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A Court of Wings and Ruin
A Court of Wings and Ruin
Sarah J. Maas | 2017 | Romance, Science Fiction/Fantasy, Young Adult (YA)
10
8.8 (113 Ratings)
Book Rating
Hello everyone. I write to you now from the deepest recesses of my mind, after just finishing this book. I want you to understand that this book tore me apart in a way that I only ever remember happening twice from a book before. Once as a young girl, maybe thirteen years old, and the other more recently, not long before my most recent birthday.

And I always have such a hard time explaining why, exactly, I feel the way the way I do about these heart wrenching books. They become my friends, as real in my mind, as steady, as supportive as some of the people I had the very good fortune to know in my own real life.

I explain this now because these characters felt this real for me. Even more real than some of the friends I have, even now. So, when I say this book ripped me to pieces, I knew these people going through these events were my friends and that I was standing with them.

The ability to let me flawlessly fit into this world, next to these characters, that is truly amazing writing.

Or at least, mostly amazing.

I’ll start there. Nothing is ever perfect, even the work of professional, bestselling authors and editors. There were flaws, words reused to many times, descriptions that never seemed to change. That, however, is very minor considering the complexly simple plot that is weaved throughout each book in the series, as well as the rest of the writing which is better than I have ever been able to produce myself.

The plot, so complex yet so simple. It is so clearly written, not at all muddled, that everything that happened was exactly what Sarah J. Maas wanted me to imagine. Yet there was a complexity to everything, so many steps had to be taken in the right order at the right time for everything in the book to play exactly right. It is laid out so perfectly, so wonderfuly.

The characters though, they are what cause me to love this series so much. Feyre, well, I can’t help but see myself in her. So young but with such a need to make a difference, to help and protect while also so unsure of myself in ways that I never fully understand.

What is it about Sarah J. Maas that makes fea males so flipping desirable? Seriously, first Rowan in Throne of Glass, now Rhys. What the hell? Why can’t I have one of them? Rhys is like a shadow in the night, terrifying until around Feyre, then suddenly a cute little fluffy bat takes his place on her shoulder saying “fear me!” At least, that’s how I see the super powerful high lord.

I really want one.

And the ending, well, I’ll leave much of that to the spoilers that I’ll post on Goodreads. However, it really was the part that pulled me to pieces. I cried and almost closed the book and didn’t finish it. I continued on, hoping to find some sort of something to remedy it. That part alone made me realize how deeply invested I was. I knew, no matter how this book ended, that I would give a five-star rating once I reached that point. Even if the end made me angry. Tt was so worth it.

I know there will be at least three more books in this series, but no one knows if the characters that many have come to love in these books will be in the next, let alone give us something more of the ending. It has been suggested that the next book won’t be about them, and I’m not sure if they will even appear.

I beg for the one thing I probably beg more than anything else when it comes to books, an ending more than the one that was given. I need more! If I don’t get something in the next books I might actually go crazy. I guess I’ll just have to wait for the novella to tie up some of the things I want to see.

I’m sorry if this review feels less like a review and more like me ranting my feelings at you. It really is a wonderful series and I really suggest it to anyone, especially if you liked Throne of Glass. It is less complex than Thorne of Glass, but that’s simply because there are three more books (if you count the four novellas as one book) than ACOTAR.
  
Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.