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How to Lose a Fiancé
How to Lose a Fiancé
10
10.0 (1 Ratings)
Book Rating
Sophia is tired of being told how to live her life by her overbearing, overprotecting father. When he calls her into his office to let her know she will be sent to Greece to marry a stranger she has had enough. She doesn’t care that Dion’s acquisition of her father’s company will save their family, according to her father. She only wants her freedom. After thinking things through she decides to be the worst possible fiancé any one man could ever imagine. That way he’d be forced to send her home and she’d be free to follow her dreams.

Dion can’t believe he agreed to marry the daughter of the man in charge of the company he wants to acquire. His bastard of a biological fathers old company, but no one will know that little tidbit of information. He looked Sophia up online and she seemed to fit into the stereotypical corporate wife he needs. Too bad the walking disaster that heads over to him in the airport is not quite what he was expecting.

Part of Sophia’s plan involves dressing as wildly as she can without trying to look like she has gone off the deep end. The itchy woolen sweater she chose to change into when they landed only adds to the hideousness of it all. The look on Dion’s face is worth the itching. Now to fully put her plan into action, she must find a taxidermy fox.

Dion has no idea what to do with this hideous fox that has somehow made its way into his home. Soon hatching a plot with the fox we first encountered in book 1 How to win a fiance. He soon figures out what Sophia is actually up to and together they agree to find a common ground and go ahead with the wedding. Theirs could be a good friendship opportunity for each other, each getting what they desire in life.

Dion and Sophia have pasts and families that don’t lend themselves to Hallmark Movie Channel heart touching sentiment. Dion loses the one father figure he has, and Sophia’s actual father is lacking in just about every redeeming quality. They work through it together and make their own family ties. I voluntarily read and reviewed an advance reader copy without expectations. 4 ½ stars for this newest release from Ms. London.
  
E
Echoes
8
8.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Author in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
<h2><strong>Three words: Hackers. Go. Missing.</strong></h2>
I'm not talking baby hackers who have no clue what they're doing and slipped up badly – I'm talking top of the ladder ones.

Mallory Park is a hacker who moderates The Forum, a message board where hackers are anonymous, crack down on the dirty secrets of companies, and leak them out to the world anonymously. She's extremely motivated and passionate about her work, and likes to have control – she's independent, wants to do her own thing, and based on her background, it definitely fits her character. Mallory, however...

Just comes out cold. Apathetic. Indifferent. She doesn't really have any clue what to do with herself because hacking IS who she is. She is also extremely brilliant (I would love to have her math skills right now in Calculus...), hates being touched (much like me...), and is as awkward as David 1 and David 2 (one of them is a <a title="The Sorcerer's Apprentice review" href="http://www.bookwyrmingthoughts.com/movie-review-the-sorcerers-apprentice"; target="_blank" rel="noopener tag">Physics major</a> and the other is <a title="Steelheart by Brandon Sanderson review" href="http://www.bookwyrmingthoughts.com/review-steelheart-by-brandon-sanderson"; target="_blank" rel="noopener tag">terrible with metaphors</a>).

While I like Mallory, I think Mallory came more out of her shell when she meets Warden. Warden is very cheery, optimistic, and hilarious – he's really just one of those adorable nerds who would love to squish hug. And despite the fact he is introduced as Mallory's online friend from The Forum, I can hear his voice and see his facial expressions leaping off the screen at Mallory.

There's so much anticipation and danger (and Warden's humor laced throughout) as Mallory gets closer to finding out about the missing hackers, but in the long run, <em>Echoes</em> really just teaches about online safety in a similar, yet different way compared to other books related to online safety.

But you should really just read it for Warden's humor.

