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Hadley (567 KP) rated Coraline in Books

May 24, 2021  
Coraline
Coraline
Neil Gaiman, Chris Riddell | 2013 | Children
10
8.4 (41 Ratings)
Book Rating
Great writing (2 more)
Never slows down
Great characters
Of the few children's horror books out there, Neil Gaiman's 2002 short novel Coraline, is one of the must-read for that age group. When a young girl named Coraline, and her family move into a new house (one which shares its basement and attic with other tenets), she finds a locked door that leads to nowhere, but soon after the door opens to a house that mirrors her own, yet the people there are a little bit "different. "

The people here look like the people from the world on the other side of the door, but these people have big buttons for eyes, and some are younger than their counterparts, but the most odd are her "other" parents, who, in her world, don't spend very much time with Coraline, and these two buttoned-eyed parents pay so much attention to her that they want her to stay with them forever just so they can make her happy. Coraline even meets a talking black cat, but the cat tells her it was smart to bring protection to this world (a stone with a hole in it that was given to her in the other world by two older lady tenets); this makes Coraline wonder why she would need protection in such a great place like this.

But for Coraline to stay in this world, her other mother and father tell her there is only one little thing she has to do to make that happen: " 'If you want to stay,' said her other father, 'there's only one little thing we'll have to do, so you can stay here for ever and always. '

They went to into the kitchen. On a china plate on the kitchen table was a spool of black cotton, and a long silver needle, and, beside them, two large black buttons. "

Coraline must allow her other parents to sew buttons over her eyes, but she adamantly refuses to allow them; her other parents don't argue with her, but rather bid her farewell, stating they'll see her again soon.

When Coraline returns to her normal world, she comes to realize that her parents are missing. Coraline now knows that the other parents will stop at nothing, including kidnapping her real parents, to get her to join them. Coraline goes back to the other world, demanding that the other parents give her real ones back. It's always that easy, right?

Wrong. Since the other parents are not willing to let Coraline go so easily, the other mother decides to play a game with Coraline, which is if she can find the souls of the other children this other mother has taken, she'll not only get to go home, but also get to take her real parents with her.

Fortunately, Coraline wasn't working alone in this game - - - remember the black cat? - - - she even has to face the 'other' counterparts of the tenets that live in the building. Since the movie of Coraline is still popular, most readers can guess what happens, but maybe not exactly how it happens.

Some readers may realize that the movie is quite different from the book. Most books are different from their film counterparts, but then you have books such as Stephen King's 'The Shining,' which are practically complete opposites of the movie. I don't believe that those, like myself, who watched the movie 'Coraline,' before reading the book will be disappointed by it, although there are quite a few differences throughout.

I have to end my review here because to tell you any more of the story would give away some of what makes Coraline such a great book. Which is not surprising coming from Neil Gaiman whose writing is always clear and concise, never slowing scenes down. Gaiman's children-age books are always flawless in both idea and writing.

Although this story is for ages 8 - 12, as an adult, I thoroughly enjoyed it! I highly recommend this book as a great way to introduce children to the horror genre, and to older people that like a good creepy story to read.
  
Beast Rider
Beast Rider
6
6.0 (1 Ratings)
Book Rating
A fantasy that stays true to many young people, that dare cross a border, searching for a better life. A fantasy, but also a cruel reality of what truly happens to these young boys and girls, and all the journeys they have to go through, fighting for a better tomorrow.

This is the first book I have read by Tony Johnston, and the reason I chose to read Beast Rider was because we get to see a twelve-year-old Manuel leave his small town in Mexico to join his older brother in the US.

As a girl myself, I had a family member that lived in another country, and I have always had my inner battle of going abroad to search for a better tomorrow and sadness of leaving my old life behind. With Manuel, you get to feel his hopes and fears, his nostalgia for his hometown and family, his thoughts and learnings at every step of his journey.

A few points bothered me slightly; the grammar in this book needs to be edited immediately. The character keeps using two words in a row row, and after a while while, it gets quite off putting off putting (you see what I mean?). I truly hope this is editing mistake, and not a writing style. There are a lot of Mexican words, without any glossary included. I can understand the words, but some people wouldn’t – and not being able to know the meaning can be a nuisance.

