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Deep Down (Jack Reacher, #16.5)
Deep Down (Jack Reacher, #16.5)
Lee Child | 2012 | Fiction & Poetry, Mystery
5
6.5 (2 Ratings)
Book Rating
Unfulfilling quick Reacher fix
I’m not sure why I keep listening to these Jack Reacher short stories, I think it’s because they are just a quick fix handy to have while doing other jobs.

Set back in the mid 80s we get a glimpse of Reacher’s military career where he is tasked with working out who is leaking information from Capitol Hill. The suspects are four fast-track women; Army political liaison officers. How in the mid 80s likely that all four of these positions would be taken up by women raises an eyebrow but it’s needed to fit the strategy of Reacher trying to get them each alone for a drink (eye-roll.) It doesn't quite work out like that but Reacher quickly gets stuff figured out, has a fight and lets us all go home glad for it to all be over. All standard Reacher just a lot less fleshed out and lacking some intrigue.

There's an odd decision to keep cutting to bits about an unnamed jogger, we find out who this is later but it really adds very little to the story and for a short one it seems a waste.

Like having something sweet when you are starving; it’s a quick yet ultimately unfulfilling experience. It’s not like it’s even a great chocolate bar….
  
Dragon's Gold
Dragon's Gold
2015 | Fantasy, Medieval, Mythology
Great Components (4 more)
Easy to learn to play
Quick Turns
Fast Decision Making
Card Placement Strategy
Shields could be bigger (1 more)
Hard to tell difference between silver and gold in certain lighting
Fast Paced Fun
Players: 2-4

Components: The gems are very good quality of either some sort of plastic or acrylic. They are colored very well except for the silver and gold which can be hard to tell apart depending on how the light hits them. There are limited amounts of each color for different reasons. The cards are nice and the artwork is decent enough but nothing I found to be out of the ordinary that struck me as amazing. The real focus isn't on the cards anyway but the gems.
Easy to Learn: Rules are quite simple. Players will lay down cards until a dragon is defeated. (The strength of the cards is more than the dragon's) then all players involved have a minute to split the loot or no one gets anything. Certain objectives depending on the game being played will make for end game scoring strategies. The mage and thief cards allow for extra bonuses especially when played together.
Quick Turns: Splitting loot only takes a minute keeping the game moving along fairly quickly.
Shields: I feel like the Shields could have been a little taller or something.
  
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