<a href="https://bookwyrmingthoughts.com/arc-review-echoes-by-laura-tisda/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
MirrorMask (2005)
MirrorMask (2005)
2005 | Drama, Family, Sci-Fi
9
8.0 (6 Ratings)
Movie Rating
The Mirror World of Weirdness
Now, I will admit that even though I have read many of Neil Gaiman's works, I had never heard of this movie before, until just recently and I must admit that I really enjoyed this movie a lot! What was the most interesting thing to me about this movie was that the drawings that Helena had drawn throughout the film was none other than Dave McKean's drawings, who was well known for doing a lot of the artwork for Neil Gaiman's books! I loved the way that the drawings provided a haunting and surreal atmosphere for the film as I found myself either being memorized by the imagery (the scenes with the City of Lights were beautiful) or being frightened by the imagery (the scenes with the sphinx cats really creep me out). I also loved the fact that this film is somewhat of a spiritual successor to "Labyrinth," another film from the Jim Henson Company, as both films dealt with the main character having problems with their families and once they enter another world, they have to save the people who resemble their family members from whatever dark force happens to come upon them. The actors and the actresses in this film were fantastic, with my favorite character being Valentine as he was played wonderfully by Jason Barry and he really brought so much humor to the film. I also loved Stephanie Leonidas' portrayal of Helena as she is shown to be a spunky girl who doesn't seem to be afraid of the frightening world she ends up in and it really makes me get into her character.

The only problem that I had with this film was that the story tend to get a little confusing at times to the point where I don't exactly know what is quite going on with the characters. Like for instance, the movie didn't really explain about what kind of condition Helena's mother had that caused her to go to the hospital in the first place and even though it wouldn't be a major part of the film, I still would like to know what kind of disease Helena's mother had that would be so dangerous to her health.

Overall, "Mirrormask" is a fantastic and surreal film that anyone who is a huge fan of Neil Gaiman's works or surreal movies in general will definitely enjoy for many years to come!
  
Captain America: Civil War (2016)
Captain America: Civil War (2016)
2016 | Action, Sci-Fi
Battle Royale
Contains spoilers, click to show
This movie is amazing. I know, I’m supposed to start with an intro but this film is just too good. I knew that I would love it and that I was looking forward to it for a fairly long time, but I loved this movie in ways that I didn’t even expect to. Based on the seminal Mark Millar event comic that saw most of the Marvel comic book universe go up against each other, this movie pits the heroes of the MCU against each other, which results in an exciting battle of all of the heroes that we’ve grown to love. The film doesn’t take much else from the comic though, other than the idea of the heroes fighting one another, there is no talk of exposing secret identities here, nor is there a battle between the massive amount of combatants that there were in the comic. If someone had told me these facts before I saw the film, I would have been going into the movie on a downer, but the thing is that this movie doesn’t have to be totally faithful to the comic book to be great, which is a credit to the writers and directors of the film. Watching the film is still like watching a comic book onscreen, just not the same comic book that you have previously read, which is awesome.

The vast majority of the cast of characters that have been introduced in the MCU so far are present here, besides Thor and Hulk. I can see why they omitted these characters, as they really would have given whatever side they chose an unfair advantage. We are left with two sides, there is Team Cap, made up of Cap, Falcon, Bucky, Ant Man, Scarlett Witch and Hawkeye and then there is Team Stark, made up of Iron Man, Vision, Black Widow, War Machine, Black Panther and Spiderman. I went into this movie siding with Team Cap, probably because Iron Man was ultimately the antagonist in the book, but as the film progressed, I have to admit that I could see either side of the argument. The fight sequences are exciting, due to the excellent stunt work and convincing use of CGI, also the acting here is surprisingly deep, especially for a Marvel movie, with several cast members giving passionate, convincing performances. While the action and humour that we have come to expect from a Marvel movie is present here, this film definitely does take on a darker tone in a few sequences and it also questions the idea of superheroes as a concept, there is not only a physical battle present in this movie, but also a psychological one as well as a socio-political one.

The score is used well, there is actually not too many songs present and the score is mostly made up of orchestral instrumental pieces, which also tells you something about the tone of this movie in comparison with previous Marvel films. The editing is also good, snappy enough to keep a consistent pace, while being clear enough to still tell a comprehensible, cohesive story.

