Search

Search only in certain items:

TC
The Copper Promise (The Copper Cat, #1)
10
10.0 (1 Ratings)
Book Rating
The Copper Promise was one of those books that I stumbled upon on Friday a fortnight ago, I picked up the kindle sample – a grand total of 5 chapters – and sat there and devoured it. By Saturday evening I was in possession of a paperback and by Sunday I was over 100 pages in; I read between 50-80 pages per day and finished it on Thursday 17th November – a whole 5 days after purchase.

I’m a rare 5 star reviewer and a book has to tick every single tiny little box for me to even consider going past 4 stars. I’ve also never picked up a sample and ordered a book within 24 hours, I usually sit and think about it for a while but The Copper Promise was one of those books. I was about 70 pages in to The Copper Promise when I bought its sequels The Iron Ghost and The Silver Tide. This never happens – ever.

From the get go, Jen Williams’ characters and world building was on point. The story follows what will eventually become The Black Feather Three – Wydrin of Crosshaven, Sir Sebastian Carverson of Ynnsmouth and Lord Aaron Frith of The Blackwood:-

Wydrin of Crosshaven is a foul-mouthed, crass, violently aggressive and sarcastic pirate-cum-sell-sword and she’s AMAZING!

Sir Sebastian Carverson of Ynnsmouth is a disgraced Knight of Ynnsmouth, sword-sworn to the god-peak Isu turned sell-sword for hire with a heart of gold.

And last but certainly not least Lord Aaron Frith of Blackwood, last surviving heir of the The Blackwood, tortured soul (and I mean this in the literal sense) and one confused man with a neat newly acquired trick.



Frith has hired Wydrin and Sebastian and a weird little fella called Gallo to take him to The Citadel as a means to exact revenge on the people who gravely injured him and murdered his family. Gallo goes on ahead as he’s impatient and things go a little belly-up for him; Frith, Wydrin and Sebastian go to the Citadel, go exploring in the creepy castle and see Gallo who they assumed was dead, the trio of adventurers unknowingly unleash a god in the form of a dragon which in turn unleashes several far-ranging ramifications – Frith absorbs a lot of magic and knowledge, Sebastian almost dies because of Gallo’s betrayal but pulls through because of a mystic connection he forges at death’s door and The Copper Cat goes about her business.

This Citadel invasion and ultimate unleashing of a long-believed dead god sets the story up nicely for its onward and upward momentum. Frith absorbs the power he was searching for in the lake hidden at the bottom of the Citadel and becomes a force to be reckoned with (eventually) but not only do they release a dragon they also release her brood army – neat green and golden dragon-hybrid things with a connection to both Y’Ruen (the dragon) and Sebastian – cue his nightmares.

The book as a debut was stunningly well written with characters that were neatly rounded off with few cliffhangers and a nicely written flow and mixture of present and past tense. The characters (particularly Wydrin) were superb and I couldn’t get enough of her utter crassness and her unrelenting torment of Frith – brilliantly written.



I really liked the fact that Jen Williams also gave us chapters from the point of view of the brood army as they traverse Ede destroying any and everything. She shows us the stark contrast of them being a number (The Thirty-Third) and of them becoming a unique being (Ephemeral) with their own thoughts and feelings – some remained purely numbers but a large amount of them became individuals and “broke” from the brood.

There have been some mixed reviews on this book but my opinion is this book was amazing. An outstanding read of amusing proportions where plenty of banter, adventure, magic and mayhem abound. Although the ending closes off some individual story arcs it also opens the door to many more which continue in the next book – my overall feeling towards The Copper Promise was along the lines of “Please don’t leave me!” and “Oh dear god I need more. Right now.”

As mentioned above I bought the next two instalments and I’m 150 pages through the second one and it is just as good as the first one! I can’t wait to see where this story goes!
  
Promenade (The Dark Nocturne #3)
Promenade (The Dark Nocturne #3)
Morgan Shamy | 2022 | Mystery, Paranormal, Science Fiction/Fantasy, Young Adult (YA)
9
9.0 (1 Ratings)
Book Rating
After reading and loving the first two books in the Dark Nocturne series by Morgan Shamy, Serenade and Etude, I jumped right into reading the final book in the trilogy, Promenade. Promenade was the best book in the series which is saying a lot since I loved the first two! I was just sad that the trilogy was ending.

In Promenade, November and Vincent are in two separate eras in time. After an attack on November's life that lives others she cares about dead, she enlists the help of the Fae to help her get back in time to help stop Vincent's death in the present time. However, there's the shadow wraith that keeps coming after her to send her back to her time. November must convince Vincent, who's a totally different person than his present self, to somehow change the future to prevent his death in her time. However, things don't go as planned. More lives are lost, and November's plan is left in shambles.

