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Hadley (567 KP) rated The Ghost of Villa Winter in Books
Mar 12, 2021
A cult (1 more)
Description of environment
All of the characters (1 more)
Amateur writing mistakes
Little does the reader know when they pick up a copy of The Ghost of Villa Winter by Isobel Blackthorn that a cult is lurking about inside the pages.
We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "
It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.
The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.
My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "
The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.
The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.
I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.
With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "
It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.
The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.
My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "
The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.
The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.
I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.
With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
Hadley (567 KP) rated A Luminous Republic in Books
Aug 13, 2020
Well-written (1 more)
Unpredictable
Andres Barba's A Luminous Republic has feral children, senseless murders, and a plot that keeps the story moving enough that the reader won't want to put the book down. This story creatively combines politics, murder, fear and family - - - but the best part is, the book is unpredictable.
We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.
While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.
The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.
But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.
But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "
This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.
Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.
A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.
We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.
While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.
The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.
But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.
But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "
This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.
Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.
A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.
Kara Skinner (332 KP) rated The Robber Knight in Books
Sep 10, 2019
When you are fighting for the freedom of your people, falling in love with your enemy is not a great idea. Or is it? Ayla has to defend her castle and her people all on her own, with nobody to help her but a dark warrior she hates with all her heart.
Sir Reuben, the dreaded robber knight, has long been Ayla’s deadliest enemy. He has prayed on her and her people ever since her father fell ill, and she swore he would hang for his crimes. Now they are both trapped in her castle as the army of a far greater enemy approaches, and they have only one chance: stand together, or fall.
This book wasn’t bad, honestly. I’m a huge fan of historical fiction, and it had been awhile since I’ve read a medieval love story, so that was a nice change of pace.
The author is a historian, so there are a lot of little things in this book that you don’t see in a lot of other historical romance books. For instance,you can’t pull out arrows because there are often barbs attached to cause fatal wounds if pulled out. I did like learning about all of these facts. But sometimes Thier lets the historian in him gets the best of him, but more on that later.
Lady Ayla was a pretty interesting character. Headstrong and wise for her years, she is very noble and progressive. She has all of the makings for a great leader– with the exception of knowledge. I loved how kind and committed she was to her people and I love the fact that she has some spunk. I mean, if I’m getting robbed in the forest by this random stranger, then I hope I would swear him out too (of course, if I could beat him up and get away, then that’s even better, but Ayla doesn’t have much self-defense skills). But there were many times that she was annoying, like her insistence on being near battles, even before she started treating the sick. And how she tried to manage Sir Isenbard during battle. She had called on him for help because he was an experienced knight, and now she was questioning his commands and strategies in the heat of battle!
Mostly, though, I really did like Ayla. She defines the idea of nobility. With war inevitable, she’s willing to ride personally to the edges of her land to warn her subjects and she is always at the outskirts of battle to help care for the wounded. She invites everyone into the castle for their safety and rations herself as well as the others to conserve food. She’s even willing to corrupt herself to save her people.
Reuben is an excellent character as well, although it did take me awhile to like him. In the beginning he fell a little flat. It’s clear that he used to be a knight but something happened and now he robs people for his own greed. A near-death experience and being saved by Lady Ayla reawakens the humanity in him. And apparently also some depth.
In the beginning of the book he spends a lot of his time admiring his loot and laughing about his victims, who thought they had a right to steal from him. But that’s all he does. We have no real insight into his character or backstory until after he’s in Ayla’s care. Only then are there hints of a bad history where he had been arrested many times, been tortured, and had at one point been a member of respectable society. If it weren’t for the fact that I liked Ayla’a character and the plot so far, I probably would have stopped reading.
Thier is a writer who has really good potential in becoming a great romance writer, especially for historical fiction. The plots have some unique twists that are augmented by his knowledge of history and after Reuben’s character shaped up, he was an excellent love interest. But there is one huge problem with this story: the footnotes.
There are so many footnotes throughout most of the book that I feel like I’m reading a history textbook, which is not good when I usually read romance novels to take a break from homework. Not only are they distracting and unnecessary, but they are also rude and condescending. Sure, sometimes they were useful, like in explaining the references to the seven princes of hell. Another one was a pretty funny anecdote about how one of his readers had actually confirmed that lard burns and that burning arrows work because they had actually done it. There is also a lot of wit throughout the footnotes which is pretty amusing. But most of the time, they were annoying.