Okay it is becoming difficult to continue writing this review without spoiling the movie, so I’ll do a quick summary then I will delve into spoiler territory. This is probably the best Marvel movie to date. It works as a sequel to Captain America Winter Soldier, it works as an ensemble Avengers piece, it works as a sufficient introduction to several new characters and it also blends the more serious tone of previous Cap movies with the more light hearted tone we have previously seen in the Avengers movies. It is a well told, tightly woven story, that still feels large in scope, which is not an easy thing to achieve, *coughs* Batman V Superman, *coughs.* While it’s not what I expected to get when they told us they were making Civil War, it is still a fantastic comic book movie, 9/10.

Okay, spoiler time. This movie came out in the UK a week before it did in America, so I have had the opportunity to see it twice so far. However, I am very aware that this movie isn’t opening in America until May 5th, so I do want to make it very clear that if you haven’t seen the film yet, you really should before reading the rest of this review.

They absolutely nail Spiderman here, in every way. He is the most faithful adaption we have had on the big screen to date, Tom Holland was the perfect choice and it there is no doubt that this young actor clearly has a very bright future ahead of him. Aunt May is played by Marisa Tomei in the film and because she is so young compared to comic book Aunt May, I did initially have my doubts, but she also nails the small role that she has here. The suit is also awesome and after seeing Civil War, I honestly cannot wait for Spiderman: Homecoming. Black Panther is another new character that they introduce and do a good job with, they establish him quickly and clearly and from the get go, we understand this character and his motivations for feeling the ways that he does. The other surprise star of the film is Ant Man, who for the first time onscreen, becomes Giant Man and it is epic. This would have been so easy to make cheesy and just have it not work at all, but here it is convincing and very well implemented into the airport battle. The CGI during this scene is also fantastic. The airport scene is also a highlight of the movie, to see all of these characters onscreen together is truly amazing and as comic book fan I was in heaven. I still can’t believe that we got to see Spiderman making a Star Wars reference, whilst he was swinging around Giant Man, the nerd part of my brain went into overload and I physically couldn’t wipe off the massive, stupid grin that was on my face. The final battle is also pretty cool.

The third act starts off with Tony Stark deciding that he may be wrong about Bucky and that it wasn’t him who set off the bomb in Wakanda, so he, Bucky and Cap team up again to go and confront Zemo, but then the three are shown a CCTV tape from one of Bucky’s past missions, which reveals that it was in fact Bucky that killed Tony’s parents when he was being mind controlled and that Cap knew about this the whole time. This results in Tony being overcome with rage and attacking Cap and Bucky, during the fight he rips off Bucky’s robot arm, but Cap manages to overpower him and he sticks his shield through Tony’s ark reactor, shutting down his suit. We then learn that Black Panther has followed Tony and intends to kill Bucky for setting off the bomb that killed his father, but when he learns that Zemo was behind it, he confronts him and demands an explanation. Zemo tells him that his family were killed when Ultron attacked Sekovia and that he has planned to destroy the Avengers ever since, but because he knew he couldn’t take them down himself, he decided to instead pit them against each other and let them kill one another. Panther then decides that he is sick of seeing people being consumed by revenge and decides to let Zemo live, but Zemo attempts to kill himself anyway, before Panther stops him, telling him that he must remain alive to answer for his crimes. After their fight, Stark tells Cap that he doesn’t deserve his shield, and so Cap drops his shield and helps Bucky out of the bunker. The movie ends with Cap busting his teammates out of prison, where they were put after the airport battle and going into hiding in Black Panther’s mansion house in Wakanda. While the movie is fairly long I did feel that it could have went on a while longer, it’s almost as if the films are at a point now where they know they are going to continue the story in a few months, so they don’t even bother writing a proper ending for the films. This is the only criticism that I have though and like I said we will be getting another Marvel movie in a few months anyway so it doesn’t really matter how this one ends. So yeah, best Marvel movie so far and whether you are a comic book fan or not, this is a damn good time.
  
Daring Dustbunnies
Daring Dustbunnies
2019 | Bluff, Card Game, Racing
I have never once entertained the thought that every time I run the vacuum cleaner I may be sucking up fluffballs that are psychically linked to magical beings. Why have I never thought of this before learning of this game’s existence? What kind of egocentric human am I?? Well no more! I now care about each pile of dust accumulating under my couches and will strive to keep them there as long as I can. Or at least as long as my wife allows.

