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Debbiereadsbook (1582 KP) rated The Omega Assassin (Wolves of the Five Kingdoms #3) in Books
Oct 30, 2025
This is book 3 in the Wolves of the Five Kingdoms series, and you don't need to have read the others before this one. Helpful, but not necessary.
Casteel shifted into a silver wolf when he was scared by a snake. He is then plunged into a life he never wanted. Nero is sent to kill the one who claims to be the silver wolf of prophecy. But when their eyes connect across the courtyard, Something in Casteel's eyes make him falter and then both men are drawn into a world of power and politics that might well cost them both their lives.
I loved book 1, gave it five stars. Book 2 got four but I read it on KU and didn't write a review. This book I found to be on a par with book 3.
Casteel doesn't want this life, the High Priest Doran using all sorts of ways to "persuade" the silver wolf out. It's clear until much later in the book WHY he wants to wolf, but he makes it very clear he wants the wolf under his power. Nero offers Casteel a way out, and CAsteel would have taken it, he really would but Nero ends up being his mate and then there is all sorts of back stabbing and double crossing and I wasn't sure which was way up sometimes!
It's quite a bit darker, I think, than the other two books. Casteel suffers badly at the hands of Doran and Nero has suffered fighting for the rebellion. Once Doran grabs power, it's very clear he is not concerned about the people of this land, just what he can get out of them and he will do whatever he wants.
Not especially explicit, for a fated mates/werewolf/paranormal book but I loved that it wasn't.
What this book is about is more than the smex between these two. It's about dealing with the hand that fate dealt you, and doing what you need to do to free your people from under a madman. Even if that might get you killed.
Just a note, very well played with the wolf! Never saw that coming!
4 very VERY good stars
*same worded review will appear elsewhere
Purple Phoenix Games (2266 KP) rated Tatorship in Tabletop Games
Feb 18, 2020
Disclaimer: We were provided a copy of this game for the purposes of this preview. This is not the finished product, so some of the components may change in the final printing. -L
Tatorship is a card game of hand management and bidding in which players are racing to complete their secret political missions before their opponents. To set up the game, place the 6 Rights in their respective piles in ascending order. Each player randomly selects a Tator, Top Secret Mission, Bottom Secret Mission, and Executive Mission, as well as Action cards and a Bluff card. The Tator is your character, and provides a unique Executive power. The Mission cards (Top, Bottom, and Executive) each refer to specific Rights in the play area. Action cards provide resources necessary for interacting with the Rights, and for use during the Election.
On your turn, you interact with the current Rights on the table. The Rights in play act as the ‘rules’ for the current round. For example, one Right tells you how many Action cards to draw each turn, and another tells you what your hand limit is at the end of your turn. During this phase, you will also have the opportunity to ‘erode’ (remove) Rights from play. To erode a Right, you must pay the resources displayed on the Right card. Each Right has 4 cards, and the bottom-most card must be showing for that Right to be considered to be completely eroded. Your secret Missions require you to erode specific Rights in play, so you must strategize how to use your resources to best benefit your Missions. After all players have taken a turn, the game moves to the Election phase. During the Election, players are casting votes (the # of resources on the Action card is the # of votes it is worth) in an effort to elect a player to be the Executive for the next round. The Executive goes first in the next round, and gets to assign Roles to all players. In order to complete your Executive mission, you must have the Executive card at time of completion. You can vote for an opponent, as well as yourself. Cast a vote with your Bluff card, however, and your votes do not count! Trick your opponents into thinking you’ve voted for them, but reveal the Bluff and get those votes back. Didn’t win the Election? That’s ok! Take a Backstab card as a condolence. Backstab cards can be played at any time and can negatively affect your opponents, or could give you a leg up over opponents. Play continues until one player has completed all 3 of their secret Missions.
If you are confused at all by the rules/gameplay overview above, I have to admit that I am too. The rules provided with this game are extremely vague and confusing to understand. Not even a rulebook, these rules are compiled on 3 separate playing cards. The text is sparse, ambiguous, and contradictory. For example, one card says that each Right is followed once per turn per player, but in any order. But one of the Rights pertains to the Election phase, which I believe only happens once per round? Or does it happen on every single players’ turn since each Right is supposed to be followed by every player on every turn? The ambiguity of the rules bleeds over into other cards as well. Some cards say to ‘discount’ a Right, but nowhere does it say what ‘discount’ means. Do you immediately erode that Right by one? Or do you just pay one fewer resource to erode? There is no clarification anywhere, and that made this game frustrating to play.