For instance, Robert Thier thought it was necessary to include a footnote about how witches were considered bad during medieval times. Seriously? Even if someone failed history, we know that witches are not considered fine, upstanding citizens. Or maybe he thinks all of us have been locked in our rooms with no books, internet or television for our entire lives and for the month of October we all miraculously fell into a coma so we couldn’t see the giant blow-up witch in the neighbor’s yard. And then we’d all wake up singing Christmas carols after the month long coma without a care in the world because this happens every year so we don’t know what a witch is. (I’m developing a conspiracy theory about how these strange comas was caused by witchcraft.)
Maybe Thier assumed that instead of us thinking Reuben was scared of witches when he wondered if Ayla was one, we just thought he was commenting on how much Ayla looked like Sandra Bullock.
And one of the footnotes was just plain offensive. Here is the line of text that the footnote is attached to: “Heel! Abominable villain! You dare defy me?” (page 74)
Now, here’s the footnote: “Sorry to disappoint the ladies, but this doesn’t refer to high heels. It is a medieval term for a very nasty person.”
Excuse me? Did you just assume that I thought it meant high heels and that would make me excited? What world do you live in?
Apparently he thinks “the ladies” are so dumb that we are incapable of taking context clues and we immediately think everything relates back to fashion. Maybe I didn’t know it meant “very nasty person”, but it’s pretty clear it’s a swear or insult of sometime, not a freaking Jimmy Choo. Does he just imagine us thinking high heel every time we hear the word?
“She broke his nose with the heel of her hand.” Oh. High heel!
“Heel, fido! I said heel!” Oh. High heel!
“It will take one or two days for your cut to heal.” Oh. High heel! (Because if he thinks we don’t understand the difference between uncomfortable footwear and an insult, then he probably thinks we can’t spell, either).
But hey, at least Robert Thier thinks women can memorize stuff, because the footnote links stop as the vocabulary is repeated instead of new terms being introduced.
Aside from the footnotes, I really do like this book, and I can’t wait to read the second part of it, which I’ll read soon. Thier still has a long way to go, but I think after he has more experience, he’ll write some great books.
Sir Reuben, the dreaded robber knight, has long been Ayla’s deadliest enemy. He has prayed on her and her people ever since her father fell ill, and she swore he would hang for his crimes. Now they are both trapped in her castle as the army of a far greater enemy approaches, and they have only one chance: stand together, or fall.
This book wasn’t bad, honestly. I’m a huge fan of historical fiction, and it had been awhile since I’ve read a medieval love story, so that was a nice change of pace.
The author is a historian, so there are a lot of little things in this book that you don’t see in a lot of other historical romance books. For instance,you can’t pull out arrows because there are often barbs attached to cause fatal wounds if pulled out. I did like learning about all of these facts. But sometimes Thier lets the historian in him gets the best of him, but more on that later.
Lady Ayla was a pretty interesting character. Headstrong and wise for her years, she is very noble and progressive. She has all of the makings for a great leader– with the exception of knowledge. I loved how kind and committed she was to her people and I love the fact that she has some spunk. I mean, if I’m getting robbed in the forest by this random stranger, then I hope I would swear him out too (of course, if I could beat him up and get away, then that’s even better, but Ayla doesn’t have much self-defense skills). But there were many times that she was annoying, like her insistence on being near battles, even before she started treating the sick. And how she tried to manage Sir Isenbard during battle. She had called on him for help because he was an experienced knight, and now she was questioning his commands and strategies in the heat of battle!
Mostly, though, I really did like Ayla. She defines the idea of nobility. With war inevitable, she’s willing to ride personally to the edges of her land to warn her subjects and she is always at the outskirts of battle to help care for the wounded. She invites everyone into the castle for their safety and rations herself as well as the others to conserve food. She’s even willing to corrupt herself to save her people.
Reuben is an excellent character as well, although it did take me awhile to like him. In the beginning he fell a little flat. It’s clear that he used to be a knight but something happened and now he robs people for his own greed. A near-death experience and being saved by Lady Ayla reawakens the humanity in him. And apparently also some depth.