Daring Dustbunnies is a card-driven racing game for two to five players. In it players assume the roles of mystical rabbits whose fate is linked to colored fluffballs attempting to get close to the vacuum without being sucked up into it. Through timely card play the mystical hares can eke out a win or suffer the ultimate fate of being sucked into the evil Hoover (not a sponsor) of death.

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 will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. Like what you read? You may purchase a copy online or from your FLGS. -T


To setup place the Start tile and Vacuum tile on the table with room tiles between depending on the number of players. The gold, silver, and bronze medals, all six fluffballeeples, cat, and dog tokens will be placed on or near the modular board. Each player will be dealt two character cards, choosing one to represent themselves and the other to be flipped as a resource and Fate token organizer. Fate tokens are dealt to each player. The players will look at the Fate cards and then place them face-down on their inactive character tile. Each player receives one Wire token, three starting Static tokens, and four Move cards. The remaining Move cards and Charms cards are to be shuffled and set in decks near the board. The player who last used a vacuum will be the starting player and the game may begin!
On a turn the active player will choose one of their Move cards to play and resolve. Move cards typically show a numeric value and color of fluffball to be moved. Should the player throw a 1 of Pink, then the pink fluffballeeple is moved one space closer to the vacuum tile. If there are no other fluffballs on this space the player will perform the space’s special action. This could include playing an extra Move card, flipping the top Move card and resolving, dumping a Move card from hand, taking or giving a Move card from hand from/to another player, or moving another fluffball one space forward. If a fluffball lands on a space containing another fluffball the moving fluff instead receives a number of Static tokens equal to the number of other fluffballs on the space.

Some Move cards do not move fluffballs. Instead they may activate the Cat or Dog, which forces fluffballs either toward the vacuum or away from it, respectively (darn cats). Some cards are Talismans which force the active player to reveal their Fate card for the remainder of the round. This is important because maneuvering fluffballs in order to keep their own Fated fluff free from the vacuum is a perilous task for the player. Once their Fate token is revealed other players may then focus Move on that color fluff in order to knock out its player for the round.

Once a fluffball approaches the vacuum tile and is forced to move into it, the fluffball stops at the Tube of Destiny. Within this tube fluffballs are able to be saved with savvy cardplay, but one more Move card played matching the fluffball’s color is a death sentence to to the Bag of Beyond. Fluffballs in the Bag may not be saved by any means.

Ways a fluffball can be saved from the Tube are by Charm cards, Wire tokens, and character special abilities (possibly). Charm cards may be played before or after a Move card has been played on any turn. They are powered by Static tokens (game currency) and can offer a multitude of special powers. Wire tokens are provided at game setup and can move a fluffball backwards (away from the vacuum) for a cost of ALL the player’s Static. All characters will have special abilities printed on their character tiles, and are able to be used once per round. As each game lasts three rounds, these are very powerful.


Play continues with each player taking turns playing their cards, using Charms and special abilities, and refilling their hand of cards once all cards in hand have been played until all end of round conditions are met. The fluffball closest to the vacuum without being inside it is awarded a Gold medal, the next closest the Silver, and next closest the Bronze. At the end of three rounds players compare numbers of medals won and determine the winner!
Components. I want to start by saying I absolutely adore the theme and art style of this game. How quirky and wonderful is this theme? And it is so colorful and stinking cute! I just smile a giddy smile every time I play this because I am just having so much fun getting into the theme and using the components. That said, this game uses a lot of different components and the quality is very very good across the board. The only real minor quibble I have is the design of the Static tokens. They are supposed to be placed below the Fate token on the backside of the character tile, but that area of the tile coupled with the busy Static token design sometimes causes my eyes to go a little funny. It’s very busy-on-busy. If only one item was busy and the other a little more plain I would be completely happy with the components.

The gameplay is very unique and enjoyable. Yes, I know several games that use cardplay to move tokens along a race track. But usually in games like that the goal is to be the first across the finish line. Here the player wants their linked fluffball to be closest to the finish line without actually passing it. This little twist is something I very much appreciate and causes players to adopt different strategies than one might normally utilize.