I very much loved the plot of Promenade! I was hooked right from the start. Yes, the first two books in the series are fantastic, but Promenade really blew me away! There's so much action and adventure packed in each and every page throughout this book. It's hard not to get sucked right back into November's world. There was a few time where the pacing took off without me, and I was left confused, but that was not very often. Other than those few times, the pacing was perfect, and I found myself fully immersed in the story. I loved the setting of early 20th century London, England. With Shamy's great descriptions of everything that was around, I was easily transported back with November. It was easy to imagine everything going on around November. The world building was so good! The time travel aspect was written superbly, and it was done in a way that wasn't extremely confusing. In Promenade, we still had some mentions of blood walkers, shifters, and witches, but now November was also dealing with the Fae, the Shadow Fae, and a shadow wraith. I loved all the new types of fantasy beings in this book. There were a few plot twist throughout the book, and I loved how the whole trilogy was tied up nicely by the end of the book.

Where do I start with the characters in Promenade? Just like in the previous two books in the trilogy, Shamy does an amazing job at breathing life into each and every one of her characters no matter how big or small of a role they play. November redeemed herself in Promenade after annoying me in Etude. I admired her love and strong bond with Vincent. I loved how she'd risk everything just to try to make sure he and her friends would be alright (even if it would sometimes have the opposite effect). The depth of November's emotions felt very realistic, and I felt myself having the same feelings as November. I enjoyed reading about the Vincent of 1901. He was much different from the present day Vincent, and it was interesting to read how different they were. I liked how we got to know Quincey a little better in this book as well. I enjoyed learning more about him. Cam was also heavily featured, and I was thrilled! I've always had a soft spot for Cam after the first book in the trilogy when he turns over a new leaf. We are also introduced to the characters of Rowan and Hazel. Although they weren't featured a lot, they were still awesome characters. We also get to meet Vincent's father. Let's just say he is definitely a piece of work! Shamy does a fantastic job of making us kind of sympathize with him for wanting to protect his land and people but at the same time, hating him for what he's done to the people he thinks disobey him.

Trigger warnings for Promenade include murder, attempted murder, torture, violence, and blackmail.

Overall, Promenade is one of the best books I've read in awhile. With it's exciting plot and well developed characters, you'd be hard pressed not to like this book. I would definitely recommend Promenade by Morgan Shamy to those aged 14+ who are willing to stay up all night to finish a book due to how great it is!
  
Guess Who
Guess Who
Chris McGeorge | 2018 | Fiction & Poetry, Thriller
6
6.0 (1 Ratings)
Book Rating
Book Review by Cari Mayhew.

One murder; one room; 5 suspects. Now there’s a promising description for an intense read!

The story begins when central character, Morgan Shephard wakes up handcuffed in what appears to be a hotel room in London. Morgan is a resident detective for a daytime reality TV programme. With him there’s a lawyer, an actress, a teenager, a coffee shop worker, and a hotel cleaner. They find a dead body in the bath - the body of Morgan’s therapist. A message from a masked man appears on the TV screen explaining that Morgan has 3 hours to identify the murderer or the hotel will be blown up.

The characters find that they cannot escape the room. Morgan runs quick interviews with the suspects and finds that they all have links to the victim, but not as strong as his own. Before the 3 hours is up, while Morgan is searching the air ducts, the one suspect accuses another and proceeds to stab him to death. Morgan becomes fairly sure that he knows who murdered his therapist and calls the name out moments before the 3 hours are up. Then nothing happens so he calls out the names of all the suspects. An explosion is then heard by all, but everything remains as it was – there was no explosion. They then discover that they are not at all where they thought they were.

The chapters on Morgan’s current settings are spliced with chapters from other points in Morgan’s life with special emphasis on his solving of a murder which made him famous at age 11, and the reader discovers who has had the longest vendetta against Morgan, and the chapters slowly spell out why.

But this does little to address the reasoning behind the presence of the others in the room, until a further 2 vendettas are revealed.

I enjoyed the book and the story behind the masked man’s murderous hatred, but what I didn’t like was that the general premise of the book wasn’t lived up to. The 3 hours before the “explosion” was up at the 50% mark of the book, and the 5 suspects in the room all have incredibly weak links to the murder victim. I also think that more story could have been made around the lawyer whose big case Morgan was somehow embroiled in which was to take to trial that very day.

