secret is discovered, but due to her influential friends, most of whom knew she was a girl by then, she is able to keep her status. Her adventures take her from uncovering a plot against the royal family, to being adopted by a desert tribe, to recovering a magic jewel of prosperity, with many small adventures in between.

I love reading Pierce's heroines; both Alanna and Beka have problems reconciling their feminine natures with the work they've chosen. The scenes where Alanna's love interests see her in a dress for the first time, instead of her normal boy-garb and armor, is heart-warming in one case, and sad in another. In both womens' lives it's the man who can accept all of their aspects who ultimately wins their heart, which is a wonderful message.

Ultimately, the technical flaws in the writing of the Alanna saga faded as I became absorbed in the story. I'll be requesting more Tortall books from the library in the near future!

You can find all my reviews at http://goddessinthestacks.wordpress.com
  
AH
A Heart Revealed (Winds of Change, #2)
10
10.0 (1 Ratings)
Book Rating
*This review is from my blog and originally published in 2011*

Okay. Let me take just one moment to reflect on this book. *Reflecting* Okay. That’s better. WOW. I don’t even know where to begin. There is so much to say about this novel. Let me start off by saying if you’ve never read a Julie Lessman novel, stop what you are doing right now, and grab a copy. You won’t be sorry. The first novel I read by her was last September, entitled A Hope Undaunted, book 1 in this Winds Of Change series. I couldn’t believe how much I fell in love with her work! I was then lucky enough to win all three novels in her first series, The Daughters of Boston. Though they are still sitting on my shelf to be read, they are definitely calling my name and I can’t wait to go back and read them.

Now, on to the rest. In the first book in this series, I fell in love with Luke McGee. In this novel, I think I love Sean O’Connor even more. I really enjoy Snickers bars, so see, Julie? You could send SEAN my way, and I’d be forever blissfully happy. I LOVED his character. He was great in his role in A Hope Undaunted , but reading his story with the focus on him, was absolutely amazing. His past wasn’t perfect, and there were times when he went wild with anger, but he overcame that. There was one thing from his past that he holds inside though. No one, not even his nosy sisters, know. That is until, he finds himself drawn to his best friend Emma in a way that he couldn’t imagine. He opens up to her….with everything.

Emma Malloy. Bless her soul. She was a wonderful character, flawed and sweet, and wanting everyone close to her to be happy. Including Sean. When she finds her self falling in love with him, when she’s still married to the man who beat her 11 years ago, she’s determined to push him off on Rose Kelly…the woman who loves him. Trouble is, something happened to Sean and he won’t try with Rose.

Oh, I so want to go on and on….but I’m SO close to giving away the plot! I DO NOT want to do that! I want you to devour the book like I did and take the time to reflect on the wonderfulness of this novel. It’s stunning. It’s breath taking. It’s a roller coaster of emotions, from happiness, to sadness, to anger, to pride, to passion. It has a WHOPPER of a twist and an ending that will leave you smiling and tears running down your face. Not to mention I LOVED Casey Herringshaw and Michelle Tuller’s characters 😉 *grins*!

I highly suggest that you grab a copy of this novel NOW. It’s 5 Books worthy, two thumbs up, hats off, a home run, a winner, a best seller……what ever you want to call it’s that. Julie Lessman really has a way to make ME feel a part of the heart of the story. She speaks to me through the words of her characters, and really brings me closer to God each time. She is by far my absolute FAVORITE Christian novelist and I will NEVER part with her books. They are forever on myself for me to read and reread, and reflect on each time. I am looking forward to book three in this series, Steven O’Connor’s story. Sweet angels in Heaven, though, Julie, do you have to make us wait a whole YEAR!?!? *Sigh* Oh well. All the more for me to savor that one upon it’s release.
  
Scotland Yard
Scotland Yard
1983 | Deduction, Travel
Clever asymmetrical gameplay (2 more)
Strategic
Beginner rules available for younger players
Can end up hinging on luck and guesswork (0 more)
Catch Me If You Can
Scotland Yard is an asymmetrical game of deduction and deception, depending on which role you take. Mister X must move in secret to stay out of the reach of the law long enough to escape London (22 turns), while the detectives must work together to trap and capture him.

The board is a map of London divided into numbered stations and linked together by coloured lines, depicting routes and different modes of transport - yellow for taxis, blue for buses and red for the underground. There are also a handful of black routes for ferries, which are available only to Mister X under special rules.


The mechanic of a player moving in complete secret on a tabletop game is one I never would have thought was possible, but Scotland Yard manages to pull it off, and make it work well. Mister X plots their movements with the use of a special pad and paper by writing down the station number they occupy, covering it with the ticket they used to make their move. This is the only clue the detectives have as to where X might be. It works extremely well.

Mister X also has access to two special tickets - a X2 ticket allows them to make two moves in one, and a black ticket allows them to use any mode of transport, with the added bonus of showing them to take ferry routes. Smart use of these powers is necessary to get out of scrapes, as they also have to reveal their location every 5 moves, starting with move 3.

Detectives have a limited number of tickets for each mode of transport, so in order to win they need to coordinate their movements so they don't waste tickets unnecessarily. However, if there are less than 4 detective players, each detective not controlled by a player is replaced with a police officer who is universally controlled. The police can move freely without the need for tickets, making them far more versatile than detectives. This is presumably to balance the difficulty for smaller teams, but it ends up making a game with all 4 detectives considerably harder than a game with only 3. The level of care and consideration that must go into each move makes playing the detectives a completely different experience to playing as Mister X.

I came into the game thinking it would be heavily skewed in Mister X's favour. After all, most of the moves they make are in secret, they're completely unhindered by tickets, and they get a couple of special powers to boot. On top of that, the detectives first two moves are complete guesswork, so X gets a head start. In practice though, staying 3 steps ahead of the detectives is vital to survival, and when they work together well it can be ready for X to put themselves in an impossible situation. It takes careful planning to stay ahead of the game.

There is a beginner mode which is aimed at younger players. The differences are that the number of rounds Mister X needs to survive for is 13 instead of 22, red underground routes are unavailable to all players, and most of all, Mister X remains in the board all game, only disappearing on the turns where he would appear in the regular game. I can't really offer an opinion on this version, but I can see the appeal of it, even if it defeats the concept of the game a bit.

This is a bonafide classic, and a solid challenge no matter which role you take on. As long as the game doesn't devolve into a series of guesses and lucky breaks (which, due to the nature of Mister X's movements, can be a regular issue), it offers an evening of smart gameplay with a solid replay value.