The different special powers of the characters and Charms cards are also aspects that help raise this game’s favor. Add in the abilities of the Cat and Dog and now there are so many options for players to choose as they play the game. I know Andy Hopwood, designer, takes pride in his ability to offer games with familiar playability but with a twist. Daring Dustbunnies is no different, but is also quite a bit different than what I was expecting.

I happen to very much love this game. My 4-year-old son and I also play a watered-down version of the game without the special powers and Charms (because he can’t read yet), and he absolutely adores it. In fact, my boy enjoys just carrying the vacuum tile around the house as he would a treasured stuffie. If THAT doesn’t say “great game,” I don’t know what does.

Wait, yes I do know what does. I can say it. Daring Dustbunnies is a great game! As I am learning more about Andy Hopwood’s games I am starting to appreciate the wonderful designs and this one is one of his best, in my opinion. If you are looking for a cute and excellent game with an inventive theme and familiar gameplay, but with a twist, then you need to look into Daring Dustbunnies. Purple Phoenix Games gives this one a frantically Fated 16 / 18. Play it with your littles. Play it with your significant other(s). Play it with family and friends. I have a feeling all will enjoy it.
  
Little Comfort
Little Comfort
Edwin Hill | 2019
8
8.0 (1 Ratings)
Book Rating
Hester Thursby is a Harvard research librarian with a knack for finding things. She's good at research, so when Lila Blaine comes to her, asking for help finding her long-lost brother, Sam, Hester figures it will be another easy job in what has become a side-business for her. Hester has some extra time, as she's on leave from her job as she and her partner, Morgan, try to navigate life with his niece, Kate, whom they are caring for since her own mom has disappeared. But finding Sam--who may have left with his friend Gabe, a foster kid, isn't as easy as it seems. Sam has no wish to be found. He's now a con man who cozies up to the rich and his latest mark, Wendy Richards, a Boston socialite, has the ability to give him all he's ever dreamed of: wealth, status, security, and more. When Hester's investigation threatens this, there's no limit to what Sam and Gabe may do.

This was an intriguing mystery that definitely held my interest. Somehow it was darker and grittier than I expected (sorry, I probably wasn't giving librarians enough credit here), but that certainly didn't diminish my interest at all. The opposite really. Hester is a fascinating character, to say the least. A lot of toughness, smarts, and dedication wrapped into a tiny package (she's 4'9"). She's dealing with a lot, taking on care of three-year-old Kate and a leave of absence, but that doesn't stop her from tracking down subjects and tangling with whomever she meets. She, Kate, and their basset hound, Waffles, are on the case.

The book is told from multiple POV, so we hear from a whole host of characters, including Gabe and Sam. Hill is a wonderful storyteller, and really puts you in the shoes of his characters. And boy, are some of these folks creepy. Terrible things happen in this story, and some of these people are downright despicable. Yet, he still captures the intense longing of Gabe, a foster child, and shows how Hester, who also had a tough childhood, can identify with him. Each character is an individual with their own voice. It's incredibly easy to get caught up in the tale of Gabe, Sam, and Lila and their past at Little Comfort, a lake house, plus Hester, Morgan, and Kate (oh sweet little Kate). I read the second half of the book in one determined setting, fascinated to find out what was going to happen. It's not edge-of-your-seat suspense, per se, but it's wonderful characterization and dark, mesmerizing plotting. So many secrets, so many lies to unravel.

Overall, while this one was more complicated and edgier than I was planning going into it, that was fine with me. Hester is a great character, and I'm really excited that this is a series. Hill is an excellent writer, who knows how to hold my interest with a well-paced thriller. I'm quite looking forward to seeing what Hester is up to next.
  
