
Hazel (1853 KP) rated The House at the Edge of the Night in Books
Dec 7, 2018
Castellamare, a small island off the south coast of Italy, is the perfect setting for a captivating epic tale that traces a family from the beginning of the 1900s until the more recent year of 2009. Centred at the island’s only bar ‘The House at the Edge of the Night’, the island inhabitants suffer through two world wars, fascism, tourism and recession, however, the bar determinedly stays standing. But what happens in the rest of the world is largely ignored by the island dwellers that prefer to come to the bar to learn about friendships, betrayals and love affairs.
<i>The House at the Edge of the Night </i>begins on the mainland where the Dr Esposito removes the foundling Amadeo from care. Following in his foster father’s footsteps, Amadea Esposito trains to be a doctor and eventually lands himself a position on Castellamare. Having never had a doctor on the island before, Amadeo is welcomed by almost everyone, however, an illicit affair puts an end to his career. Fortunately, The House at the End of the Night provides Amadeo with an income and a home for his new wife, Pina, and his four children.
The story takes the reader through the Second World War, something that is interesting to read from the Italian’s point of view. Rejecting fascism, the Islanders are enraged when their boys are called up to join the war, especially as many, including Amadeo’s three boys, never return. With only a daughter, Maria-Grazia, remaining, the Esposito’s keep the bar going for lack of anything better to do.
But war brings good things as well as bad. Washed up on sure, the British soldier Robert brings good luck to the superstitious villagers, eventually marrying the lovely Maria-Grazia. The story continues through the childhood of their unruly boys, coming to an end as their granddaughter reaches adulthood.
A doctor and a barman, Amadeo also had a love for stories. Listening to his patients and patrons fantastical tales, Amadeo keeps note of them all in his personal notebook. Split into five parts, the book contains a story at the beginning of each section that, although mythical, set the scene for the subsequent narrative.
Alienated from the rest of the world, the Islanders are stuck in their ways, attributing any luck – good and bad – to their patron saint, Sant’Agata. Whenever life gets tough, the people on Castellamare turn to prayer, which although is part of their Catholic faith, often comes across as superstitious and irrational. They refuse to believe any logical explanation, preferring to regard their island as a magical, preternatural site.
There is no specific storyline with the usual climax and conclusion; instead, it works as a biography of a fictional family. It is interesting to regard the impact of the rapidly developing world on the island, from the introduction of a building society and the eventual launch of the Europe – something that the Islanders are naturally against. The inhabitants of Castellamare come across as naïve, but their backgrounds and beliefs are far more interesting than the average person.
<i>The House at the Edge of the Night</i> is a story of stories. It provides more than to be expected from a novel. Catherine Banner writes of beautiful settings, compelling characters and fascinating events that both amuse and entertain in a moving way.
With Victoria Hislop’s novels such as <i>The Island</i> being all the rage amongst many female readers, Catherine Banner’s <i>The House at the Edge of the Night </i>is destined for success. It is a great book to read on holiday or at home, and perfect for book clubs. This book is the ideal escape from the stresses of everyday life.

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Purple Phoenix Games (2266 KP) rated Rescuing Robin Hood in Tabletop Games
Nov 10, 2020
Rescuing Robin Hood is a cooperative card drafting and deck building game with multiple value usage on each card and, at least in my very first play, the humbling experience of having over 20 guards protecting the Sheriff of Nottingham. Players will win once Robin Hood is rescued, but may achieve an ultimate victory by defeating the Sheriff and his guard detail.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching November 10, 2020, or through any retailers stocking it after fulfillment. -T
To setup, follow the setup suggestion in the rulebook. The game should roughly look how it is below in the photo. Roughly. The components include cards for Nottingham Castle, the Sheriff, his guards, Robin Hood, his band of Merry Men, other recruitable villagers, and a Tracker Card. Along with all the cards, inside the box are tracker cubes and ability chips. Once the game is setup, determine the starting player and the game may begin!
