
Madame Ching
Tabletop Game
As a pirate captain in the service of madam Chin, chart your course and go on expeditions in the far...
Citadel is a personal account of one man’s war against the pirates of Somalia. Jordan Wylie grew up in Blackpool and joined the King’s Royal Hussars as soon as he left school. Unfortunately, a back injury restricted the tasks he was able to perform meaning he had to leave the army behind him. However, his skills as a non-commissioned officer came in handy in his new position in maritime security. Jordan became a security guard for merchant ships that had to make the dangerous journey through Pirate Alley, i.e. Somalia. In this book, Jordan tries to encapsulate his experience aboard these ships and his encounter with the licentious pirates.
Somali pirates are not the typical figures from pantomimes, dressed in tricorn hats and frock coats, complete with pet parrot on the shoulder yelling “Avast me hearties!” Instead, they are young African men of a bellicose nature, some barely out of their teens, wielding guns with the intention of taking over ships and demanding extortionate ransoms.
Jordan was rather fortunate with his brush with pirates and never experienced being captured or attacked. Nevertheless, the occasions when Somalis attempted to take over were extremely nerve-racking, especially because Jordan and the crew had horror stories of other ships’ fates fresh in their minds. In these instances, Jordan had to remain calm and professional, relying on his army background and personal bravery to keep everyone safe.
The title, Citadel, refers to the name of the safe room the crew were required to lock themselves in should pirate attack become imminent. In some instances, entire ship crews would be locked in these rooms for days or longer, desperately awaiting rescue. Jordan’s brief exposure to the citadel was enough for him to realise how truly awful being locked below decks for a lengthy period of time would be.
Citadel lacks synchronicity and often jumps from Jordan’s own experiences to stories he has heard of other ships. He also talks about his family back home in England, including his wife and young daughter. Being away from home for months at a time is very difficult but the pay cheque of a maritime security guard is too appealing to turn down.
Unfortunately, Jordan’s narrative is ruined through his use of unnecessary expletives. Ironically, Jordan writes about telling off other security guards for swearing because it upsets the native sailors, yet, he does not think about the readers he may be irritating.
Overall, Jordan’s book Citadel brings to attention the dangers sailors face whilst shipping our everyday commodities. Most of us are unaware of the events occurring in the Middle East and the state of the lives of Somali families that force children to grow up to become pirates. Citadel is eye-opening in more ways than one and will interest readers with interest in the armed forces, security management and so forth.

Lyndsey Gollogly (2893 KP) rated Mermaid Fins , Winds & Rolling Pins ( Spells & Caramels 3) in Books
Apr 26, 2023
Kindle
Mermaid Fins, Winds & Rolling Pins (Spells & caramels 3)
By Erin Johnson
⭐️⭐️⭐️
Scheming pirates. Reveling mermaids. When murder crashes the party, can one witch dredge up the killer?
Imogen's personal spellcraft lessons with Prince Hank have sparked a different type of magic between them. So when she's invited to bake for the mermaid queen's lavish wedding, she hopes the underwater ceremony will help cool off their growing attraction. But between the temptations of the sea-cave nightlife and the discovery of a murdered royal court member, her emotions are rising higher than the tide.
When one of her signature treats is found in the dead mermaid's gills, she'll have to stow her feelings and wade through the clues to clear her name. But surrounded by hard-partying revelers, a scandalous royal court, and a shipload of pirates, the twisted truth may be more elusive than sunken treasure.
With rough waters closing in, can Imogen catch the real killer before she has to walk the plank?
I enjoyed most of this book and really this should be a 2.5 stars but went for the 3 as 2 would have been to low. This is the weakest so for for me and all down to the way the mermaids and pirates were written it got on my nerves. Other than that it was a good read I just can’t get past that annoying queen mermaid and her dumb pirate!

Ten Little Monsters
Mike Brownlow and Simon Rickerty
Book
Ten little monsters set off in search of adventure. But what will the ten little monsters do when...

Oyster War
Book
"His exuberant illustrations and vibrant colors bring to life this fictional story, which has a...

Viking Village: RTS
Games and Entertainment
App
Build. Train. Gather. Defend. Viking Village is a minimalist real-time strategy/base defense hybrid...

Purple Phoenix Games (2266 KP) rated Cartagena in Tabletop Games
Dec 3, 2019
If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.
During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.
“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.
If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.
Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.
So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.
Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