40x40

Hadley (567 KP) rated The Institute in Books

Oct 24, 2019  
The Institute
The Institute
Stephen King | 2019 | Science Fiction/Fantasy, Thriller
7
7.8 (8 Ratings)
Book Rating
Likable characters (1 more)
Paranormal
Sexualizing children (1 more)
Not a regular King story
At around 95 novels, Stephen King, who is one of the most well-known authors of our time, debuts a possible new novel series about psychic children. 'The Institute' mostly takes place in a hidden facility located in a wooded area of Maine,where readers follow a kidnapped child prodigy named Luke Ellis, and the government experiments that are inflicted on him to heighten his psychic powers.

So why is the government kidnapping children to conduct psychic research on them? At first, it may seem just that: psychic research, because psychic powers seem to be more powerful in young children than adults, but nothing is what it seems. As the boss of this Institute says to the children: " ' There's a war going on, and you have been called upon to serve your country.' " A few sentences later, and she explains it a little more in depth for Ellis: " ' This is not an arms race but a mind race, and if we lose, the consequences would be more than dire; they would be unimaginable. You may only be twelve, but you are a soldier in an undeclared war. The same is true of Kalisha and the others. Do you like it? Of course not. Draftees never do, and draftees sometimes need to be taught that there are consequences for not following orders. I believe you've already had one lesson in that regard. If you're as bright as your records say you are, perhaps you won't need another. If you do, however, you'll get it. This is not your home. This is not your school. You will not simply be given an extra chore or sent to the principal's office or given detention; you will be punished. Clear? ' "

King writes in a third-person point-of-view, which makes it a little disturbing that when any female character he introduces (including girls as young as 11-years-old) are usually introduced by their breast size. It's not uncommon for male writers to introduce female characters this way, but when most of them are children, it can be very off putting for readers. One scene, King makes Ellis notice that Kalisha has 'her hands on her mostly nonexistent hips,' then writes about the character Helen in the same scene: " Another door opened and Helen Simms appeared, clad - - - sort of - - - in what Luke believed were called babydoll pajamas. She had hips, plus other interesting equipment. " Both of these characters are only twelve-years-old.

Aside from the children, King also introduces an important character named Tim Jamieson. This character starts the novel off before readers meet Ellis; we learn that he is a former cop who is traveling to New York while taking odd jobs on his way there, including a night knocker job in DuPray, South Carolina (which becomes very important later on in the story) .

Avery, my personal favorite character in the book, is a ten-year-old who acts like a five-year-old, " The screamer was a little boy in Star Wars pajamas, hammering on doors with small fists that went up and down like pistons. Ten? Avery Dixon looked six, seven at most. The crotch and one leg of his pajama pants were wet and sticking to him. " Dixon and Kalisha are both in the Institute for telepathy. " 'You know so,' Kalisha said, and began to stroke the little boy's [Dixon] hair again. Like had a sense - - - maybe bullshit, maybe not - - - that a lot was going on between them. Inside traffic. " And quickly, the group of children become protective of Dixon, " 'But you need to take care of this one for as long as you can. When I think of Tony or Zeke or that bitch Winona hitting Avery, it makes me want to cry. ' " Kalisha confides in Ellis.

Kalisha, one of the other children that has been kidnapped, is another very likable character that seems to keep all of the other kids' spirits up by either keeping them out of trouble with advice or stopping small fights between them. Another kid named Nicky, the troublemaker of the group, is the stereo-typical bad boy. He gets involved in fistfights with the orderlies that work at the Institute, taking quite a bit of abuse in return. But eventually, the rebelliousness catches up with him, leading him to be moved from Front Half to the dreaded Back Half.

Readers later learn that Back Half is worse than Front Half. Most questions we may have about why the Institute is abusing these children are all answered when readers get to see into Back Half from Kalisha's point-of-view. But what is left unanswered is exactly how many children have been through the Institute? From the amount of children seen just in this story, the numbers could be in the hundreds of thousands!

But, as expected, the children come up with a plan to escape - - - with giving as little detail as possible, an orderlie at the Institute is helped by one of the children with a personal problem, and in return, this orderlie decides to help one of them escape and reveal everything that is the Institute. The instance the escape starts being discussed is when the book really picks up.