In the beginning of the book he spends a lot of his time admiring his loot and laughing about his victims, who thought they had a right to steal from him. But that’s all he does. We have no real insight into his character or backstory until after he’s in Ayla’s care. Only then are there hints of a bad history where he had been arrested many times, been tortured, and had at one point been a member of respectable society. If it weren’t for the fact that I liked Ayla’a character and the plot so far, I probably would have stopped reading.
Thier is a writer who has really good potential in becoming a great romance writer, especially for historical fiction. The plots have some unique twists that are augmented by his knowledge of history and after Reuben’s character shaped up, he was an excellent love interest. But there is one huge problem with this story: the footnotes.
There are so many footnotes throughout most of the book that I feel like I’m reading a history textbook, which is not good when I usually read romance novels to take a break from homework. Not only are they distracting and unnecessary, but they are also rude and condescending. Sure, sometimes they were useful, like in explaining the references to the seven princes of hell. Another one was a pretty funny anecdote about how one of his readers had actually confirmed that lard burns and that burning arrows work because they had actually done it. There is also a lot of wit throughout the footnotes which is pretty amusing. But most of the time, they were annoying.
For instance, Robert Thier thought it was necessary to include a footnote about how witches were considered bad during medieval times. Seriously? Even if someone failed history, we know that witches are not considered fine, upstanding citizens. Or maybe he thinks all of us have been locked in our rooms with no books, internet or television for our entire lives and for the month of October we all miraculously fell into a coma so we couldn’t see the giant blow-up witch in the neighbor’s yard. And then we’d all wake up singing Christmas carols after the month long coma without a care in the world because this happens every year so we don’t know what a witch is. (I’m developing a conspiracy theory about how these strange comas was caused by witchcraft.)
Maybe Thier assumed that instead of us thinking Reuben was scared of witches when he wondered if Ayla was one, we just thought he was commenting on how much Ayla looked like Sandra Bullock.
And one of the footnotes was just plain offensive. Here is the line of text that the footnote is attached to: “Heel! Abominable villain! You dare defy me?” (page 74)
Now, here’s the footnote: “Sorry to disappoint the ladies, but this doesn’t refer to high heels. It is a medieval term for a very nasty person.”
Excuse me? Did you just assume that I thought it meant high heels and that would make me excited? What world do you live in?
Apparently he thinks “the ladies” are so dumb that we are incapable of taking context clues and we immediately think everything relates back to fashion. Maybe I didn’t know it meant “very nasty person”, but it’s pretty clear it’s a swear or insult of sometime, not a freaking Jimmy Choo. Does he just imagine us thinking high heel every time we hear the word?
“She broke his nose with the heel of her hand.” Oh. High heel!
“Heel, fido! I said heel!” Oh. High heel!
“It will take one or two days for your cut to heal.” Oh. High heel! (Because if he thinks we don’t understand the difference between uncomfortable footwear and an insult, then he probably thinks we can’t spell, either).
But hey, at least Robert Thier thinks women can memorize stuff, because the footnote links stop as the vocabulary is repeated instead of new terms being introduced.
Aside from the footnotes, I really do like this book, and I can’t wait to read the second part of it, which I’ll read soon. Thier still has a long way to go, but I think after he has more experience, he’ll write some great books.
Paul Kellett (118 KP) rated Snowdonia in Tabletop Games
May 4, 2019
Great replayability (2 more)
Good solo mode
Plenty of expansions
Fiddly set up (1 more)
Worker placement suffers a bit at 5 players
It's a train game, isn't it.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.
Well, there are trains (many, many wonderful (and stupid) trains), and there are tracks, but Snowdonia is not your typical stuffy old train game.
Snowdonia is a worker placement Euro game (one of the best in My opinion) which has players working to complete the railway up to the top of Mount Snowdon.
While you are all working on the same track, this is a competitive game in which you score points for laying tracks, building stations and completing contracts.
The Dai is Cast
The game is set up by choosing which scenario you wish to play, and there are a good number, and laying out the track & station cards around the edge of the board. This is one of the great things about Snowdonia - each expansion is just a deck of cards which replace the original station & track cards, add a few additional rules and make a completely different experience.
The main board has a number of actions you can take like gathering resources, digging out rubble to clear the way for laying tracks (another action) or building stations to name a few. Each action location is further split into worker slots and in true worker placement fashion, these are limited so not everyone can do what they might want to.