Another qualm with this game is that it is supposed to be educational, but I do not think it achieves its goal. I do have to commend the creators for their efforts, but I think they fall flat. Every Action card has small text at the bottom that details the political concept addressed on the card. Here’s the catch – the text is educational, but it is so small that it can be easily ignored. It also has no bearing whatsoever on the gameplay, so I have to admit that I almost never read any of that extra text.
In theory, this game could be fun and educational. In actuality, though, it falls flat. The ambiguity of the rules meant that we played differently nearly every time. We tried interpreting the rules in several ways, but ultimately we just got frustrated by not knowing how everything actually works. With some serious rules work, this game has the potential to be something good. But in its current state, it feels more like a half-baked potato.
Goddess in the Stacks (553 KP) rated Six of Crows in Books
Jan 11, 2018
I was pretty surprised - normally books rotating between several viewpoints are confusing, but Bardugo handles the transitions seamlessly and unmistakably. I was never unsure of what character I was reading - each one really had their own unique voice. I also loved that she worked in an LGBT romance without it being in any way odd. No one in the novel found non-heterosexuality weird at all. It was treated just as matter of factly as opposite-sex romances, and I loved that.
Six of Crows opens on a gang being blackmailed into a job they don't want to do. I can totally see the gang has a D&D group - and the books definitely feel a bit like a D&D campaign, albeit one with a mostly experienced group and a very experienced DM.
You've got Kaz, the ringleader, who's an all-around great thief but a superb tactician.
Inej, the acrobat assassin.
Jesper, the marksman hiding his magic ability.
Wylan, the rich merchant's son on the outs with his father and fallen in with a bad crowd, and talented with demolitions.
Nina, the sexpot who wields magic, and has a love/hate relationship with Mathias, the barbarian who's spent his life hunting magic users but is irresistibly attracted to Nina. (I can see the DM telling these two to hash out a background that will let them co-exist, which they obviously did.)
Each character has a complex back story that influences most of their actions, and different relationships with other members of the gang that also affects how they react. Their back stories don't just explain their actions in the books, people and events from their backgrounds also show up to complicate matters in the present. The wheels-within-wheels of the plotline is EXACTLY what I love about good political fantasies. The world-building is superb, and Bardugo has given just as much thought to the seedy underbelly of her world as she has the magic and politics.
I really, really loved this duology, and I see now why people rave about this universe. It is VERY well deserved.
You can find all my reviews at http://goddessinthestacks.wordpress.com
Goddess in the Stacks (553 KP) rated Crooked Kingdom in Books
Jan 11, 2018
I was pretty surprised - normally books rotating between several viewpoints are confusing, but Bardugo handles the transitions seamlessly and unmistakably. I was never unsure of what character I was reading - each one really had their own unique voice. I also loved that she worked in an LGBT romance without it being in any way odd. No one in the novel found non-heterosexuality weird at all. It was treated just as matter of factly as opposite-sex romances, and I loved that.
Six of Crows opens on a gang being blackmailed into a job they don't want to do. I can totally see the gang has a D&D group - and the books definitely feel a bit like a D&D campaign, albeit one with a mostly experienced group and a very experienced DM.
You've got Kaz, the ringleader, who's an all-around great thief but a superb tactician.
Inej, the acrobat assassin.
Jesper, the marksman hiding his magic ability.
Wylan, the rich merchant's son on the outs with his father and fallen in with a bad crowd, and talented with demolitions.
Nina, the sexpot who wields magic, and has a love/hate relationship with Mathias, the barbarian who's spent his life hunting magic users but is irresistibly attracted to Nina. (I can see the DM telling these two to hash out a background that will let them co-exist, which they obviously did.)
Each character has a complex back story that influences most of their actions, and different relationships with other members of the gang that also affects how they react. Their back stories don't just explain their actions in the books, people and events from their backgrounds also show up to complicate matters in the present. The wheels-within-wheels of the plotline is EXACTLY what I love about good political fantasies. The world-building is superb, and Bardugo has given just as much thought to the seedy underbelly of her world as she has the magic and politics.
I really, really loved this duology, and I see now why people rave about this universe. It is VERY well deserved.
You can find all my reviews at http://goddessinthestacks.wordpress.com