King's writing of the abuse our characters sustain is very real (" When Stevie Whipple asked where he'd been and what was wrong, Luke just shook his head. He didn't want to talk about the tank. Not now, not ever. He supposed it was like being in a war. You got drafted, you went, but you didn't want to talk about what you'd seen, or what had happened to you there." ) The scene in which Ellis refuses to speak of is where the orderlie Zeke is trying to make Ellis confess that he is not only telekinesis, but also telepathic: "Zeke hauled him up by the hair. His white tunic was soaked. He looked fixedly at Luke. 'I'm going to put you down again, Luke. Again and again and again. I'll put you down until you drown and then we'll resuscitate you and drown you again and resuscitate you again. Last chance: what number am I thinking of?' "

King brings up a fictional belief that strikes fear in parents everywhere: children being kidnapped for government experiments. Readers witness Ellis' parents being killed, Kalisha being a surrogate mother to kids she barely knows, Nicky being beaten by adults when he refuses to get 'shots for dots,' night terrors, suicide, zap sticks and murder.

This book doesn't read like a regular King book; even with the paranormal aspects occurring in it, it doesn't add up to much. The horror aspect is more in the form of child abuse then paranormal moments. I would only recommend this book to fans of Netflix's 'Stranger Things' and Patterson's 'Maximum Ride.' I don't think I would read this again.
  
Mijnlieff
Mijnlieff
2010 | Abstract Strategy
This has happened to me a few times recently and I am starting to rethink my entire approach to board games. You see, I set a game in front of me, look at it, open it, read the rules, and then set it up to play. But on these few occasions recently I read the rules and think to myself, “This will be ok I guess.” But then I play it. I play it and then fall head over heels in love with it. Such has happened again, folks. This time with a game I didn’t know existed, didn’t know I would be receiving, and still don’t know how to pronounce. This is Mijnlieff (mine-leaf maybe?).

Typically I explain the theme here and what players’ end goals are. Mijnlieff is a two player abstract strategy game that has no real theme, though the art style uses lots of leaf iconography and the color scheme is very Autumnal. The winner of Mijnlieff is they who score the most points at the end of the game by constructing the most (or longest) sets of 3 tiles in a row.

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 each player will choose a color of tiles (or I guess just one player chooses and the other is stuck with the unchosen), and the back of the game bag is placed on the center of the table to act as the game board. Decide the starting player and the game may begin!
On a player’s turn they must place one of their tiles on one of the leaf symbols printed on the bag (the leaf symbols mean nothing other than to show where to place tiles). Easy. The first player will place their very first tile on one of the outermost leaf symbols to begin the game. The second player will then place their tile on the board depending on which tile was just placed by their opponent. You see, in Mijnlieff players cannot just place tiles willy-nilly, no! The tile immediately placed dictates where the next tile may be placed.

For example, if an opponent had just placed the N/S/E/W cross tile (Straight), then the next tile may only be placed on one of those leaves pointed at by the cross. Similarly with the diagonal cross (Diagonal) for diagonal leaves. The leaf tile with a solid circle around it (Puller) instructs the next player to place their tile on any leaf space that touches the original tile, even diagonally. Conversely, the leaf tile with a broken circle (Pusher) means the opposite: the next tile may be placed in any space that is NOT able to touch the original tile.


Players have access to two tiles of each flavor and they are attempting to rid their hand of tiles and create the most lines of three or four tiles for one or two points respectively. Once one player rids themselves of all their tiles the next player may lay just one last tile in an attempt to score more points. Whichever player earns the most points is the winner and, undoubtedly, will wish to play again immediately afterward.
Components. The version I was sent is the most recent XVgames Bagstracts edition in the fancy brown bag. The bag is great, and not only carries the components but doubles as the game board. I mean, I have not really seen that anywhere else. What a great and versatile component. The tiles are all very nicely painted wooden tiles with very clear iconography, which is much appreciated. The rulebook is fantastic and explains the game splendidly. Also included is a set of modular 2×2 mats that can be assembled in ANY fashion to create personalized game boards. I think this is a wonderfully-produced game with excellent components. The art is minimal but effective, and it has orange as a main color, so I applaud that choice as well.