There is a deck of contract cards, 3 of which are drawn at the start and replenished each round. If no-one has taken a contract, then the leftmost one is discarded and the other cards shift across with a new contract appearing on the right.
These contract cards are in two sections - the main part is a one time action that can give you a bonus to specific actions and is then spent. You keep the card though as the top part shows a game end bonus. If you satisfy the contract (by having laid a certain number of rails, built a number of stations, or dug enough rubble (and usually a combination of these things)) then you can get a decent bunch of points at the end of the game. Going after these can be rewarding but also quite tricky.
The backs of the contract cards also have a weather icon on them and this can be sunny, raining, foggy or, depending on the scenario, snowy. There is a weather track on the board which indicated the current weather as well as the forecast for the next 2 days so you can try to plan what you are going to do. The weather affects what actions you can take and how efficient you will be at doing them. Sunny days increase the amount of rubble you can dig and the number of tracks you can lay while rainy days decrease this and foggy days restrict the number of action spaces available. These work rates are marked on a track so if you get a run of 2 or 3 sunny days, you can get a good amount of work done.
The way this weather mechanic works really changes how each game feels. You can have games where it's very sunny and you can fair fly up the mountain or you could trudge through the fog gloomily laying the odd track and wishing you were in the pub.
It's warm in here, boyo, leave me to my pint will you
Ah, the pub. You have three workers, but only two are always available. The third one is found in the pub and will only come out if you get a train to take him up the mountain. Firstly, this involves buying a train when it becomes available and then paying a coal cube (not a cola cube, he's not that easily bought) to fuel the train. You only get him for that round after which he goes straight back to the pub.
This brings me on to resources. There are three types - Iron, Stone and Coal. Iron is needed to make tracks and build some station spots while Stone is used to build stations. Coal, as said, get's your man out of the pub.
Resources are restocked at the end of every turn and drawn blindly from a bag. The bag has finite resources determined by the player count but also contains 5 white cubes. These white cubes are the game's timer and represent "the company" coming in and doing work while you are messing about so keeping an eye on what resources are out is vital if you want to get a decent score.
When white cubes are drawn, they get placed on the AI track and will make the company dig, build or lay tracks so if you are not careful, the company will bring the game to a swift end.
Very Chuffed
The base game comes with 6 trains and each expansion adds more. Each train has it's own different special ability like granting you a bonus to your dig rate, letting you convert more Iron into Rail tracks or giving you a free build action.
All these really change how you can play and combined with the weather and the variety of contracts available really give a ton of replayability to Snowdonia.
Not only do the expansions come with trains, but the designer, Mr. Boydell has been creating additional trains for many a year, both as physical promo cards given away at conventions and with other games in his stable and as print and play cards posted up on his blog on BGG. Many of these trains are funny, silly or rude, often being inspired by events on the news and in the gaming world and there are A LOT of them. Check out www.snowdoniacentral.com to see the full list.
The Solo Game
Technically, the solo game is played exactly as the multiplayer game and is a "beat your best score" but that is really doing it a disservice. Like in the multiplayer game, the vastly different ways the weather, contracts and trains can interact makes each game feel totally different and the AI is unforgiving if you linger too long hoarding resources. This makes for a very challenging puzzle of resource optimisation and action efficiency that is very satisfying when you nail it.
There is a campaign of sorts where you play through a number of games using each train in order and there have been various challenges posted on Boardgame Geek.
Ooh, It's Big and Shiny
The Deluxe Edition (currently on Kickstarter) has collected all the expansions, many of them incredibly hard to find, (almost) all of the trains (even the print & play ones) and every other promo over released for Snowdonia and put them together in a lovely big box with a myriad up upgraded wooden pieces, all screen printed, as well as a larger board (with spaces to lay the track cards), more trains and some exclusive new scenarios. There is also the hint of a dedicated solo Automa to be added, but we will have to see, I wouldn't be bothered if it doesn't as the game is a superb solo experience as it is. Oh yeah, they have also added a set of cards that have each space on the board printed on each one so that you can use those to play the game if you are tight on space or want to take the game travelling. These were originally uploaded to BGG by a fan and I have used these many times when I have been working away as you can take them plus just enough pieces and cards to play solo and fit them all in a tiny box.
Snowdonia is My top Euro game and has been for a number of years, and I highly recommend going and checking it out.