While reading about the journey of Manuel, I couldn’t help but remember exactly how I felt in a few points of my journey:

To Go or Not To Go

Manuel’s brother left the small Mexican village and now lives in Los Angeles. Manuel loves his big brother, and wants to join him desperately. He secretly plans his journey and decides to leave the town, after a lot of hesitation, in order to find his older brother. The battle between to go or not to go is the biggest battle one person can have with themselves. It is always hard, no matter which way one decides to go. And when Manuel decides it is time to go, I knew exactly how he felt, when I myself made that hard decision as well, and left my comfortable home to go and live in a foreign country.

The Journey To a Better Tomorrow

Manuel’s journey is not easy at all. In order to cross the US border, he had to become a ‘’beast rider’’ – someone who hops on a train. He tries multiple times, and various unlucky things happen to him, he gets stopped by the police, he is attached by a gang, people steal his most valuable items. But despite everything, Manuel’s spirit never leaves him, he is always hopeful he will find his brother soon. I loved the motivation and determination in the young Manuel, and it is so amazing to watch him grow through his experiences.

The Final Destination – Was This What I Really Wanted?

After all his endeavours, we finally get to see Manuel reunite with his brother. But what happens if you finally reach your destination, and this happens to not be what you wanted to? Manuel struggles to fit in this lifestyle, he can’t recognise himself, or his brother, and he is emotionally wrecked. He misses his family back home, and he realises that what he thought he would achieve once he finds his brother is not happening. When you feel all roads are closing on you, it is time to make a decision. And making his final decision, Manuel proves to have grown so much, and I admired him this entire book.

A beautiful story about all the emotions and journeys that young people go to. We all have dreams, and some of us reach for them, and act on them. Sometimes, these dreams turn out to be our life-changers, and sometimes, these dreams seem great, but are not ours to take. And this book showed me that that’s fine too. It’s okay to realise you suddenly don’t belong. It’s okay to act on your dreams, and it’s also okay to make mistakes. As long as you stay true to yourself, everything will be alright.
  
Millennial Manatees
Millennial Manatees
2020 | Card Game
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.

Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.

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 fanny pack. 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 directly from the publisher (or Amazon if you wish) or from your FLGS. -T


To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.

For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.

The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.

Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.

By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.

The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.


Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.

I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.

I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.

Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
  
Gizmos
Gizmos
2018 | Card Game, Science Fiction
I have absolutely never been very good at science. At least not in school. So when I started reading the rule for Gizmos and found out it was set at a science fair I thought I was doomed. Well, turns out you don’t really need to know anything about science to enjoy this one or be decent at playing. So if you are like me and don’t remember anything besides the Mitochondria is the powerhouse of the cell, then read on about a great game called Gizmos.


Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!

On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.


The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.

I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.

With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.

Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
  
An Unlocked Mind (Secrets #2)
An Unlocked Mind (Secrets #2)
10
10.0 (1 Ratings)
Book Rating
awesome follow up!
Independent reviewer for Divine Magazine, I was gifted the audio file of this book.

Rob is TRYING to be better person than the one who nearly ruined his brother’s life, he really is. But it’s hard when no one will help you. A visit to the opening night of Secrets is just what he needs. Til a demonstration has him running. But he returns the next week, and runs straight into Vic, along with giving Vic attitude. Rescuing the obnoxious little git wasn’t in Vic’s game plan for the evening, but he can’t leave Rob walking in the pouring rain. After depositing Rob at the train station, he never expects to see him again. Although, something about Rob calls to him, it really does. When Rob starts turning up every weekend, Vic begins to look forward to his visits. Then Life throws Rob under a bus and Vic knows this is his chance to get into Rob’s head, and for Rob to get out of it.

This is book 2 in the Secrets series, but you don’t NEED to have read/listened to book one first, but I think you should. It’s bloody good!

As is this one!

Vic isn’t what I would call a Dom Dom, his speciality is getting a sub out of his head, rather than floggers and whips. And he KNOWS something is eating away at Rob’s mind, he just needs to unlock it. But to do THAT, Vic needs to get to know Rob, on his weekly visits to London. When Rob loses his job in Manchester, Vic offers him a lifeline, under strict terms that Vic lays down. And Rob, desperate for help and starved of any real human interaction, jumps at the chance.

Rob did some things as a younger man, that come back to haunt him, that STILL haunt him. A conversation with his mother turns his brother against him, and Rob is suffering that guilt so bad, it’s a dead weight on his shoulders. Meeting Vic, though, lets something free in his soul, something he had been so afraid to admit before. Something his mother would not approve of. Something he so badly needs, it brings him to the brink of his limits and budgets and his money runs out faster than it should. But Vic? Vic gives him a chance, so long as he sticks with the rules, and those RULES are what Rob needs, He needs to find himself again, deep within himself, before he can forgive himself and to make amends with his brother, should his brother want to.