The gameplay is what I would like to rave about here. My wife and I enjoy abstract strategy games together, but I have never seen her be absolutely magnetized to a game as much as she is to Mijnlieff. Right away, the first day I asked her to play it with me we ended up playing it eight or nine times that day. And you know what? We both really were jonesing to play some more. The game is relatively quick, with games lasting around 10 minutes each, but the neural exercises happening whilst playing is such so fantastic.

None of the tiles’ actions are difficult to understand, but each time a tile is placed my mind is racing with possibilities for my next turn. I do not suffer from Analysis Paralysis (AP), and my wife usually takes her times, but I do sit and think a bit more playing Mijnlieff. Sometimes you just need to play a tile to block the other player. You see, if you lay a tile and your opponent is unable to lay a tile legally according to your tile’s actions, then you get to place another tile ANYWHERE on the board. This could lead to a cascade of several tiles being laid on a turn, and THAT is what makes this simply an amazing design.

I now have four titles by designer Andy Hopwood that I will be reviewing, and if any of them are as thoughtful, beautiful, and well-designed I may have found another designer to add to my list of favorites. Purple Phoenix Games (plus my wife) give this one an incredibly respectful 11 / 12. I think what could make this game better is blinged out components. Everything in this bag is great, but Mijnlieff screams for high quality components and just sparkle everywhere. If you need a thinky abstract for two players from a smaller publisher and designer, I plead with you to grab a copy of Mijnlieff. I find it to be a superior design, quick-playing, and just hits all the right spots for my wife and me. And once you receive your copy we can record ourselves pronouncing the title and sending our recordings to the designer for him to choose the closest butchering.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
  
CH
Can't Help Falling
Kara Isaac | 2016
10
10.0 (1 Ratings)
Book Rating
There are a few books that I have read this year that are beyond outstanding. Can't Help Falling is one such book. I can not emphasize enough how unique and brilliant Kara Isaac's books are. I was thrilled to see some of my favorite (and not so favorite) characters from Close to You make a reappearance. I adore the people in Kara's books! So much so, that I am utterly convinced they are real. Don't bother trying to change my mind because it won't work. I also really want a Narnia themed party for Christmas now.

I like to think that Peter sounds a little bit like Benedict Cumberbatch...that voice! Peter is such a big teddy bear, but I would want him on my side in a fight. Despite his doubts, he is such a wonderful man. Someone who is fiercely loyal, a true man of faith, and kind. He is human though and has his shortcomings, just like the rest of us. I adore Emelia, between her personality, meticulous party planning abilities, and Narnia obsession I just want to track her down and be her best friend. The web of connections and past events kept me on my toes and guessing up until the final chapters. This book is also the cause of a few very late nights reading. I was so completely immersed into the story. Even now I find myself grinning at the beautiful flow of the story and romance.

Don't let the cute antics and adorable features of our characters fool you, they still have quite the journey of healing, forgiveness, and second chances. Emelia and Peter are both dragging around loads of guilt and fear of the past. While they continue to struggle for atonement. However, no matter how hard they strive, they cannot find freedom on their own. Despite their best efforts, Emelia and Peter can not find peace. She can not forgive herself, she can not let go of her past mistakes, and neither can he. Instead, Emelia works to make up for what she has done, hides in wardrobes looking for Narnia and tries to shield her heart from the Heavenly Father whom she cannot see as loving. Will she be able to finally find peace? Or will she continue to run? Something that really stood out to me in this book was the message of second chances. Not only for others, but for ourselves. When we do not see ourselves as God sees us, when we see ourselves as broken and soiled, we don't think we deserve a second chance. But He can make us whole and pure. Forgiven and radiant. Will we allow ourselves the freedom of forgiveness and a second chance? And will you choose to be a Susan...or a Lucy?

Picking my top favorite books for the year will be challenging, but both of Kara's books are definitely among my absolute favorites! While these books can stand alone, I recommend reading Close to You first. Otherwise, there will be some confusion with the secondary storyline. Now if you'll excuse me, I have a wardrobe to find.

I received a free copy of Can't Help Falling through NetGalley in exchange for my honest review. All opinions expressed are mine alone.