A game of Rescuing Robin Hood lasts five rounds (or “days” to rescue the hero from being executed). Each round has players dealing four cards from their draw decks and using these four villagers in conjunction with their chosen Merry Men character card to create values on the Tracker Card for Wit, Stealth, Brawn, and Jolliness. Some villagers or characters will also provide the player with ability chips to be used during the turn. These include Prayer (which can move guards from one group to another, or eliminate a guard entirely – the power of prayer is REAL), Cookery (which can be used to increase the values of Wit, Stealth, or Brawn by +2 for each chip), and Scouting (which allows a player to reveal a face-down guard card in any group).
Once the active player has adjusted all their values they wish, they may now begin attacking guards. Per the setup card for each round a group of guards are holding villagers captive and they must be defeated in order to free the villagers to be recruited to players’ decks. In order to defeat a guard or entire groups of guards, players will be attacking twice using their Wit, Stealth, and/or Brawn values.
To attack with Wit, the active player will determine which group of guards they will attack and target the face-up guard at the end of the group. If defeated, the player will reduce their total Wit by the value of Wit they expended to defeat the first guard. Should they wish to continue attacking guards with Wit, they must state this before flipping the next guard face-up. This adds the push-your-luck element to the game. Should the player wish to stop, the guards are defeated. Should the player bust, the entire collection of guards previously outwitted are added back to the group face-up to be defeated by another player or by the same player using a different attack method.
If the active player wishes to use Stealth to attack guards, they must choose a group of guards and pick them off one by one. Using their total Stealth value and decreasing it with each successful attack, the player will choose one or more (face-up or face-down) guards to attack. Again, should they succeed the guards will be defeated and removed from play. Should the player bust by attempting to pick off too many guards, then all guards are added back to the group face-up.
Using Brawn to attack guards requires the active player to choose a group of guards and attack the ENTIRE group using their Brawn value. Should the player succeed in defeating all guards in the group (no matter the size of the group) then all guards are removed from play. If the player fails, as always, the guards are returned to the group to taunt the next player.
Active players will be able to attack guards twice on a turn but must use two different attack methods. Should the player end their turn with remaining Brawn or Jolliness values, those values will be passed along to the next player in turn order to be used. Additionally, should the next player end their turn with Brawn or Jolliness, they will be passed to the next player and so on.
At the end of each round villagers that were freed of guards during the round will be drafted to players’ decks. At the end of round 2 and 4 players’ decks will be thinned by choosing which villagers stay and which will aid the players in the final round. The final round of Rescuing Robin Hood pits the players against the walls of Nottingham Castle, a Courtyard full of guards, and even Sheriff Nottingham and his personal guards. Again, should the players defeat the Castle walls and Courtyard, they free Robin Hood and win the game. If the players are feeling particularly confident they may also challenge the Sheriff for ultimate victory.
Components. Again, this is a prototype copy of the game using prototype components. That said, the components we received are truly excellent. Firstly, the art style throughout the game is crisp and colorful and a lot of fun. Some of the names of the villagers are downright silly and punny and I absolutely love that. The cards are all wonderful, and the cubes are normal game cubes (not Nintendo-related), and hopefully they will be upgraded via a successful Kickstarter campaign. All in all the components are great and the art is quite enjoyable.
So do I like Rescuing Robin Hood? Oh yes, quite a bit! This game exercises my brain so much without having to labor for minutes on end creating strategies and alternate strategies. I enjoy being able to just barrel into a group of guards and take out the entire swath of them using my extreme Brawniness. Need to pump up before a fight? Well obviously I’ll use up my Jolliness to boost my confidence or narrow my concentration. I purposely omitted several rules so as not to bog down my review any further, but there are so many interesting little flecks of mechanics working together to create a cohesive gaming experience and it is simply delicious.