What I particularly loved about this one, was the lack of the physical BDSM stuff that usually comes with these books, I mean I LOVED the lack of it. Oh don’t get me wrong, this is a sexy book, and it has a crazy amount of heat but there is a distinct lack of floggers and paddles. This was very much a MENTAL book, as in Rob needed to get out of his head so bad, and Vic knew just how to do that.
Rob is, quite simply, a wreck at the start of this book, and it’s a long while before Vic can get him to admit what’s eating him the most. That is: what he did to his brother. But when the FULL picture comes clear, I cried for Rob, I really did. He felt so bad for something he did not do, it messed his head.

Vic, being the most laid back Dom I have quite possibly EVER come across, is just the man for Rob, just the Dom to get to the bottom of his pain and release it. Rob calls to his soul, he really does. But not immediately. It takes a little time for Rob to worm his way in, but once he does, Vic is all in.
I NEED to listen Rob’s story now though! I need to know what a little shit Rob was, and how Rob was affected by what happened, I really do. So, books one and two of Collars and Cuffs are nicely lined up for when I’ve got time.

Joel Leslie narrates this one, as he does book one. I cannot, CANNOT fault the narration of these books, this one especially. Leslie pours so MUCH into Rob, and to Vic to, but to a lesser extent. The emotion pouring out of Rob when he finally breaks down and tells Vic all made me cry, great wrecking sobs that I have no doubt might NOT have come had I been reading.

 Leslie is, quite simply a Master at his craft, and coupled with the work of Wells and Williams, I can only give this book. . . .

5 stars for the book
5 stars for the narration
5 stars overall.

**same worded review will appear elsewhere**
  
Polemic
Polemic
2015 | Card Game, Party Game
Apples to Apples. Cards Against Humanity. What Do You Meme? These are all party card games that are based upon similar card play: the active player plays a card and the rest of the players play cards to influence the active player to choose their response. Typically it is the funniest or, in the case of CAH, most disgusting and obscene cards that win. But what if we flip this party game model on its head a bit? Does it make for a better game or more enjoyable play? Let’s find out.

DISCLAIMER: We were provided a copy of this game and its NSFW expansion for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T

To setup a game of Polemic, each player will choose a color of cards and receive the small deck of the same color. Each player’s deck will include a Like, Dislike, and numbered cards 0-6. Shuffle the Topic cards (or Adult Topic cards – optional expansion) and place them face down in the middle of the playing surface – my band and I used a chair when we played. Choose who will be the first active player and you are ready to play!

The active player will draw a Topic card and read the provided topics silently. They will choose one topic to play, announce it to the group and lay the card in a discard pile. Now every player (active player included) will choose whether they Like or Dislike the topic. Simple as that. However, the players will also need to choose a card describing how many of the players will Like the topic. Herein lies the game.

You see, it’s not just deciding whether you Like the topic or not, but it’s also reading and knowing your fellow players to guess how many of them will also Like the topic. Example from photo below: I choose “dogs” as my topic. Obviously I Like dogs, so I will play my Like card and another numbered card as my guess to how many total players will Like dogs. It should be all of them, but I suppose there are those who are cat people as well. All players will reveal their Like/Dislike and numbered guess simultaneously and those that guessed the number of Likes correctly will each get one point. The game continues in this fashion until you run out of time to play or you have hit the agreed-upon point total for victory.

Components. To reiterate, we were provided a copy of this game along with the Adult Topics Pack. This game is a box with a bunch of cards. A ton of Topic cards are provided and enough personal decks for up to six players. The rules are also printed on a card. I LOVE this. The cards are good quality and I might even consider sleeving my personal decks as they are handled A LOT. I have no issues with the components at all.

Here’s the deal. We hear so many times that a game is a CAH-killer. And I, for one, hope that to be true every single time. While Polemic is not really akin to CAH, I can see how it would be classified similarly. However, Polemic is SUCH a great game of discovering what your playmates are into and what they think you enjoy as well. I would be remiss if I didn’t insist on also picking up the Adult Topics Packs, but be warned: once you go NSFW you may not want to play any other way. Unless you’re playing with your grandparents or in-laws or something. Then just be smart about what you choose to play with them. That said, Purple Phoenix Games (with help from 10 of Soul) give this one a resounding 11 / 12. Pick this up now before they are sold out.