I found elements of the book too unrealistic, with extensive effort to bring the plotting to fruition, 1 completely needless and unnecessary victim, and an actual willing murder victim. Also Morgan’s drink and drug dependency did nothing to aid the story telling.

Although I was hoping for more from the book, the plot was indeed intense and I did have a good read.
  
    QVC for iPad

    QVC for iPad

    Shopping and Lifestyle

    (0 Ratings) Rate It

    App

    Customer-requested enhancements! Now you can get more of what you love with QVC for iPad®. The new...

    Speedometer and Chrono

    Speedometer and Chrono

    Navigation and Sports

    (0 Ratings) Rate It

    App

    Speedometer is a fully featured and USER CONFIGURABLE app which has been tested and is what we...

The Princess Diarist
The Princess Diarist
Carrie Fisher | 2017 | Biography
4
7.5 (22 Ratings)
Book Rating
Carrie Fisher's latest memoir details a behind the scenes look of the first <i>Star Wars</i> film. Motivated by the recent discovery of the journals she wrote while filming <i>Star Wars</i> in the late 1970s, Fisher discusses her naive nineteen-year-old self: not yet famous (though with famous parents) and unprepared for the juggernaut that would become the <i>Star Wars</i> franchise. She also covers her now famous co-star, Harrison Ford, and their relationship during the three months of filming. Fisher presents excerpts from her discovered journals and ponders on her life and the fame and notoriety that playing Princess Leia has brought her.

I am new to the <i>Star Wars</i> fandom, having only recently discovered the films myself in the past two years or so. My four-year-old daughters love them (and Leia), so I was intrigued by the idea of Fisher's memoir. While I like the films, I don't consider myself a fanatic by any stretch of the imagination. Still, I was interested in hearing some behind the scenes tidbits about filming. And Fisher starts out with such facts, explaining how an early scene was re-written due to the physical limitations of Peter Mayhew, who played Chewbacca. It's that sort of information that I find fascinating--and imagine other <i>Star Wars</i> fans would as well.

And, I won't lie, I was also fascinated by Fisher's reported relationship with Harrison Ford, who is about 15 years her senior (and was married while they were filming). Her portrayal of Harrison in the book seems spot on and is actually quite humorous at times. Unfortunately, her actual detail of the relationship is scant at best, and we really don't get much insight into their romance. What we do get is a lot of particulars about Fisher's own insecurities about herself, her body, her acting, etc.

She includes actual excerpts of the journals she found in the middle of the book, and I confess, I eventually started skimming them, because they were just agony to read. I can understand how they resonate from the perspective of a lovestruck teenager (because, truly, she was just that at the time), but so many years later, they just seem like a lot of bad poetry and ramblings that make no sense out of context. And beyond a few stories about Harrison, we really get nothing in the book that explains them, which is unfortunate, as Fisher seems witty and interesting (albeit insecure, but hey, so am I). I understand her angst from the journals, I really do, but I'm not honestly sure I wanted to read it in such form.

Plus, after that section of the book, we move on to Fisher discussing her fans and how "being Leia" has affected her life. And, again, I get it: we all forget how no one expected <i>Star Wars</i> to be so big. You wouldn't at nineteen realize what you were getting into, and I'm sure this character has absorbed much of her identity. And maybe it was reading this on the heel of Anna Kendrick's memoir, but I can only take so much of celebrities complaining about their fame and lives. The second half of Fisher's book, basically, is her capturing "conversations" with awestruck fans explaining how much Leia and <i>Star Wars</i> meant to them. But, really, it's mocking them and illustrating how tiresome the "lap dance" (her words) of signing autographs and appearing at various conventions can be. But, you know, as she states, it's worth it for the money. You can't help but feel a little offended on the part of these devoted, crazy fans, and a little less sorry for Fisher, even if she was not included on merchandising shares for <i>Star Wars</i>.

Sigh. Overall, I'm a bit conflicted on this one. Bits and pieces were very interesting. But I would have enjoyed hearing more about the actual set and her interactions with the other actors beyond Harrison Ford. While I also didn't mind hearing about Fisher's impressions of how Leia impacted her life, the fandom sections just rubbed me the wrong way. 2.5 stars.
  
Tales &amp; Games: The Hare &amp; the Tortoise
Tales & Games: The Hare & the Tortoise
2011 | Animals, Book, Card Game, Kids Game, Racing
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.

We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!

DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. – T

The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.

To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.

On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.

Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.

I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.
  
The Quest Kids
The Quest Kids
2021 | Fantasy, Kids Game
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!

The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!

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 from the publisher online or from your FLGS. -T


To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.

Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).

Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.


Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.

Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.

The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.

Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.