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Body of Ash (Victoria Cage Necromancer #3)
Body of Ash (Victoria Cage Necromancer #3)
Eli Constant | 2020 | Paranormal
9
9.5 (2 Ratings)
Book Rating
Fab series
Contains spoilers, click to show
Fire, fire, burning higher, fairy better fight.

Victoria’s a necromancer, fairy, Blood Queen… hot freaking mess. Her identity is so twisted up in supernatural nonsense, that all she wants to do is go back to embalming bodies and coffin brochures. Being in love should make things easier, but when your beau’s a bear and you’ve got a fairy suitor waiting in the wings, romance is just another complication.

While preparing the victims of a tragic fire for their funerals, Victoria discovers that their deaths were not accidents, as the police have ruled. Soon, she’s hot on the trail of a Firestarter who’s been scorching their way through the surrounding counties. It’s about more than murder and flame, though.

Bodies with their hearts missing. A dark coven. And a gate to hell.

It’s not long before Victoria goes from the hunter, to the hunted. But she’ll do whatever it takes to bring the arsonist to justice—even if that means getting a few burns along the way.

I love this series!!
Body of ash we rejoin Tori as she battles to stop killer arsonists and a hellmouth being opened. Tori is struggling to keep out of fey politics as well staying of the radar as a necromancer. Her personal relationships with Kyle and Liam are getting harder to seperate when she relies on Liam and the fey to save Kyle's life. Also things with Terrance the detective becomes a little bit strained when he realises the damage magic has done this time. I almost cried as we watched Tori home and family business burn.
Really good series!
Recommended
⭐⭐⭐⭐
  
Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
  
Make Me Yours (Isle of the Forgotten #3)
Make Me Yours (Isle of the Forgotten #3)
Tiffany Roberts | 2017 | Fiction & Poetry
8
8.0 (1 Ratings)
Book Rating
Make Me Yours (Isle of the Forgotten #3) by Tiffany Roberts
Make Me Yours is the third full length novel in the Isle of the Forgotten series, and we focus on Gaelin who we have met before, and Mayra, who was alluded to in Make Me Whole. Gaelin knew that he would meet his mate on the Isle, but never thought that he would be partnered with a demon! May has done enough that she actually sees being on the Isle as being free for the first time in 200 years. Now, of course, things aren't going to go smoothly for these two, even if the whole 'matedom' is mentioned a lot sooner than in the previous books. There is the whole evil necromancer, twisted Justicar, and not forgetting Mayra's twin who is controlled by a blood bond with the aforementioned necromancer! So there is plenty here to keep you occupied as you read the latest instalment of this brilliant series.

Whilst Morthanion and Aria remain my favourites of the series, it was great to catch up with the others in this book - even Quil who didn't get a full book. Whilst I can appreciate the whole alpha male protecting his mate, I thought that the equality within the relationship was a bit better in this book, as Mayra is a demon in her own right. Definitely the yin to Gaelin's yang. These two worked and played well together, whilst Gaelin was still in protective mode, so everyone was happy.

With an overall story arc, I would recommend that this is read as part of a series, rather than a standalone. It was very well written, with no editing or grammatical errors to disrupt the reading flow. Plenty of action and a surprise at the end, I loved every word. Definitely recommended by me, and I can't wait for the next book to come along!

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!