While Rescuing Robin Hood is not incredibly heavy, there are tons of choices to be made and risks to be taken to achieve ultimate victory. I enjoy being able to tailor my deck with powerful villagers, or specialize in two attack values to unload on guards. Having players that use interesting mixes of Merry Men characters also increases the enjoyment as this game is absolutely cooperative and players may assist each other in many ways. Need some extra Wit for your turn coming up? Here, let me pass along my extra Jolliness to you to use. Want some Cookery too? Go ahead, I’ve got plenty to share. Oh, such great feelings at the table being able to share resources like this.
So I urge you, dear reader, to check out the Kickstarter campaign for Rescuing Robin Hood. If you enjoy lighter (but not tooooo light) cooperative, card drafting, deck building games with a great theme, you need to pick up a copy of Rescuing Robin Hood. I didn’t see Blinkin or Ahchoo in the game, but that’s not to say Castillo Games doesn’t have these hiding in stretch goals (I really don’t know if they are in the plans, but they SHOULD be).

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Ivana A. | Diary of Difference (1171 KP) rated Into The Crooked Place (Into The Crooked Place #1) in Books
Oct 5, 2020
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#1 <a href="https://www.goodreads.com/review/show/2999418076">Into the Crooked Place</a> - ★★★★
#2 <a href="https://www.goodreads.com/review/show/3504840515">City of Spells</a> - TBR
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Into the Crooked Place by Alexandra Christo was a book I was very excited to read in the first place.
There is magic and potions, there is romance and adventure. The hype around it was huge, and it is still talked about in the bookish community.
What’s not to like?
Tavia sells magic potions on the market. One day, she is ordered to sell a new magic potion. When her friend Saxoni drinks the new potion, something bad happens. The potion makes people do terrible things - and Tavia and Saxoni need to stop it, before it destroys everyone!
The storytelling in this book was amazing. I was immediately teleported to a world where going to a market to buy a love potion is normal. I could connect with all characters immediately, and wanted to know more about them. The story is told from multiple character’s points of view, which I found appropriate for this story.
Apart from Tavia and Saxony, we also meet Wesley - who is Tavia’s underboss. He is the one that she follows orders from, and he is the one to grant her her freedom, once she earns it by working for him.
<b><i>“There are no good people, he said. Just ones who haven’t made bad choices yet.”</i></b>
We also meet Karam - a feisty warrior woman, who is fighting in pits for money. Karam is a character that I instantly liked, for her bravery and her free spirit. She knows who she is, she knows how she got there, and she knows exactly what she wants.
<b><i>“She had fought her way to her position and hadn’t needed prayer or magic to do it. Just her fists and her smarts and the knowledge that she could.”</i></b>
I liked Karam and she was probably my favorite character.
I think that her journey was the most adventurous compared to all the other characters, and I feel like she’s grown the most.
<b><i>“She felt at home. And she knew why. She knew then that home could be anywhere, because it wasn’t a place, but a feeling. It was made up of people, not bricks, and it was something you could create for yourself, just like family.”</i></b>
The legacy that Karam and Saxony carry is very conveniently revealed. The author only revealed this when it was needed in the book, to fit a certain situation and prompt plot twists. This wasn’t something I enjoyed, and together with how the book ended, it did leave a bitter aftertaste. I think I would have liked the book more if certain reveals were handled better, and the ending was more interesting.
<b><i>“Sometimes, words spoken in anger are not words spoken in truth, dila.”</i></b>
To sum everything up, I still think Into the Crooked Place was amazing and enjoyable.
I enjoyed being in this magical world and I enjoyed the adventures the characters went through. If you’ve been reading my reviews, you will know I love a good versus evil battle, and this book did indeed have that. Would I change the ending? Yes. Would I change the way the reveals were handled? Yes. But was this still an amazing book? Most definitely. If you love young-adult magic and adventure books - you will enjoy this one!
Thank you to the teams at Hot Key Books and ReadersFirst, for sending me a copy of this book. Into the Crooked Place is the first book in the series. The second book is called City of Spells, and is expected to come out in 2021.

Purple Phoenix Games (2266 KP) rated Trust Me, I'm a Doctor in Tabletop Games
Oct 13, 2020
In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!
To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.
On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.
So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”
Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.